• This section is for roleplays only.
    ALL interest checks/recruiting threads must go in the Recruit Here section.

    Please remember to credit artists when using works not your own.

Fantasy Four Suits: Of Gods & Devils - CS Thread (Vol. 4)

F
Created at
Index progress
Incomplete

An index for all currently active characters.
Main
Here
Lore
Here
Other
Here
The Character Sheet

Kloudy

The Lore Savant
Roleplay Availability
Roleplay Type(s)
GMs: Kloudy Kloudy TPBx TPBx
Moderators: vielpotato vielpotato Mechking Mechking SentinelSevn SentinelSevn Coyote Hart Coyote Hart

~~~

Hey guys! Welcome to the character sheet thread! Post your characters down below and one of us will get in touch soon. Please read the "The Tome of Mana", "Magic & Strength: Practical Applications", "The Economy" and "Social Class" in the lore thread to know all you need regarding making a character. If you're having trouble understanding anything, feel free to reach out to any of the mods on our discord~

Image/Appearance:
(Artistic image perfered, or 1 paragraph description.)

Name:
(No "joker-ing" around, what do you go by?)

Titles:
(What do they call the lord of darkness when he's not tormenting the world? Nicknames, if you're not feeling too official.)

Age:
(Specify between physical and actual age if that applies.)

Race:
(C'mon, have a little humanity~)

Sex:
(What bits were you born with? Specify what gender you identify as in the "Other" section.)

Personality:
(1+ paragraph, what would your character do, how would they react? Thoughts and feelings, vices, habits, patterns, behaviours. What makes them tick and what makes them go boom?)

Backstory:
(2+ paragraphs, detailed description of their past life before or on the way towards their current position in life. Include important or notable events in their life and check with the gm before worldbuilding with your character.)

Rank:
(Ranks currently start at rank 6 and below.)

Affiliations:
(Spades/Hearts/Clubs/Diamonds/Jokers/Argossian/Other?)

Abilities:
(This is where the fun starts. Name - Description, all in a list if you would. Try to be descriptive in the logic and applications behind each and be mindful of your rank. No rank 2's blowing up cities and no Kings hitting like a wet flannel. Check your rank against the lore and ask a mod if unsure.)

Gear:
(Who says magic is better than tech anyways? Whatcha packin' man? Name - Description, in a list, logic and applications, same as abilities basically. Again, be mindful of your rank.)

Relationships:
(Predetermined with NPCs or in collaboration with a player, or to be roleplayed in the IC.)

Other:
(Unlikely, but anything else I've failed to foresee goes here!)
 
Guineverre Victoria y Blanca
  • svetlana-tigai-prophet-advanced-layers.jpg
    Name: Guineverre Victoria y Blanca

    Nickname: Guin

    Title: Queen of Hearts, True Queen

    Age: 31

    Gender: Female

    Race: Human

    Affliation: Hearts / Jokers

    Rank: Queen

    Substats: 2600/200 (200 phys is NORMAL)

 
Last edited:
Adelleid Frey

» BASIC INFORMATION;

Name: Adelleid (Ah-Del-Eid) Frey

Age: 31

Race: Human

Gender: Male

Title: Jack of Clubs, Sanguis (Joker alias)

Rank: 10

Affiliation: Jokers [Loyalty], Club Kingdom

Height: 5'11"

Eye Color: Red

Hair Color: White

» GALLERY;
tumblr_pmbyqkMlBO1r0op46o1_400.png

Anime_Sketch_Guy_Character_Design_-_Anime.png

latest

1e14809b4c7280de30449264457ddd32abc8f115_hq.png


» PERSONALITY;

Frey, most of the time, always wears a smile on his face. He shows others a friendly personality, someone that they can trust, they can talk to, polite, and slightly flirty. While this is all also really a part of Frey's real personality it depends on who he is interacting with if it is genuine. Romance doesn't interest him as much as toppling the caste system of Suits. He's willing to do anything just for that to happen. That's why he joined Jokers. In all honesty, Frey has a deep hatred for the nobles but he doesn't group them all as a villain in his story. He knows that there are those who treat low ranks well, treats them as humans and he appreciates that.

