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Fantasy Dramatis Personae

BASIC INFORMATION

Name: Aleksander Kharzenti (Human) Vruktal'gritzhevdaun (Demon)

*Aliases: Robber Baron of Fairfax

Age: Aleksander: 34, Vruk: Ageless, age unknowable

Gender: Male

Race: Human possessed by Demon

Class: Possessed Warlock/Capitalist: In human form Aleksi is just a capitalist. He uses his wealth to buy out all the competition in fairfax and manipulates market power to make himself a monopoly in several industries. Outside of his entreprenuerial skill and charisma, he doesn't really have any combat usefulness. He has a sword inside of a cane that he has been trained in the use of, and he is also an excellent shot with a dueling pistol, but neither are very useful for anything more than a one on one honorable engagement. He has considerable wealth, but not much political power in a kingdom like Albion. He and other middle class capitalist moguls have a secret society dedicated to turning albion into separate merchant republics. Whenever Aleksander would normally feel anger, the demon known in short term as Vruk completely takes over his body and Aleksi is forced to stay a prisoner in his mind. Vruk cannot be defined as a person, it is an entity that has existed long before humans and other living races. Vruk is a force, a power, a manifestaton of rage, malice, and spite. Aleksi's vitality limits Vruk's power considerably, but his magical strength is still supreme and unnatural. Vruk can conjure horrible lesser demons from his realm to smite his foes, or he can use his infinite willpower to manipulate nearby entities. He also has devastating offensive magic that can maim, kill, infect, or otherwise destroy individuals or groups of people.
PERSONAL

*Sexuality: Aleksi is straight, Vruk loves killing things.

*High Concept: A refined gentleman with a love of wealth; he also happens to be possessed by rage incarnate that compels him to destroy others physically or emotionally.

Character Alignment: Aleksi: Lawful Neutral Vruk: Chaos Evil

*Relatives: Aleksi has no blood relatives. If someone is angry, then they are a child of Vruk.

*Organizations\Affiliations: The City of Fairfax Merchant's Guild; The Golden Eye; The Unseeable Demon Realm

Personality: Aleksander is a cultured entrepreneur. He is calm, tasteful, philanthropic, loves a pleasant conversation, and politically minded. Unlike his fellow capitalists, Aleksander is a paternalist, which means he believes wealthy (males) people are responsible for taking care of the poor and society in general. Of course, because of his economic disposition, 'taking care of the poor' means getting them to work for you and paying them very little. As a rather realistic man he is more worried about his business interests and the interest of his city than fairy tales about heroes and all that. When Vruk takes over, this all changes. Vruk hates literally everything that lives. Vruk is difficult to reason with and usually just tries to kill anything nearby. Aleksi has never been able to exercise control over Vruk, and he gets little warning when Vruk is about to take over. Although Vruk is so brutish and resentful, its parasitic nature has made it somewhat resemble Aleksi over the years. It is more talkative than it used to be and does enjoy tea after homicide.

Backstory: Aleksi was born to a pair of nomadic gypsies. On reflecting about them, he has called them "uncultured savages" and thought of them as "unambitious peasants". He was raised in the city of Fairfax after his parents were arrested and executed for selling foreign drugs which were strictly outlawed at the time. This was at age 3, when the locals thought he could still be raised into a status of "decent laborer". Aleksi grew up in a city orphanage and lived in quite a volatile time in Fairfax history. For all his life the city had been industrializing, crazy economic and philosophic ideas were overturning the old ways and Fairfax still wanted nothing to do with the kingdom of Albion. Although conditions in the orphanage were rough, Aleksi did learn to read and he saw that as his way out of the poor life. Through his preteen years he worked in a local textile factory. Chld laborers were paid almost nothing of course, but the manager of the plant did find Aleksi to be a peculiar little boy and showed him about the middle management life when he could. Aleksi realized how much money the plant manager and the owner made because they paid the workers so little, it was at this time Aleksi's capitalist ideals took root.

How Aleksi came to get the money to purchase his own shop is unknown. It certainly must have involved theft or some form of extortion. This is also the time when Aleksi became first possessed. As a teenager, Aleksi operated a shoemaker's shop and employed children from the orphanage. Though he lacked respect because of his age, he was an intelligent and assertive business man whose capitalist ideology and forward economic ideas propelled him to great success early on. By the age of twenty four Aleksander was the owner of three merchant stalls in clothing, two shoemakers, and a boot factory. His wealth management and self-education made him a local icon and he published a book about capitalism and thrift that sold thousands of copies. During this time Aleksi also spent a chunk of his wealth covering up violent murders of random citizens and business rivals all over the city of Fairfax.. The underhanded nature of the market in Fairfax at that time made it almost organized crime. Massive underground textile wars were taking place that involved sabotaged business deals, corporate espionage, theft, arson, and even murder. In the ashes of the conflict Aleksi emerged victorious, and by thirty years of age he was the Clothing Baron of Fairfax, or also the Robber Baron.

Aleksander was feared and respected. His intellect, wit, charm, ruthelessness, and shady reputation made him the most famous man in the city, and quite well known around the kingdom. It was during this year he also co-founded the Golden Eye Society, an elitist secrey group that pulls strings within the kingdom to organize something nasty in the future.. Vruk was also rapidly changing alongside of Aleksi. Now with such a monopoly in Fairfax, Aleksi turned his ambition outward to other cities and onto the kingdom at large. He had become quieter, more refined, he represented the cultured elite. This made Vruk change as well, it became less frequent in its control, less mindlessly violent, more sadistic and torturous in nature. Aleksi had a massive manor built outside of the city on a ten acre plot of land in the forest, it came completely fenced in and gated with a dozen mercenaries for personal security. He became a collector of magical oddities, including a blue amulet which was rumored to have once been possessed by a hero from Fairfax hundreds of years ago.
PHYSICAL

Appearance:
duck.jpg
Aleksander is 5'11" tall and weighs around 190 pounds. His days of work in the factory gave him a muscular frame and he enjoys participating in physical activities in his leisure time, which keeps him healthy as well. His hair is dark brown and he has the slightly olive skin of the gypsy people, which makes him look strange to the pale faced northerners.

Weapons & Armor: He wears no armor other than his fine suits. His weapons of choice are the gold coin and the factory, though if he must, he has a sword in his cane and a dueling pistol.
fd1084l.gif
2808_4_.jpg

Items & Personal Belongings: Seal of Membership; Most of the Fairfax textile industry and mining industry; a massive collection of magical novelties; many fine suits; many crates of excellent tea; a small turquoise gemstone in his breastpocket

Skills & Abilities: Excellent businessman, charismatic, persuasive, intelligent, wealthy, good at bartering, massive source of magical will, the backing of the Golden Eye Society, decent with the cane sword, excellent pistol shot.

Spells & Magic:
  • Vruk can conjure physical manifestations of rage known as lesser demons into the physical world. These are black misty creatures that spread terror around then and screech with a voice so foreign and loud that it can drive weak people insane.
  • Vruk can wield a fiery whip that he uses to scorch and decapitate.
  • Vruk can amplify his willpower, terrifying and suppressing nearby entities that cannot resist. Those that do resist still feel extreme anger.
  • Vruk can target enemies and infect their minds with rage, making them lose control and attack the nearest entity with primitive savagery.
  • Vruk can manifest spheres of pure will and blast them at a target in waves of smaller spheres or in a massive magical blast that devastates everything it touches.
  • Vruk's existence inside of Aleksander can sustain his body for far longer than it would be possible normally, however, if Aleksi's body is pushed past a certain point, Vruk will retain control until he is healthy, which will weaken Vruk's offensive abilities and force him to stay dormant for a long period of time after.
  • Vruk can make Aleksi's body levitate.
  • Vruk can envelop Aleksi's body in sheer magical willpower, making him appear to be a large demonic entity pulsating with power and rage. In this form he can crush enemies with his strength or torch them with a stream of magical fire, this fire leaves permanent wounds. These demonic wounds may heal slightly, but the scar will essentially be a first degree burn forever.
Weaknesses: Aleksi has a tendency to underestimate his enemies due to his massive amount of success in Fairfax. All that have risen against him have been put into their place or removed. He is slightly arrogant because of his self-made fortune. He has absolutely no control over Vruk, though he can attempt to speak with him while controlled and while not controlled. The only consistent thing is that whenever he starts to feel angry, Vruk appears. Vruk is a near mindless being that desires to bring all to their knees so it can execute them. It wishes to bring an end to all mortal and immortal kind, it is rage. Outside of Vruk, Aleksi has no real combat ability, he is a business man not a hero. He can lack empathy due to his harsh and loveless childhood, therefore he may appear kind at first, but that is only because he has adopted the politeness of his elite peers. In reality he only cares about himself and his own interest.