He's pretty observant, he tends to analyze the situation first and is never one to use violence to quickly. The loss of his family has left him with a numb feeling, the only thing that keeps him going is the fact that he doesn't want others to go through what he has. The slave trading, the disdain of being a low rank, he hates it all. All he wanted was to come back home to his mother and younger siblings but fate likes to throw him to the side of the cliffs. He wants to know if they're okay, if they are alive after everything that has happened, he wants to see them and take care of them but he's also ashamed of the person he has become.

He values family a lot. He dreamed of becoming someone like his mother, a loving parent.

» BIOGRAPHY;

Frey loves his family, even if it is a family of slaves. A lot. His mother was kind but she always worked at night, going to houses of the people whose eyes she had caught with her beauty. When his mother was away, he was the one taking care of his four younger siblings as he was the eldest. He adores them all, even as a young kid he tried his best to work hard to help his mother. He and his twin sisters have met their father, Allen. A noble who taught them blood magic in secrecy whenever he visits, they were his illegitimate children but he cared for them all the same as his others. By his teenage years, their father died.

Frey and his sisters weren't allowed to attend his funeral. They were a secret, after all, born from nights of sin. The young child was seen using his magic as it made him felt closer to his father, he was seen with a potential to be great and so a noble from Spades bought him, forcefully adopting him into their family. The Jhoust. They changed his name to Wylfred, made him practice his blood magic while he was pitted against other adoptive children like him like a competition.

But even Frey has his limits. He purposefully slacked in his training, not wanting to be a pawn to the Jhoust family’s game. The progress of his magic ability slowed down, leaving him as the only low rank. He was discarded as he was deemed useless. He searched for his mother but she has passed away from the sadness of her children being taken away, his siblings bought by other families scattered throughout the Suits.

One day, he was surprised to find a note in his pocket to meet up. Frey isn’t afraid of doing anything to achieve the Joker's goal. He is willing to do risky jobs if it meant them trusting him more, any job that will contribute to becoming a step closer to the eradication of the System. Upon entering the Jokers he learned Illusion Magic. He stayed in the Spade Kingdom, using the name Ansel Walker and posed as a civilian while steering clear of the Jhousts and doing his work as part of the Joker. Only the people in that organization knows his real name.

After the events of the stealing of the Deep Piercer, Frey then lived at the Joker base. Not wanting to risk getting caught. There he stayed and further developed his abilities. After years of working for the Jokers, Frey was tasked with taking the Royal seat of Jack in the Club Kingdom. He agreed, and five years since he moved to Hearts he challenged Reginald Geary for the position of Jack, giving the name that his family gave him Adelleid Frey. He almost doubted himself, giving a show of false confidence but he won in the end. He even got a pet!


» SKILLS & ABILITIES;

Magic/Phys - Average
750/400 - 1150

Skill:
  • Acrobatics - Frey has always been naturally flexible and has a great sense of balance, as a kid, he'd always demonstrate such flexibility to entertain his younger siblings. Upon entering the Jokers, he has developed this skill to use during operations in case it comes in handy.
  • Hyperthymesia - Frey has an amazing capacity to recall events in his life in great detail, while it is great for information gathering it is also quite a curse to have as his head is filled with useless information such as the texture of the clothes people wear or the way people sneeze.
  • Melee Combat - Frey is quite handy with fighting with his bare hands, and with blades.
  • Marksmanship - While not the sharpest eye in town, Frey has since he practiced his shooting, he gets a four of five shots right. He prefers to use the shotgun, as you don’t really need to aim it that well, but he's been leaning toward his new pistol now.
  • Acting - For one, as a child, he has always been interested in the art of acting, and second, Frey isn't someone that likes to display his true feelings to others, hence acting. He acts as need be from the situation. Does he have to pretend that he is a noble? So be it. Need someone to act in a stage? He's your guy.

Abilities:
  • Blood Magic - With Blood Magic, he is able to control blood, amplify his strength with this magic as well as form shapes with the use of his own blood or others. Frey is able to make use of it in different ways: Blood Enhance, with the ability to manipulate blood, Frey can use it so increase his blood flow and gain strength, speed, stamina, and regeneration; Blood Constructs, Frey can turn blood into tools, objects, weapons, and other items, and/or create puppet-like constructs, ones that need to be in his sight to control and not too far from him. He can use it for almost any situation, creating anything he needs, a sword, whip gauntlet, golems, shields, appendage, and more; Blood Bullet, Frey can create/generate from exposed blood and fire bullets of blood faster than a gun would; Blood Healing, Frey is able to fully heal physical ailments such as wounds of any fatality, limb reattachment, and bones, but this all depends if he has enough blood to use or else Frey himself will die of blood loss.