FLUFF (Optional)
*Hobbies: (What does the dark lord do in his free time, when not vying for supremacy over the world?)
*Quote\s: During a debate against an advocate of making poverty illegal:
It is not the fault of the poor that they are in the wretched condition currently in place. Go to the slums of Fairfax, speak with the people there. They are victims of a system that has generated their desperate lives; better that we employ them, give them an honest trade so that they might eke out a meaningful existence.
Aleksander Kharzenti
*Theme:

 
Last edited:
BASIC INFORMATION

Name: Aleksander Kharzenti (Human) Vruktal'gritzhevdaun (Demon)

*Aliases: Robber Baron of Fairfax

Age: Aleksander: 34, Vruk: Ageless, age unknowable

Gender: Male

Race: Human possessed by Demon

Class: Possessed Warlock/Capitalist: In human form Aleksi is just a capitalist. He uses his wealth to buy out all the competition in fairfax and manipulates market power to make himself a monopoly in several industries. Outside of his entreprenuerial skill and charisma, he doesn't really have any combat usefulness. He has a sword inside of a cane that he has been trained in the use of, and he is also an excellent shot with a dueling pistol, but neither are very useful for anything more than a one on one honorable engagement. He has considerable wealth, but not much political power in a kingdom like Albion. He and other middle class capitalist moguls have a secret society dedicated to turning albion into separate merchant republics. Whenever Aleksander would normally feel anger, the demon known in short term as Vruk completely takes over his body and Aleksi is forced to stay a prisoner in his mind. Vruk cannot be defined as a person, it is an entity that has existed long before humans and other living races. Vruk is a force, a power, a manifestaton of rage, malice, and spite. Aleksi's vitality limits Vruk's power considerably, but his magical strength is still supreme and unnatural. Vruk can conjure horrible lesser demons from his realm to smite his foes, or he can use his infinite willpower to manipulate nearby entities. He also has devastating offensive magic that can maim, kill, infect, or otherwise destroy individuals or groups of people.
PERSONAL

*Sexuality: Aleksi is straight, Vruk loves killing things.

*High Concept: A refined gentleman with a love of wealth; he also happens to be possessed by rage incarnate that compels him to destroy others physically or emotionally.

Character Alignment: Aleksi: Lawful Neutral Vruk: Chaos Evil

*Relatives: Aleksi has no blood relatives. If someone is angry, then they are a child of Vruk.

*Organizations\Affiliations: The City of Fairfax Merchant's Guild; The Golden Eye; The Unseeable Demon Realm

Personality: Aleksander is a cultured entrepreneur. He is calm, tasteful, philanthropic, loves a pleasant conversation, and politically minded. Unlike his fellow capitalists, Aleksander is a paternalist, which means he believes wealthy (males) people are responsible for taking care of the poor and society in general. Of course, because of his economic disposition, 'taking care of the poor' means getting them to work for you and paying them very little. As a rather realistic man he is more worried about his business interests and the interest of his city than fairy tales about heroes and all that. When Vruk takes over, this all changes. Vruk hates literally everything that lives. Vruk is difficult to reason with and usually just tries to kill anything nearby. Aleksi has never been able to exercise control over Vruk, and he gets little warning when Vruk is about to take over. Although Vruk is so brutish and resentful, its parasitic nature has made it somewhat resemble Aleksi over the years. It is more talkative than it used to be and does enjoy tea after homicide.

Backstory: Aleksi was born to a pair of nomadic gypsies. On reflecting about them, he has called them "uncultured savages" and thought of them as "unambitious peasants". He was raised in the city of Fairfax after his parents were arrested and executed for selling foreign drugs which were strictly outlawed at the time. This was at age 3, when the locals thought he could still be raised into a status of "decent laborer". Aleksi grew up in a city orphanage and lived in quite a volatile time in Fairfax history. For all his life the city had been industrializing, crazy economic and philosophic ideas were overturning the old ways and Fairfax still wanted nothing to do with the kingdom of Albion. Although conditions in the orphanage were rough, Aleksi did learn to read and he saw that as his way out of the poor life. Through his preteen years he worked in a local textile factory. Chld laborers were paid almost nothing of course, but the manager of the plant did find Aleksi to be a peculiar little boy and showed him about the middle management life when he could. Aleksi realized how much money the plant manager and the owner made because they paid the workers so little, it was at this time Aleksi's capitalist ideals took root.

How Aleksi came to get the money to purchase his own shop is unknown. It certainly must have involved theft or some form of extortion. This is also the time when Aleksi became first possessed. As a teenager, Aleksi operated a shoemaker's shop and employed children from the orphanage. Though he lacked respect because of his age, he was an intelligent and assertive business man whose capitalist ideology and forward economic ideas propelled him to great success early on. By the age of twenty four Aleksander was the owner of three merchant stalls in clothing, two shoemakers, and a boot factory. His wealth management and self-education made him a local icon and he published a book about capitalism and thrift that sold thousands of copies. During this time Aleksi also spent a chunk of his wealth covering up violent murders of random citizens and business rivals all over the city of Fairfax.. The underhanded nature of the market in Fairfax at that time made it almost organized crime. Massive underground textile wars were taking place that involved sabotaged business deals, corporate espionage, theft, arson, and even murder. In the ashes of the conflict Aleksi emerged victorious, and by thirty years of age he was the Clothing Baron of Fairfax, or also the Robber Baron.

Aleksander was feared and respected. His intellect, wit, charm, ruthelessness, and shady reputation made him the most famous man in the city, and quite well known around the kingdom. It was during this year he also co-founded the Golden Eye Society, an elitist secrey group that pulls strings within the kingdom to organize something nasty in the future.. Vruk was also rapidly changing alongside of Aleksi. Now with such a monopoly in Fairfax, Aleksi turned his ambition outward to other cities and onto the kingdom at large. He had become quieter, more refined, he represented the cultured elite. This made Vruk change as well, it became less frequent in its control, less mindlessly violent, more sadistic and torturous in nature. Aleksi had a massive manor built outside of the city on a ten acre plot of land in the forest, it came completely fenced in and gated with a dozen mercenaries for personal security. He became a collector of magical oddities, including a blue amulet which was rumored to have once been possessed by a hero from Fairfax hundreds of years ago.
PHYSICAL

Appearance:
duck.jpg
Aleksander is 5'11" tall and weighs around 190 pounds. His days of work in the factory gave him a muscular frame and he enjoys participating in physical activities in his leisure time, which keeps him healthy as well. His hair is dark brown and he has the slightly olive skin of the gypsy people, which makes him look strange to the pale faced northerners.

Weapons & Armor: He wears no armor other than his fine suits. His weapons of choice are the gold coin and the factory, though if he must, he has a sword in his cane and a dueling pistol.
fd1084l.gif
2808_4_.jpg

Items & Personal Belongings: Seal of Membership; Most of the Fairfax textile industry and mining industry; a massive collection of magical novelties; many fine suits; many crates of excellent tea; a small turquoise gemstone in his breastpocket

Skills & Abilities: Excellent businessman, charismatic, persuasive, intelligent, wealthy, good at bartering, massive source of magical will, the backing of the Golden Eye Society, decent with the cane sword, excellent pistol shot.

Spells & Magic:
  • Vruk can conjure physical manifestations of rage known as lesser demons into the physical world. These are black misty creatures that spread terror around then and screech with a voice so foreign and loud that it can drive weak people insane.
  • Vruk can wield a fiery whip that he uses to scorch and decapitate.
  • Vruk can amplify his willpower, terrifying and suppressing nearby entities that cannot resist. Those that do resist still feel extreme anger.
  • Vruk can target enemies and infect their minds with rage, making them lose control and attack the nearest entity with primitive savagery.
  • Vruk can manifest spheres of pure will and blast them at a target in waves of smaller spheres or in a massive magical blast that devastates everything it touches.
  • Vruk's existence inside of Aleksander can sustain his body for far longer than it would be possible normally, however, if Aleksi's body is pushed past a certain point, Vruk will retain control until he is healthy, which will weaken Vruk's offensive abilities and force him to stay dormant for a long period of time after.
  • Vruk can make Aleksi's body levitate.
  • Vruk can envelop Aleksi's body in sheer magical willpower, making him appear to be a large demonic entity pulsating with power and rage. In this form he can crush enemies with his strength or torch them with a stream of magical fire, this fire leaves permanent wounds. These demonic wounds may heal slightly, but the scar will essentially be a first degree burn forever.
Weaknesses: Aleksi has a tendency to underestimate his enemies due to his massive amount of success in Fairfax. All that have risen against him have been put into their place or removed. He is slightly arrogant because of his self-made fortune. He has absolutely no control over Vruk, though he can attempt to speak with him while controlled and while not controlled. The only consistent thing is that whenever he starts to feel angry, Vruk appears. Vruk is a near mindless being that desires to bring all to their knees so it can execute them. It wishes to bring an end to all mortal and immortal kind, it is rage. Outside of Vruk, Aleksi has no real combat ability, he is a business man not a hero. He can lack empathy due to his harsh and loveless childhood, therefore he may appear kind at first, but that is only because he has adopted the politeness of his elite peers. In reality he only cares about himself and his own interest.

FLUFF (Optional)
*Hobbies: (What does the dark lord do in his free time, when not vying for supremacy over the world?)
*Quote\s: During a debate against an advocate of making poverty illegal:
It is not the fault of the poor that they are in the wretched condition currently in place. Go to the slums of Fairfax, speak with the people there. They are victims of a system that has generated their desperate lives; better that we employ them, give them an honest trade so that they might eke out a meaningful existence.
Aleksander Kharzenti
*Theme:


Accepted.
 
e8e28835c848b3d44ecf1a0ff1d0d9a2.jpg
Basic


Name: Angra Mainyu
Aliases: Ahriman
Age: 20
Gender: Male
Race: Pariah Demon
Class: Battle Mage

Personal


Sexuality: Straight
High Concept: A good-hearted demon that has no idea about what good is.
Character Alignment: Chaotic Neutral
Relatives:
  • Unknown Demon Queen, his mother.
Organizations\Affiliations: N/A
Personality: He isn't as bad as a demon should be. He was taught to be as bad and evil as possible by his mother, but he really doesn't enjoy it. He does, however, have a soft side.
Backstory: He's a Pariah Demon classed under the Archer Class. However, he was an Imp before. He got promoted to Pariah thanks to a very special feat. He managed to, in training, take down 10 speeding targets with 10 arrows, at once. Thanks to this, he became an Archer of Hell as well.

Physical


Appearance: Anything need be said? There's an image over there.
Weapons & Armor:
  • Dark Mithril Armor - An armor made out of a strong metal corrupted with dark magic.
  • Dark Mithril Bow - A bow made out of the same material as his armor, only made MUCH more flexible and corrupted with more dark magic.
Items & Personal Belongings: N/A
Skills & Abilities:
  • Demonic Powers - All of his senses are enhanced to peak human condition, even superhuman. His physical condition is enhanced as well.
  • Expertise in marksmanship - He is an expert in archery due to his Warrior Class. His skill is so high that he can shoot up to 10 arrows at the same time.
Spells & Magic:
  • Demonic Powers - Being an Archer of Hell, Angra has a set of Dark Spells he can use to help himself in battle.
    • Arrow summoning - He can summon any kind of arrow out of thin air.
    • Arrow-incantation - He can enchant summoned arrows on the spot.
    • Fire-control - He can create fireballs and shoot fire out of his hands when needed.
Weaknesses:
  • Those are the things that can bypass his armor:
    • Holy Weapons
    • Light Magic
    • Holy Spells
  • Those are the things that will hurt him without having to attack (passively)
    • Priests
    • Holy Places
    • Holy insignias
Additional Notes


Hobbies:
  • Petting animals
  • Not much else.
Quotes: N/A
Theme:

Additional Notes: NOOOOOOOOPE.
 
e8e28835c848b3d44ecf1a0ff1d0d9a2.jpg
Basic


Name: Angra Mainyu
Aliases: Ahriman
Age: 20
Gender: Male
Race: Pariah Demon
Class: Battle Mage

Personal


Sexuality: Straight
High Concept: A good-hearted demon that has no idea about what good is.
Character Alignment: Chaotic Neutral
Relatives:
  • Unknown Demon Queen, his mother.
Organizations\Affiliations: N/A
Personality: He isn't as bad as a demon should be. He was taught to be as bad and evil as possible by his mother, but he really doesn't enjoy it. He does, however, have a soft side.
Backstory: He's a Pariah Demon classed under the Archer Class. However, he was an Imp before. He got promoted to Pariah thanks to a very special feat. He managed to, in training, take down 10 speeding targets with 10 arrows, at once. Thanks to this, he became an Archer of Hell as well.

Physical


Appearance: Anything need be said? There's an image over there.
Weapons & Armor:
  • Dark Mithril Armor - An armor made out of a strong metal corrupted with dark magic.
  • Dark Mithril Bow - A bow made out of the same material as his armor, only made MUCH more flexible and corrupted with more dark magic.
Items & Personal Belongings: N/A
Skills & Abilities:
  • Demonic Powers - All of his senses are enhanced to peak human condition, even superhuman. His physical condition is enhanced as well.
  • Expertise in marksmanship - He is an expert in archery due to his Warrior Class. His skill is so high that he can shoot up to 10 arrows at the same time.
Spells & Magic:
  • Demonic Powers - Being an Archer of Hell, Angra has a set of Dark Spells he can use to help himself in battle.
    • Arrow summoning - He can summon any kind of arrow out of thin air.
    • Arrow-incantation - He can enchant summoned arrows on the spot.
    • Fire-control - He can create fireballs and shoot fire out of his hands when needed.
Weaknesses:
  • Holy Weapons
  • Light Magic
  • Holy Spells
  • Priests
  • Holy Places (Churches, etc)
  • Holy Insignias
Additional Notes


Hobbies:
  • Petting animals
  • Not much else.
Quotes: N/A
Theme:

Additional Notes: NOOOOOOOOPE.

All hail to the dark lord.
Accepted.
 
BASIC INFORMATION
651c6d862e038a382df544e8426567af.jpg Name: Fraech Mac Máirtín
Aliases: The Druid, Mac
Age: 3129
Gender: Male
Race: Human
Class: Druid

PERSONAL
Sexuality: Straight
High Concept: Protector and healer of nature itself.
Character Alignment: Lawful Neutral
Relatives: N/A (Died when he was young)
Organizations\Affiliations: Diciple of the Tuatha De Daan, the Irish pantheon on gods/goddesses
Personality: Martin is a paranoid man who's always planning for the worst. His skills and knowledge obtained over his years has made him more than capable to handle any situation. However his constant worry makes others believe he is not as kind as he leads on to be.
Backstory: [TBR]

PHYSICAL
Weapons & Armor: Dual Shortswords, Hardened Leather Robe
Items & Personal Belongings: Seal of Membership, Books of druidry, Cold iron amulet
Skills & Abilities: Bartering, Leadership, Adaptability, Attention to details, Improvising, Diplomacy, Herbalism
Spells & Magic:
  • Knot Binding- Through extensive knowledge of how nature is bound, he is able to unknot bonds and knot bonds that do not naturally bond. This allows him to create his druidic teas, use all his other magic, or play a prank by attaching clothes to each other.
  • Knots of Cloaking- By unknotting the knots around himself or an object he can render it nearly invisible, however it can be seen by those who pay close attention.
  • Plane Walking- Through binding and unbinding himself he can travel great distances within matters of minutes between two planes. However certain planes can only accessed from various locations in one plane or another. Mag Mell is one such plane.
  • Knots of Perception- Various knots can be made on an individual's eyes allowing them to see at night, see past certain magics, and other sights. Each knot has its own pattern.
  • Shapeshifting- Druids, once fully trained, are able to shape shift into four animals chosen by their actions. Each animal has their various strengths and weaknesses, however any shape shifting requires time and puts the druid's body through large amounts of pain.
  • Cold Iron Amulet- The cold iron amulet he wears around his neck is a very powerful source of magic and is partially the reason he still lives. The cold iron itself protects him from magic that would prove fatal so long as he wears it and the many enchants he has placed on it allows him to cast his various spells quickly and effortlessly.
Weaknesses: Weak to magic without his cold iron amulet, unable to use his own magic to directly harm others, has limited amount of energy when not in direct connection with the earth

FLUFF
Hobbies: Cooking, Caring for nature
Quote\s: "When you've lived for as long as I have you learn why people want you dead."
"The earth is like a woman, if you make her mad you're going to end up six feet under."
Theme: [WIP]
 
BASIC INFORMATION
View attachment 290313 Name: Fraech Mac Máirtín
Aliases: The Druid, Mac
Age: 3129
Gender: Male
Race: Human
Class: Druid

PERSONAL
Sexuality: Straight
High Concept: Protector and healer of nature itself.
Character Alignment: Lawful Neutral
Relatives: N/A (Died when he was young)
Organizations\Affiliations: Diciple of the Tuatha De Daan, the Irish pantheon on gods/goddesses
Personality: Martin is a paranoid man who's always planning for the worst. His skills and knowledge obtained over his years has made him more than capable to handle any situation. However his constant worry makes others believe he is not as kind as he leads on to be.
Backstory: [TBR]

PHYSICAL
Weapons & Armor: Dual Shortswords, Hardened Leather Robe
Items & Personal Belongings: Seal of Membership, Books of druidry, Cold iron amulet
Skills & Abilities: Bartering, Leadership, Adaptability, Attention to details, Improvising, Diplomacy, Herbalism
Spells & Magic:
  • Knot Binding- Through extensive knowledge of how nature is bound, he is able to unknot bonds and knot bonds that do not naturally bond. This allows him to create his druidic teas, use all his other magic, or play a prank by attaching clothes to each other.
  • Knots of Cloaking- By unknotting the knots around himself or an object he can render it nearly invisible, however it can be seen by those who pay close attention.
  • Plane Walking- Through binding and unbinding himself he can travel great distances within matters of minutes between two planes. However certain planes can only accessed from various locations in one plane or another. Mag Mell is one such plane.
  • Knots of Perception- Various knots can be made on an individual's eyes allowing them to see at night, see past certain magics, and other sights. Each knot has its own pattern.
  • Shapeshifting- Druids, once fully trained, are able to shape shift into four animals chosen by their actions. Each animal has their various strengths and weaknesses, however any shape shifting requires time and puts the druid's body through large amounts of pain.
  • Cold Iron Amulet- The cold iron amulet he wears around his neck is a very powerful source of magic and is partially the reason he still lives. The cold iron itself protects him from magic that would prove fatal so long as he wears it and the many enchants he has placed on it allows him to cast his various spells quickly and effortlessly.
Weaknesses: Weak to magic without his cold iron amulet, unable to use his own magic to directly harm others, has limited amount of energy when not in direct connection with the earth

FLUFF
Hobbies: Cooking, Caring for nature
Quote\s: "When you've lived for as long as I have you learn why people want you dead."
"The earth is like a woman, if you make her mad you're going to end up six feet under."
Theme: [WIP]
I am afraid TBR backstory is not allowed. Also, he's a bit too old.
 