  • Hallucikinesis - Frey has the ability to create, shape, and manipulate illusions, causing those around him to see, hear, feel, smell, and taste things that do not actually exist. The things he can do with these are: Holographic Projection, an ability that lets him trick the sight of people with three-dimensional images and have no effect to the other senses or physical presence; After Image, Frey can create clones of himself of his previous actions to confuse his opponent/s; Glamour, can alter their appearance by the use of illusions, appearing as anything they want, includes a change of voice, but knocking him unconscious will render the magic nullified; Illusion Creation, can create illusions that affect one, multiple or all of the senses or cast area-effect illusions that alter the appearance of their environment, either to hide things from view or add them. This also includes invisibility and he can also freely destroy these illusions.


» GEAR;

  • Dual Short Swords (Enchanted) - swords that are imbued with magic that makes it sharper and is of help to collect blood from the flesh that is sliced. This is made to help Frey limit the use of his own blood, to keep him from becoming anemic, and to use for close quarter combat when he is all out of bullets.
  • Ithaca 37 (or Model 37) - from the Agrossians, is a pump-action shotgun that utilizes a novel combination ejection/loading port on the bottom of the gun which leaves the sides closed to the elements. Since shotshells load and eject from the bottom, operation of the gun is equally convenient for both right- and left-handed shooters. This makes the gun popular with left-handed shooters.
  • M1917 Revolver - were six-shot, .45 ACP, large frame revolvers. They used moon-clips to hold the rimless cartridges in position and to aid in extraction. Always has another round of bullets with him.
  • Walther P38 - a 9 mm semi-automatic pistol with 8 rounds in total.
  • Hand Grenades - handy when in need to cover a large area when fighting. He always has at least three hidden.
  • M18 Colored Smoke Grenade - grenade used as a ground-to-ground or ground-to-air signaling device, a target or landing zone marking device, or a screening device for unit maneuvering.
  • Sanguis's Garb - Frey's Joker persona that he uses during missions.
  • Blood Armor - Frey's blessed light armor with the color of red and black which raises his Phys to 750.
  • Samael's Mirror - a mirror from Samael, it acts as a storage and a teleporter. He has to call for Samael to teleport.
  • Red - pet wolf of the former Jack of Club. Before the fight, Frey jokingly mentioned that he and Red could be good friends if given the chance. After the battle, he felt pity for Red. Not only because Reginald did not treat him well, but Frey was also the reason why Ted and Rex were gone, he felt really bad. So he invited him, promised to take care of him. Red is willing to fight for Frey, he feeds him after all.


» RELATIONSHIPS;

Declan - He's known him as a member of the Jokers and is a friend. Frey got his first gun from Declan. He likes the guy, the way that he is dedicated in his study for Argossian tech.

Cass - They met during the prepping of stealing the Spear. Frey always wondered why a Queensguard would be part of the Jokers but he doesn't ask. A nice man, so he doesn't really mind that much apart from being generally curious.

Zephyr Terwilliger - Current leader of the Jokers, he respects him as the White Plague, being the leader of their group. Knowing that he is actually the Jack of Hearts doesn't change his perception of him but it makes him curious if, like Frey, he also had a low upbringing or he was born a noble and pity those of the low rank.

Victoria - a woman that he met while looking for his siblings. She's charming, cunning, and pretty funny. If given the chance he'd love to get to know her better. He has an inkling that she and True Queen is the same person.

Xixix Valentine - Frey sees X as a... well, he is vastly different from others in almost every aspect. He finds the King of Clubs to be amusing with his many strange antics but at the same time he wonders if he is of sound mind. Nevertheless, Frey goes along with his shenanigans.

Iris Bastille - He hasn't met her but he found out that she is X's assistant and has great admiration for her because she stuck with him for a long time.