Also, your character is unreasonably old. Achieving immortality is top-rate difficulty for magic. You'd need at least 500 Dumbledore-Level mages to achieve immortality.
Unless you're a spirit. But a Druid is not a weird race. It's just a human with nature powers.

EDIT: And achieving immortality has a very obscure and dark repercussion unless granted by Gods, which is only true immortality. Me and Birdsie Birdsie Will allow this character if you add a HUGE, and with huge I mean FUCKING TITANIC weakness to him. Such as that he is so unlucky that the chances of him winning a fight are one in a thousand, or something like that.
 
BASIC INFORMATION
View attachment 290313 Name: Fraech Mac Máirtín
Aliases: The Druid, Mac
Age: 3129
Gender: Male
Race: Human
Class: Druid

PERSONAL
Sexuality: Straight
High Concept: Protector and healer of nature itself.
Character Alignment: Lawful Neutral
Relatives: N/A (Died when he was young)
Organizations\Affiliations: Diciple of the Tuatha De Daan, the Irish pantheon on gods/goddesses
Personality: Martin is a paranoid man who's always planning for the worst. His skills and knowledge obtained over his years has made him more than capable to handle any situation. However his constant worry makes others believe he is not as kind as he leads on to be.
Backstory: [TBR]

PHYSICAL
Weapons & Armor: Dual Shortswords, Hardened Leather Robe
Items & Personal Belongings: Seal of Membership, Books of druidry, Cold iron amulet
Skills & Abilities: Bartering, Leadership, Adaptability, Attention to details, Improvising, Diplomacy, Herbalism
Spells & Magic:
  • Knot Binding- Through extensive knowledge of how nature is bound, he is able to unknot bonds and knot bonds that do not naturally bond. This allows him to create his druidic teas, use all his other magic, or play a prank by attaching clothes to each other.
  • Knots of Cloaking- By unknotting the knots around himself or an object he can render it nearly invisible, however it can be seen by those who pay close attention.
  • Plane Walking- Through binding and unbinding himself he can travel great distances within matters of minutes between two planes. However certain planes can only accessed from various locations in one plane or another. Mag Mell is one such plane.
  • Knots of Perception- Various knots can be made on an individual's eyes allowing them to see at night, see past certain magics, and other sights. Each knot has its own pattern.
  • Shapeshifting- Druids, once fully trained, are able to shape shift into four animals chosen by their actions. Each animal has their various strengths and weaknesses, however any shape shifting requires time and puts the druid's body through large amounts of pain.
  • Cold Iron Amulet- The cold iron amulet he wears around his neck is a very powerful source of magic and is partially the reason he still lives. The cold iron itself protects him from magic that would prove fatal so long as he wears it and the many enchants he has placed on it allows him to cast his various spells quickly and effortlessly.
Weaknesses: Weak to magic without his cold iron amulet, unable to use his own magic to directly harm others, has limited amount of energy when not in direct connection with the earth

FLUFF
Hobbies: Cooking, Caring for nature
Quote\s: "When you've lived for as long as I have you learn why people want you dead."
"The earth is like a woman, if you make her mad you're going to end up six feet under."
Theme: [WIP]
I am afraid TBR backstory is not allowed. Also, he's a bit too old.
Also, your character is unreasonably old. Achieving immortality is top-rate difficulty for magic. You'd need at least 500 Dumbledore-Level mages to achieve immortality.
Unless you're a spirit. But a Druid is not a weird race. It's just a human with nature powers.

EDIT: And achieving immortality has a very obscure and dark repercussion unless granted by Gods, which is only true immortality. Me and Birdsie Birdsie Will allow this character if you add a HUGE, and with huge I mean FUCKING TITANIC weakness to him. Such as that he is so unlucky that the chances of him winning a fight are one in a thousand, or something like that.
Holy molly...

I agree with my Co-GM.
Achieving longevity of up to one thousand years is possible via magical means.
Only Spirits are truly immortal, and only Gods can grant true bodily immortality.

Otherwise, you have to resort to some form of dark practices, like turning into a Lich, Vampire, Undead, or draining the source of other people.
 
I will list everything you need to fix.
  • He is too old.
  • Relatives have to include dead and alive ones.
  • Backstory has to be at least 1 paragraph. TBR sounds like a single word to me.
  • Extend Weapons and Armors (Describe the weapons, explain to what extent they can go etc)
  • Extend Items and Personal Belongings
  • Extend Skills and Abilities (To what extent to they go, how good is he at it etc)
  • Add a huge weakness to balance his immortality.
  • That's it.
 
I will list everything you need to fix.
  • He is too old.
  • Relatives have to include dead and alive ones.
  • Backstory has to be at least 1 paragraph. TBR sounds like a single word to me.
  • Extend Weapons and Armors (Describe the weapons, explain to what extent they can go etc)
  • Extend Items and Personal Belongings
  • Extend Skills and Abilities (To what extent to they go, how good is he at it etc)
  • Add a huge weakness to balance his immortality.
  • That's it.
NViouz_DVationz NViouz_DVationz
 
I will list everything you need to fix.
  • He is too old.
  • Relatives have to include dead and alive ones.
  • Backstory has to be at least 1 paragraph. TBR sounds like a single word to me.
  • Extend Weapons and Armors (Describe the weapons, explain to what extent they can go etc)
  • Extend Items and Personal Belongings
  • Extend Skills and Abilities (To what extent to they go, how good is he at it etc)
  • Add a huge weakness to balance his immortality.
  • That's it.
Understood, I'll fix it as soon as I can
 
BASIC INFORMATION

Name: Lugal Banda
*Aliases:
  • Son of Malakbel
  • Son from the Son (As Malakbel means "Son of Malice.)
  • Son of the Son
  • Saviour
  • Avenger
Age: 23
Gender: Male
Race: Demigod, Child of War and Sun
Class: Lancer (Relies on a mix of agility and armor, so that they can dodge some hits and take some.)
PERSONAL

*Sexuality: Heterosexual
*High Concept: A youthful demigod seeking to find adventure and new experiences. Also, a huge flirt.
Character Alignment: True Neutral*
*It is hard to describe Lugal's alignment correctly.
He is good in the sense he can and will often help other people, but he is evil in the sense he might sometimes betray them to further himself.
He is lawful in the sense he will always keep a promise and abide by rules he chooses to follow, but he is chaotic in the sense he doesn't truly feel he owes allegiance to anyone other than himself.
*Relatives:
  • Malakbel (Father,) God of War, Battle, and Sun. Often revered by Paladins. True Neutral deity.
  • Rimat (Mother,) Priestess of Malakbel
*Organizations\Affiliations:
  • Worshippers of Malakbel: He is revered as a messianic figure by any warrior who serves Malakbel and knows of his identity. Doesn't really like them all that much.
Personality: An overall pleasant man, despite being coarse. He is not one to choose whether altruism or hedonism is the good choice, not explicitly stating which is better, but he finds it easier for himself to align with the good side. He will keep any promise, but is unlikely to oath loyalty to anyone, seeing himself to be a free man. He is a good balance of order, chaos, evil and good. He is likely to do things only out of his own desire, but that does not mean that his desire couldn't simply be "to help another." In that sense, he is a partial altruist.

Although he has a rather playful and carefree approach to life, he is very quick to build himself into a frenzy in battle. Although as a Demigod he does not worship any deities, being half of one, and although he has only bad experiences with worshippers, he does respect those that have faith. He also does not regret his decisions, as long as he knows they were done fully out of his free will.
Backstory: On the distant continent of Assiah, there is a land known as Gehenna, a land of powerful fire elementals, dragons and deserts. People there were blasphemous, making deals with demons and living with them on a daily basis, also breeding many nephilim (half-demonic,) children. The whole land was seen as undesirable and untouchable due to all of these, but out of the wrath of the more radical, proper worshippers a new spirit was born, from the sheer emotions that the people felt. Master of the Sun, who could smite all wicked things that are evil and a Master of War who could conquer lands with his armies of followers, his name granted to him by his creators; Malakbel (Translates to: "Son of Malice.)

Malakbel was a naturally strict being, but after a crusade of 20 years in his name, the land of Gehenna was purged out of all life, and soon after; Malakbel killed many other destructive forces. Despite being a spirit, his efforts were noticed by the Gods who granted him a place among the heavens, as a God of the Sun and War.

Countless thousands of years later, war consumed Assiah - upstirred by Warlocks and Sorcerers who wished to take revenge for their ancestors purged in the crusade caused by Malakbel, and a Priestess prayed to Malakbel to send a savior. A messiah who would liberate the land. Malakbel appeared before her and told her he could not do it himself, but he would still give her the liberator she desired. (SKIP FORWARD NINE MONTHS) A child was born of the fierce Demigod's blood. Malakbel once again stepped down from the heavens and gave his child a spear to kill all undead the Warlocks had and to negate all magic they wanted to kill him with.

Lugal grew up to be a fairly ordinary child, if leading several countries worth of armies as a general, and fighting on the frontlines of battle is what you consider to be the ordinary activity for a 7-year-old. After spending seven more years this way, Lugal watched as war consumed the continent and the Warriors of Malakbel started to overcome their enemies. The boy, however, had no intention of staying there and ruling over these people as they wished. Instead, he stole a ship from a captain along with half a year worth of rations, maps and kidnapped the sailors, forcing them to get him out to another continent. After several months, he arrived on the southern desert, near the border of Albion. Skip forward another half a year of travel, and 15 year old Lugal arrived in Albion.

Thus began his adventure.

PHYSICAL

Appearance:

latest
latest

Weapons & Armor:
  • Hauteclair: Although it seems to be golden, this magical spear is in fact made out of magically solidified sunlight. This lance was granted to Lugal by Malakbel, his father to destroy the evils that plagued Assiah once and for all. The lance is enveloped in an outer, invisible field that absorbs and destroys all mana, thus dispelling all magic that it hits, whether it be shields or bolts of magic. It is also considered a holy relic and deals twice the damage against demons and other wicked foes, and thrice the damage against the undead. It destroys large Revenants with one, powerful blow. (Name Translation: Holy Piercer)
  • Kavacha: The armor he sometimes wears is made from lightweight mithril plates that don't weigh as much as other metals, but are significantly stronger than iron. He does not always wear it, and if so, it only protects his lower legs, lower torso, arms, and shoulders. Despite Gehenna being a desert, this armor is from a northern part of Assiah known as the Lands of Ur, a cold northern region. Unlike most warriors, he respects his armor equally to the respect he gives to his weapon. In the long run, protecting yourself is just as important as damaging the opponent. (Name Translation: Spirit in Defense)
  • Hunting Bow: A normal hunting bow, composed of wood and hard string. Along with iron arrows, uses it exclusively for hunting, but it is a weapon nevertheless.
  • Skinning Dagger: An 11-centimeter long blade, clearly not created for piercing armor or for actual combat. It was made to skin dead animals off of their pelts and hides, as well as to carve out their meat. Can also be used to cut ropes and such things. It may double as a throwing knife.
Items & Personal Belongings:
  • Fishing Rod: A wooden stick with a long string attached to it, at the end of which is a metallic hook. He has bait too.
  • Backpack: A large backpack barely capable of carrying all of his stuff.
    • Minor Possessions: Maps, a compass, sack full of coins, parchment and ink, flint, water skin, rationed food, minor equipment and similar things.
Skills & Abilities:
  • Supernatural Weapon Proficiency: As soon as he lays his hands on any type of weapon, no matter how small or big, he becomes proficient and nearly adept at it. Taking his experience to expertise takes a week or two and masterhood; several months, so he has reached expertise in nearly all forms of combat and mastery of the spear. This is due to his heritage.
  • Supernatural Tactics and Strategy: Lugal has a deep understanding of military tactics and strategy that is innate to him. He can also foresee the actions of his opponents this same way, like a master chess player, but in real life. As "tactics," and "strategy," are very broad terms that are simply systems of setting goals based on information and analysis, this can apply outside of combat or actual warfare too, making him not intelligent, but very cunning indeed. This is due to his heritage.
  • Fisher, Hunter, Gatherer: Lugal lives a very conserved lifestyle, as he rarely does buy anything from towns anywhere. He likes the forests and the adventure they offer, liking to hunt, fish, or gather herbs and water. This lifestyle makes him often run into trouble, which he enjoys even more.
Spells & Magic:
  • Fluctuating Condition: Lugal's physical condition, strength, speed, and durability largely depend on the time of day and year. The closer the time is to noon, and the closer the seasons are to summer, the stronger he is. And the closer they are to midnight and winter, the weaker he is. On a summer noon, he can be as strong as a fully-matured giant, as fast as a speeding horse, as agile as a lizard and his mana regeneration is boosted considerably.
  • Hauteclair (True Thaumaturgy):
    • Verg Avesta: The only actual spell he has. Using this spell, Hauteclair becomes enveloped in sunlight, sparkling with godly magnificence. The light is enough to slowly vaporize undead nearby and scare them away, however, the true effects of the spell materialize only after throwing the spear. It leaves behind a trail of sunlight that destroys all undead, demonic and unholy enemies and forgets no wicked force, letting none survive. Afterward, the spear hits a target and explodes with the strength of a sun, vaporizing everything near it with sunlight and plasma. Afterward, Hauteclair appears in Lugal's hand again, however, the spell is a Major Sorcery and thus cannot be used often or it will suck Lugal dry of mana. Casting this once sucks him dry and he needs to wait several hours for all of it to recharge, especially if it's night. It should also be noted that due to Hauteclair's combined ability to dispel all outside spells, there is no magical shield that can stop this. The only things you can count on protecting you from the explosion is the ability to dodge it, or to take it, the latter of which is nigh-impossible. (Name Translation: Celestial Avenger)
Weaknesses:
  • Winter: Becomes slightly weaker in all winter months, just as he becomes stronger the closer the scales of time are to summer.
  • Nights: The closer the time is to noon, the stronger he is, and the further away from noon, the weaker he becomes. A winter midnight makes him a bit weaker than an actual human.
  • Magically Uninclined: Although due to his heritage he is a walking well of magical energy, Lugal appears incapable of understanding most of magic and overall inept at the arts, save for magic that channels the legend of the Sun, or other sorceries related to his legacy.
  • Feminine Charm: Can't deny a pretty face, or... pretty... you-know-what. Unless it's like the fifth time someone uses it on him. He won't fall for the same old trick a few times in a row, is what I'm saying.
  • Dark-Aligned Spirits/Elementals/Magic: Notably more impactful against him. Dark magic, necromancy and all of that nasty stuff are naturally more malignant against anything celestial, like Demigods.
  • Magic: Although his spear can cut through any magical shield, armor woven from mana, or other types of phantasmal creations or spirits, and although he is nearly unmatched in melee - a spear can't exactly substitute for a shield. In that sense, he is at a slight disadvantage against all foes that are faster than him or wield magic. Especially if ranged.
    • Ranged Combat: As I said; he may sometimes come with a shield if he knows what he's up against, but usually he has nothing more than his spear, armor and hunting armaments. If he can get up close, though... That's a game over for the shooter.
  • Fear: Although brave, he's sensible enough to know that fighting an army of dragons alone is a bad idea for him. In the same sense, he's a descendant of The Sun and War, not courage. Fear magic, or (although more rarely,) sheer intimidation are enough to make him back down from a fight, although Lugal is decent at hiding his despair.
  • His Homeland: Sure, no place like home. Unless your home is full of malicious, maniacal and over-zealous warrior-priests that hope to make you into their King because they worship you as a Physical God. And trust me, there are some corrupt people there that are more than willing to put his corpse on the throne and worship him in that way if they have to.
FLUFF

*Hobbies:
  • Hunting
  • Fishing
  • Exploring
  • Dungeon raids
  • Hitting on pretty girls
*Quote\s: "Ivoi siette, dei veri oppuni malvatti?" (Of all people, you sure you wanna mess with me?")
*Theme:
 
Last edited:
Family History

The Faison family has been part of the Order of the Black Lotus for a very long time.They have also always been know for their wealth and power. It was said that long ago they were able to summon a shadow demon. The demon had been trapped for so long in a prison that upon the demons return it went on a killing spree to gain revenge for being imprisoned. When the demon was killed her family took the bow. The one how defeated the demon used the bow his entire life before passing it down. This kept going for generation and generations. The first born would use the bow and pass it down.
Demon
89544d75c5dbff37e76b901724572680.jpg
8cb09e7f86999c01c72b58a7edf28ccd.jpg
Basic Information


Name: Alesha K. Faison
Aliases: Viral
Age: 25
Gender: Female
Race: Human
Class: Archer

Personal


Sexuality: Mildly Straight
High Concept: Archer who serves tradition more than herself.
Character Alignment: True Neutral
Relatives: Mary Faison (Mother), Keron Faison(Father), Aramis Faison(Brother/Deceased)
Organizations\Affiliations: Dark Helios
Personality: Alesha is a very controlled and "to herself" kind of person. She doesn't disobey when asked to do something and she will always try her hardest even if it leads her to her death, even if it's for a cause she doesn't care about. However do not miss understand her obedience with purity, she still enjoys fighting, but not killing. She still climbed the chain of power but never killed a single person in the fight. She enjoys helping Vena and doesn't ever challenge her.
Backstory: Alesha's never wanted to be part of her families traditions. She didn't even care for bows or even Dark Helios and she really didn't care for their stupid "Dark god shall return." Alesha had a older brother who would take the line of succession anyway, meaning her parents never cared about what she did and so she got to do things her way. Well not exactly, her family still lived by the you do what I tell you to, she got to choose most of what she wanted though. So she got interested in guns. She was very good and developed several different types of sniper based spells. She eventually joined The Imperial Musketeer Corp. It was at this time she also met Vena, however Vena hand not been infused with that crystal yet. Vena was much(8 years) younger but she thought of her as a little sister, she seemed so innocent to be part of Dark Helios. Alesha envied her, but her life was fine, until her bother died in combat. Her brother lacked any skill at all and in fact was a failure the entire time he was trying to take on the families legacy. So her parents came to her at 21 years old, she was the only one left to take the families succession and continue the "Legacy". She was forced to leave The Imperial Musketeer Corp. She got sucked into Dark Helios, and most people outside Dark Helios didn't even know where she went. Her parents wanted her to become the leader of Dark Helios, for a long time it looked like she would, but Alesha never wanted to. So instead she had to watch Vena become leader. The person she though was innocent had become corrupt. At this time Vena knew Alesha's parents were still an influence on her. So Vena banished them from Dark Helios gave the money to Alesha to do as she pleased. She said to her "You shall fine your own path. Without them." To this day she is second in the chain and follows Vena.

Physical


Appearance: LOL Why you ask? There be picture right there man!
Weapons & Armor: Arcum Umbra- Powerful Bow that creates arrows with special properties. It can be summoned. Doesn't have to always be carried around.
Items & Personal Belongings: Lots of money, and jewelry. Cloths too, but who needs those
Skills & Abilities:
Dead shot: She is really good at aiming. Part of this comes from being a sniper. But she almost never misses.
Agility- She's fast, if you let her out of you sight she will slip away.
Spells & Magic:
From the shadows- Probably one of her strongest abilities. Cloaks her, however when it begins or if she moves it becomes very easy to see her with magic, and their is a shimmer effect without magic. However if she stands still it becomes harder and harder to see her until even very strong magic couldn't see her.
False Hope- Alesha creates magic arrows with abilities. However there is only a limited amount of times she can use an ability. If she has used up all her charges she can't fire that type of arrow anymore. Arrows disappear a bit after hitting something.
Mass Recall- Is a time consuming spell, 5-10 minutes. But reloads all of her arrows back to full.
Arrows(and amounts)-
Inverse Equality (2) - Uses pulse magic to reveal invisible objects in an area. Everyone looking at the area can see the magic pulses. However it doesn't reveal them, it just outlines them, so if someone was cloaked you couldn't see who it was like a revealing eye, but you could see that they were there.
Unlimited Domain(4)- Where ever the arrow hits it creates a circle of fire from the impact outward. The circle is about 1-2 meters and burns for about 3 minutes.
Last Moment(20)- Fires an arrow that is 400% faster that normal speed. Has redirection. This lets her stop the arrow in place and change its direction and when the direction is change it continues at whatever speed it started at. Only once per arrow.
Poor man arrows- A weak boring arrow. Is weaker than a normal arrow but she has infinite. Disappear instantly upon hitting something.
Weaknesses: Close, Close, close, CLOSE combat. If you are close enough to touch her she has lost. Because you know where she is and she has no movement. Unless you lose, let her go, or look away for some time, its over for her.
She sometimes shows more emotion than she wants to, she also makes stupid mistakes every now and then.

Additional Notes


Hobbies: Still loves guns.
Quotes: "Won't even know what hit them."
Theme:

Additional Notes:
Her signature: Alesha K. Faison
 
Last edited:
Family History

The Faison family has been part of the Order of the Black Lotus for a very long time.They have also always been know for their wealth and power. It was said that long ago they were able to summon a shadow demon. The demon had been trapped for so long in a prison that upon the demons return it went on a killing spree to gain revenge for being imprisoned. When the demon was killed her family took the bow. The one how defeated the demon used the bow his entire life before passing it down. This kept going for generation and generations. The first born would use the bow and pass it down.
Demon
89544d75c5dbff37e76b901724572680.jpg
8cb09e7f86999c01c72b58a7edf28ccd.jpg
Basic Information


Name: Alesha K. Faison
Aliases: Viral
Age: 25
Gender: Female
Race: Human
Class: Archer

Personal


Sexuality: Mildly Straight
High Concept: Archer who serves tradition more than herself.
Character Alignment: True Neutral
Relatives: Mary Faison (Mother), Keron Faison(Father), Aramis Faison(Brother/Deceased)
Organizations\Affiliations: Dark Helios
Personality: Alesha is a very controlled and "to herself" kind of person. She doesn't disobey when asked to do something and she will always try her hardest even if it leads her to her death, even if it's for a cause she doesn't care about. However do not miss understand her obedience with purity, she still enjoys fighting, but not killing. She still climbed the chain of power but never killed a single person in the fight. She enjoys helping Vena and doesn't ever challenge her.
Backstory: Alesha's never wanted to be part of her families traditions. She didn't even care for bows or even Dark Helios and she really didn't care for their stupid "Dark god shall return." Alesha had a older brother who would take the line of succession anyway, meaning her parents never cared about what she did and so she got to do things her way. Well not exactly, her family still lived by the you do what I tell you to, she got to choose most of what she wanted though. So she got interested in guns. She was very good and developed several different types of sniper based spells. She eventually joined The Imperial Musketeer Corp. It was at this time she also met Vena, however Vena hand not been infused with that crystal yet. Vena was much(8 years) younger but she thought of her as a little sister, she seemed so innocent to be part of Dark Helios. Alesha envied her, but her life was fine, until her bother died in combat. Her brother lacked any skill at all and in fact was a failure the entire time he was trying to take on the families legacy. So her parents came to her at 21 years old, she was the only one left to take the families succession and continue the "Legacy". She was forced to leave The Imperial Musketeer Corp. She got sucked into Dark Helios, and most people outside Dark Helios didn't even know where she went. Her parents wanted her to become the leader of Dark Helios, for a long time it looked like she would, but Alesha never wanted to. So instead she had to watch Vena become leader. The person she though was innocent had become corrupt. At this time Vena knew Alesha's parents were still an influence on her. So Vena banished them from Dark Helios gave the money to Alesha to do as she pleased. She said to her "You shall fine your own path. Without them." To this day she is second in the chain and follows Vena.

Physical


Appearance: LOL Why you ask? There be picture right there man!
Weapons & Armor: Arcum Umbra- Powerful Bow that creates arrows with special properties. It can be summoned. Doesn't have to always be carried around.
Items & Personal Belongings: Lots of money, and jewelry. Cloths too, but who needs those
Skills & Abilities:
Dead shot: She is really good at aiming. Part of this comes from being a sniper. But she almost never misses.
Agility- She's fast, if you let her out of you sight she will slip away.
Spells & Magic:
From the shadows- Probably one of her strongest abilities. Cloaks her, however when it begins or if she moves it becomes very easy to see her with magic, and their is a shimmer effect without magic. However if she stands still it becomes harder and harder to see her until even very strong magic couldn't see her.
False Hope- Alesha creates magic arrows with abilities. However there is only a limited amount of times she can use an ability. If she has used up all her charges she can't fire that type of arrow anymore. Arrows disappear a bit after hitting something.
Mass Recall- Is a time consuming spell, 5-10 minutes. But reloads all of her arrows back to full.
Arrows(and amounts)-
Inverse Equality (2) - Uses pulse magic to reveal invisible objects in an area. Everyone looking at the area can see the magic pulses. However it doesn't reveal them, it just outlines them, so if someone was cloaked you couldn't see who it was like a revealing eye, but you could see that they were there.
Unlimited Domain(4)- Where ever the arrow hits it creates a circle of fire from the impact outward. The circle is about 1-2 meters and burns for about 3 minutes.
Last Moment(20)- Fires an arrow that is 400% faster that normal speed. Has redirection. This lets her stop the arrow in place and change its direction and when the direction is change it continues at whatever speed it started at. Only once per arrow.
Poor man arrows- A weak boring arrow. Is weaker than a normal arrow but she has infinite. Disappear instantly upon hitting something.
Weaknesses: Close, Close, close, CLOSE combat. If you are close enough to touch her she has lost. Because you know where she is and she has no movement. Unless you lose, let her go, or look away for some time, its over for her.
She sometimes shows more emotion than she wants to, she also makes stupid mistakes every now and then.

Additional Notes


Hobbies: Still loves guns.
Quotes: "Won't even know what hit them."
Theme:

Additional Notes:
Her signature: Alesha K. Faison

Accepted.
 
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BASIC INFORMATION
Name
:
Aria

*Aliases:
Silent night, queen of arrows, demon mother

Age:
Just about 745 years old
(Looks to be about 22

Gender:
Female

Race:
human

Class:
Beast master sniper

PERSONAL
*Sexuality
:
Bisexual

*High Concept:
"I have watched my guild fall and my bretherine die.... I live to see the guild reborn... and for my sister."

Character Alignment:
Lawful good

*Relatives:
Her sister neria

*Organizations\Affiliations:
Heroes guild

Personality:
Aria was always known to be the strong independent leadership type. With her enrollment in the original heros guild and all she developed a fearlessness for all but one thing. The death of her sister. Her sister was all she had left since the fall of the guild and they've stuck by each other for over 500 years. Though despite all her independence In the past couple years Aria had started to long for a romantic partner and to settle down with them and raise a family. Other than that she's very calm and always collected, not one to easily break under pressure.

Backstory:
Back when The original guild stood tall and proud Aria was known all throughout the land. She was a legendary hero to say the least and she loved it. Specifiying in teaching new recruits that wanted to be archers when not on a mission Aria was always doing something to help out the guild weather it was training recruits, going on mission, or helping out the leaders with whatever they needed. Aria was always willing. Never truly calling herself a guild master despite everyone insisting she use the title she had been given.

But that all changed once the guild fell. For the first three years Aria was thrown into a deep depression at the loss of her home and everything she cared for. Her sister Neria having to find them all the food and everything they needed. After the first three years passed Aria got out of her depression to help keep her sister alive and well, but Neria noticed a change in Aria and it became obvious that the guild disbanding had changed Aria for what her sister says the worse. That's when Neria started the time rituals, stopping her and her sister from aging for about 50 to 90 years before she would have to do it again.

Slowly over time Aria and Neria's names and story's slowly faded from tales to legends to myths and they kept it that way in hopes that when a new guild is established that they will be able to come back to there former home and rebuild what was lost to them hundreds of years ago

PHYSICAL
Appearance
:
Tall and skinny but still has a nice feminine figure, aria is a light girl with long dark purple hair always tied up in a bun. She has light grey eyes and a slender gentle face
(Figured this could be shortened because I have a photo as well)

Weapons & Armor:
Zerna which is her ancient magical bow that had been given to her grandfather by a god. Able to have certain elements embedded into the arrow with magic words. As well as the ability to increase the arrows speed, distance, accuracy(through enhancement of her eyes with magic), and pericing power

Her armor consists of her usual outfit. Secretly reinforced by magic from her sister but still as light as a feather giving her maximum speed and agility

Items & Personal Belongings:
Seal of membership
Old locker with a photo of her and her sisters family

Skills & Abilities
:
Master marksman
Adept hand to hand (just because of age and knowledge)
Good leader
High agility and skill
Master beast tamer

Spells & Magic:
Magic words used to enhance her bow
Drigar=fire
Hisandor=ice
Verina=wind
Zalort=lightning
Poila= poison
Bora=enhanced strength of bow
Thal=inhanced eye sight/accuracy
Gorma=enhanced distance
Verna=enhanced piercing power
Note that the words can be combined like lightning mixed with piercing power and distance, though thal has overtime become a permanent enhancement to her but can still be used to enhance her sight even furthure

Link of time=
A full spirtiual connection to her sister and the main reason for there ages. Having bonded themselves together in such a way that time does not effect them any more. A side effect though is that whatever pain or injury Neria sustained Aria sustains it as well (example is if neria gets hit with an arrow in the shoulder the same wound will show up on Aria as if she had been the one shot)

Weaknesses:
Many say her biggest weakness is her sister. Aria has been known to put her sister first over all else. When they would battle with the old guild against a monster and she'd see her sister in trouble she'd always abandon others to save her sister.
Scared of her sister dying
Not easily trusting of others


*Hobbies:
Archery
Training
Watching her sister play and have fun

*Quote\s:
"All you'll ever really need in life is some one that loves you. If you have that then your life is already complete

*Theme:



IMG_2350.JPG
BASIC INFORMATION
Name
:
Neria

*Aliases:
Night mother, the red one, red moon

Age:
742
(Looks about 18)

Gender:
Female

Race
:
Human

Class:
Red mage

PERSONAL
*Sexuality
:
Bisexual

*High Concept:
"My sister is often times to over protective for her own good..... but I love it!"

Character Alignment:
Lawful good

*Relatives:
Her sister Aria

*Organizations\Affiliations:
The heroes guild

Personality:
Unlike Aria Neria is concidered the complete opposite. While Aria is mature and calm and collected Neria is hyper, childish, and always playful. She always hears the saying she's a child at heart and has happily accepted it even calling her self a child at heart. She loves to cuddle with people and mess around but often doesn't understand personal boundaries or personal space so if she wants to hug you she will hug you.

Backstory:
Neria wasn't as well known as her sister was back when the guild stood but she was still well known. Being a great mage of demonic magic as well as being known as one to try and always make peace. But when the guild fell she couldn't help but feel relieved, being set free from the guild to settle down. Those fantasies didn't last long though as her sister Aria fell into a depression leaving Neria to do everything to keep them alive. It was clear to Neria that the loss of there former home hurt her sister. So she took a vow to help her sister remake what was lost and bring back there home. So she started the rituals to keep both of them alive long enoug to see the guild rebuilt and back to its former glory.

PHYSICAL
Appearance
:
Unlike her sister Neria is shorter and has a more feminine like body. She has long black and red hair that hangs messily down to her lower back and but

Weapons & Armor:
Neria is never one for weapons and always uses her magic. Hating all other clothing besides the special ancient ceremonial robes of a dead race that she has

Personal belongings:

She should have a seal of membership but she lost her almost 400 years ago and never found it so she has to rely on her sister

An ancient amulet of good luck from her mother as well as her old stuffed rabbit baby toy

Skills & Abilities
:
Very smart and cunning
Agile like her sister but not as agile

Spells & Magic:
Being a red mage Neria has dabbled in everything from demonic magic to light magic and everything inbetween. Her most used skills though are fire, demonic, healing, and time. Time she only uses for the ancient rituals she must perform every 50 to 90 years to keep her and her sister the same. Technically a master of the four specific school she is using only because of how much time she has had to study

She has a massive pool of mana to draw from because of how long she has had to hone her skills

Weaknesses:
In terms of weaknesses Neria has a lot more than her sister. First of she's scared
Of Violence period as well as people. She's scared of spiders and being alone in the dark as well as pigs for some reason. But what in her mind is a true weakness is that she can't stomach blood at all. She hates to see others in pain and will often heal or help the enemy if she finds one that's wounded and crying out in pain

*Hobbies:
Reading
Drawing
Trying to perfect her magic

*Quote\s:
"I'm not a complex girl like others. All I need is some good cuddles, a nice safe place, and my sister and I'll be happy as can be!"

*Theme
:
 
Last edited:
Age:
Just about 745 years old
(Looks to be about 22
I have a little issue with this, and it's that achieving immortality or longevity for humans is very hard and involves black magic.
It is rare to see a race that lives forever, but humans aren't one of them.

Usually, humans resort to vampirism or other necromantic practices, but it ends in an undesirable way.
Vampires need to drink blood and die in the sun.
Liches slowly, but surely decompose, bit by bit.
Zombies are almost mindless and decompose.
Skeletons are frail and almost mindless.
Revenants are deeply bloodthirsty and must kill to satiate their needs.

Not to mention that all of the above are easily killed with a single, mediocre cut from a blessed sword.
Being undead is not as fun as it seems.

I can understand it if she's a powerful mage and used some magic to achieve longevity, but that'd last no longer than a thousand years in very good conditions, and she'd be an old woman by now either way, and look to be around 70.

Sorry, but I can't change pre-stated lore.
 
I have a little issue with this, and it's that achieving immortality or longevity for humans is very hard and involves black magic.
It is rare to see a race that lives forever, but humans aren't one of them.

Usually, humans resort to vampirism or other necromantic practices, but it ends in an undesirable way.
Vampires need to drink blood and die in the sun.
Liches slowly, but surely decompose, bit by bit.
Zombies are almost mindless and decompose.
Skeletons are frail and almost mindless.
Revenants are deeply bloodthirsty and must kill to satiate their needs.

Not to mention that all of the above are easily killed with a single, mediocre cut from a blessed sword.
Being undead is not as fun as it seems.

I can understand it if she's a powerful mage and used some magic to achieve longevity, but that'd last no longer than a thousand years in very good conditions, and she'd be an old woman by now either way.

Sorry, but I can't change pre-stated lore.
Well as I had stated they are work in progress so not everything is there that explains how they achieved this through means besides those. Can I at least finish them then you decide based on all that I put into them
 
Well as I had stated they are work in progress so not everything is there that explains how they achieved this through means besides those. Can I at least finish them then you decide based on all that I put into them
I am eager to see them finished and I am aware they are a WIP, that's specifically, the reason I am telling you this so early. I'm just trying to aid you, so don't mistake this for hostility or anything: but this is pre-established lore.

What was established is what follows:
The only way humans can achieve true, bodily immortality is via a God granting it to them, which won't happen unless you happen to be a demigod's best friend (assuming their parent gives a crap and is a good entity,) or if you're just a really, really good Paladin that's known across several planes.

The only other way for bodily immortality has been established to be necromancy or vampirism. That's why the two are considered taboo by society and necromancers and vampires are often hunted down by religious people. They try to manipulate the energies of life itself and imbue themselves with it, something that only Gods should be allowed to do.

This analogy is in fact what gave birth to the series' main villain. I can't just change it out of the blue.

There are some species that are immortal, but these are exclusively celestial, or spiritual beings. Demons, ghosts, angels, anything in between.
 
I am eager to see them finished and I am aware they are a WIP, that's specifically, the reason I am telling you this so early. I'm just trying to aid you, so don't mistake this for hostility or anything: but this is pre-established lore.

What was established is what follows:
The only way humans can achieve true, bodily immortality is via a God granting it to them, which won't happen unless you happen to be a demigod's best friend (assuming their parent gives a crap and is a good entity,) or if you're just a really, really good Paladin that's known across several planes.

The only other way for bodily immortality has been established to be necromancy or vampirism. That's why the two are considered taboo by society and necromancers and vampires are often hunted down by religious people. They try to manipulate the energies of life itself and imbue themselves with it, something that only Gods should be allowed to do.

This analogy is in fact what gave birth to the series' main villain. I can't just change it out of the blue.

There are some species that are immortal, but these are exclusively celestial, or spiritual beings. Demons, ghosts, angels, anything in between.
I didn't take you for hostility I've just had people tell me things without noticing the WIP things that's all. And I understand that. Plus technically once i get the bios up it will show that it's not a permanent immortality. And that a special ritual must be performed about every 50 to 90 years to keep them the way they are
 
I didn't take you for hostility I've just had people tell me things without noticing the WIP things that's all. And I understand that. Plus technically once i get the bios up it will show that it's not a permanent immortality. And that a special ritual must be performed about every 50 to 90 years to keep them the way they are
I am cool with that, but know that there's a limit to what a human body can live up to without turning into an undead creature.

That's all! Thank you, and continue with your characters.
 
I am cool with that, but know that there's a limit to what a human body can live up to without turning into an undead creature.

That's all! Thank you, and continue with your characters.
Yes sir or mam! *salutes happily before running off to finish characters that I've become obsessed with
 


Name: Jeol
Aliases: N/A
Age: 14(23)
Gender: Male
Race: Human
Class: Blue Mage

PERSONAL
*Sexuality: Bisexual
*High Concept: Bunnies and Rabbits are fluffy balls of death; The same applies to him.
Character Alignment: Chaotic Good

*Organizations\Affiliations:
Guild of Heroes - Potential Member
Personality: Jeol is talkative and curious about society, he takes quickly to people with his quite cute demeanor. Rough attitudes don't faze him in the slightest, and in some cases thinks it's a show of friendliness, He is extremely gullible and obedient towards other, he won't follow extreme orders, but simple things he'll do.
A simple farmer's boy - at least that's how it should have been. Jeol a child of two loving parents had a rare magic affinity
Blue Magic
This type of magic is extremely rare and is sought after by many mages. Having this affinity gave his ambient magic a distinct pattern. Thankfully his village wasn't scanned by passing wizards, who actually knew what blue mages were.
Jeol had been playing out in the woods instead of playing with the children within the 'safe' confines of the village. After a great deal of playing he was tired out looking around he noticed something grave,
He had no idea where he was.
Several minutes of wandering later he found a large white bunny with big red eyes. It blinked at him before staring at him curiously. Jeol couldn't tell at the time, but it had a smirk before he was caught in its small teeth.
This was how he was kidnapped by a group of Moon Rabbits at the age of 6.
Of course, it wasn't too bad after all it was a mostly sapient species of beast. He was 'adopted' by a smaller Moon Rabbit, who taught him common and their language, and soon enough accidently marked him. Getting marked turned his hazel hair a soft white and his amber eyes a bright crimson, and soon he could keep up with the kit easily. 15 cycles later he would start traveling alone, not understanding the human culture at all at first. Jeol would start to assimilate into human culture(slowly but surely!) he would find himself with a Seal of Membership.

PHYSICAL
Weapons & Armor:

Bone Daggers - A pair of sharpened bones presumably made from some beast
565bdc946b089442471b02e27b72657d.jpg
Items & Personal Belongings:

Seal of Membership - He found it hidden under a rock near his camp. Curious.
Fur Cloak - An unremarkable gray fur cloak.
Skills & Abilities:
    • Observing - Can hide somewhat well and can understand subtle details of a lifestyle.​
    • Wild Combat - Not having any formal training Jeol uses lethal moves to take out prey quickly, but can easily be fought back by trained fighters.​
Spells & Magic:

    • Blue Affinity - A rare affinity for an obscure branch of magic - Blue Magic. It gives him enhanced learning capabilities towards languages, and the ability to learn or assimilate abilities of non-humans. However he can only assimilate the techniques of 8 non-humans, and he can replace a beast for another. His marks do not take up a slot.
    • Salamander Magic - Observing a Salamander Jeol gained an affinity with it taking up 1 of his 8 slots. He can expell gouts of fire from his extremities and has a minor fire resistance.
    • Marked - A blue mage can be marked by any sapient beast in Jeol's case it was a rabbit. A Moon Rabbit to be exact, While it's magical prowess isn't great it's very strong physically. Being marked gives him an extreme boost in speed and dexterity, and of course a smaller boost in strength. Jeol's lifespan was boosted to about 150 and made him age significantly slower.
    • Large Mana Pool - A larger than normal pool of mana, most of which came from a Moon Rabbit's as well as his own.
Weaknesses:

    • Oblivious - Growing up with a group of nomadic Moon Rabbits, he isn't the sharpest tool in the shed
    • Petting - Petting will stop him in his tracks completely and with enough technique and time may knock him out.
    • Illiterate - Cannot write or read.
    • Poor Concentration - Jeol is easily distracted and excitable, making most complex magic out of his reach.

FLUFF

*Hobbies:
~Star Gazing
~Socializing
~Running
~Making others Smile
*Quotes:
  • "Eh? Wasn't I supposed to hit the wood? The stone?"
  • "I'm not supposed to eat with my hands?"
*Theme:
 
I am cool with that, but know that there's a limit to what a human body can live up to without turning into an undead creature.

That's all! Thank you, and continue with your characters.
Hey! I have everything done but the history's and the theme music which I will complete tomorrow I promise!
 


Name: Jeol
Aliases: N/A
Age: 14(23)
Gender: Male
Race: Human
Class: Blue Mage

PERSONAL
*Sexuality: Bisexual
*High Concept: Bunnies and Rabbits are fluffy balls of death; The same applies to him.
Character Alignment: Chaotic Good

*Organizations\Affiliations:
Guild of Heroes - Potential Member
Personality: Jeol is talkative and curious about society, he takes quickly to people with his quite cute demeanor. Rough attitudes don't faze him in the slightest, and in some cases thinks it's a show of friendliness, He is extremely gullible and obedient towards other, he won't follow extreme orders, but simple things he'll do.
A simple farmer's boy - at least that's how it should have been. Jeol a child of two loving parents had a rare magic affinity
Blue Magic
This type of magic is extremely rare and is sought after by many mages. Having this affinity gave his ambient magic a distinct pattern. Thankfully his village wasn't scanned by passing wizards, who actually knew what blue mages were.
Jeol had been playing out in the woods instead of playing with the children within the 'safe' confines of the village. After a great deal of playing he was tired out looking around he noticed something grave,
He had no idea where he was.
Several minutes of wandering later he found a large white bunny with big red eyes. It blinked at him before staring at him curiously. Jeol couldn't tell at the time, but it had a smirk before he was caught in its small teeth.
This was how he was kidnapped by a group of Moon Rabbits at the age of 6.
Of course, it wasn't too bad after all it was a mostly sapient species of beast. He was 'adopted' by a smaller Moon Rabbit, who taught him common and their language, and soon enough accidently marked him. Getting marked turned his hazel hair a soft white and his amber eyes a bright crimson, and soon he could keep up with the kit easily. 15 cycles later he would start traveling alone, not understanding the human culture at all at first. Jeol would start to assimilate into human culture(slowly but surely!) he would find himself with a Seal of Membership.

PHYSICAL
Weapons & Armor:

Bone Daggers - A pair of sharpened bones presumably made from some beast
565bdc946b089442471b02e27b72657d.jpg
Items & Personal Belongings:

Seal of Membership - He found it hidden under a rock near his camp. Curious.
Fur Cloak - An unremarkable gray fur cloak.

Skills & Abilities:
    • Observing - Can hide somewhat well and can understand subtle details of a lifestyle.​
    • Wild Combat - Not having any formal training Jeol uses lethal moves to take out prey quickly, but can easily be fought back by trained fighters.​
Spells & Magic:

    • Blue Affinity - A rare affinity for an obscure branch of magic - Blue Magic. It gives him enhanced learning capabilities towards languages, and the ability to learn or assimilate abilities of non-humans. However he can only assimilate the techniques of 8 non-humans, and he can replace a beast for another. His marks do not take up a slot.
    • Salamander Magic - Observing a Salamander Jeol gained an affinity with it taking up 1 of his 8 slots. He can expell gouts of fire from his extremities and has a minor fire resistance.
    • Marked - A blue mage can be marked by any sapient beast in Jeol's case it was a rabbit. A Moon Rabbit to be exact, While it's magical prowess isn't great it's very strong physically. Being marked gives him an extreme boost in speed and dexterity, and of course a smaller boost in strength. Jeol's lifespan was boosted to about 150 and made him age significantly slower.
    • Large Mana Pool - A larger than normal pool of mana, most of which came from a Moon Rabbit's as well as his own.
Weaknesses:

    • Oblivious - Growing up with a group of nomadic Moon Rabbits, he isn't the sharpest tool in the shed
    • Petting - Petting will stop him in his tracks completely and with enough technique and time may knock him out.
    • Illiterate - Cannot write or read.
    • Poor Concentration - Jeol is easily distracted and excitable, making most complex magic out of his reach.
FLUFF
*Hobbies:
~Star Gazing
~Socializing
~Running
~Making others Smile
*Quotes:
  • "Eh? Wasn't I supposed to hit the wood? The stone?"
  • "I'm not supposed to eat with my hands?"
*Theme:


Accepted.
 

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