» EXTRA;

Frey had built two villages and named it Sierra and Makiling
He has 20g currently


db1277f5fce7f0eb0b944be1b6beeda9.jpg

5ba7626e89baea19a0655f6c5ff6d417.png

a98d8c351ba4a2a2fb757f21a470a63d.png

422c13f0d8a29e96382e35278959dfef.jpg
 
Last edited:
Ebel
  • breath_a_fog_out_by_sakuran_b_dalixck-pre_waifu2x_art_noise3_scale_tta_1.png Name: Ebel Athame

    Title(s): Maquis Athame (personal and noble house title; by RATAR and other nobility)

    Age: 28

    Gender: Male

    Substats: 400/700

    Race: Diwata
    The Diwata as a species has had a long and illustrious history, forming tribes and getting into tribal warfare whenever a dispute arose. But as the era of tribes ended, the Diwatas stranded south found themselves no people or person to follow. Many became nomadic, as a result, others decided to stay down south and await a person of great strength to show them the path. Most of their history, as a result, has been meddled with due to the varying amounts of leaders and cultures meshed with their own. Time kept progressing, however, and the Diwatas assimilated themselves within the new rulers of the land they inhabited; the Club Kingdom. Although the population was small, they did contribute more than a lot to the Club Kingdom and were well-respected for a time. The Diwatas were skilled in the arts of breathing, although the martial arts were still in its infancy, they were spearheaded by the Diwata. It's speculated that the pre-club Diwatas were the progenitors of the breathing martial arts. As civil wars passed and the dust settled, Diwatas were less needed within the army and were put on reserve until further notice, this caused many to see the military as having no need for them. The now medium-sized population of Diwatas traveled out of Club Kingdom and established a small wandering tribe within the borders of the Club Kingdom, moving from city to city, and time once again passed. Many of the traveling Diwata settled down when passing through cities, those who didn't eventually ended up doing so as their tribe slowly decreased in people. Those who settled were very off the radar, living on low-income farms as farm-hands. Generations passed and their way of living really hadn't changed. The Diwatas entered an age of obscurity, their culture had been revamped and recreated so many times it had no consistent themes and the divided Diwatas had no similar definition or explanation to their culture. Some Diwatas still practiced the breathing martial arts and passed it down the generations, others did not.
    Rank: 10+

    Affiliation: Clubs

    Appearance:
    Ebel has tanned olive green skin with gray lifeless eyes. His ears are leaf-shaped and his hair is black. When threatened, his canine teeth grow sharper and longer. His nose is moderately bridged high and he has no philtrum. He stands at a menacing 6'7" and weighs an average weight of 199.7lb. Ebel is rather lean and doesn't have much in the way of muscles that just show themselves, he actually has to flex for most of them to even be visible. Have that be no indicator of his strength however as he's been known to tear doors off their hinges, not the small house ones; the grand ones used for entrances to throne rooms. Ebel all over his body has an assortment of tattoos depicting arcane and occult iconography, most in the form of leering demonic faces, these range from subtle to openly ostentatious. Ebel's right hand has the runic symbol of Attractive Touch on the palm of it.
 
Last edited:
Art de Glacé

  • art_waifu2x_art_noise2_scale_tta_1.pngName: Art de Glacé (originally Evander Glamciel)

    Title(s): Elias Hildryn (Alias; by Ebel and RATAR)

    Age: 24

    Gender: Male

    Race: Human

    Rank: 10

    Sub stats: 350/650

    Affiliation: Clubs, Assassin’s Guild

    Guild Rank: Blade

    Appearance:
    Art has a lean build with a peach skin tone. He has brown scruffy hair. Two streaks of dark paint run down his face that resembles tear streaks. He dons a black robe that is held up by small red belts. He wears a black pilgrim hat tied around to head. He also has various bandages wrapped around his arms and a pair of black shoes. Art wears a black blindfold that covers his eyes and has a symbol embedded in it.

    As Elias Hildryn, he ditches his blindfold and covers the streaks of paint on his face. He wears fewer robes and more formal clothing as he acts not as the founder and leader of RATAR but a representative of it. He deals with formal matters and keeps a calm and collected composure. He keeps his grimoire hooked on his belt, holding any weaponry or items he would need for the day. His hair is tidier and his eyes lack the lifelessness they would have when wearing his blindfold.
 
Last edited:
Agnes Durant-Croy

  • c0802fd4-62de-4ac2-bda5-34a7157e9fe5.pngName: Agnes Durant-Croy

    Title(s): N/A

    Age: Agnes appears to be in her early-mid twenties, but nobody knows her real age.

    Gender: Female

    Race: Vampire

    Rank: 9

    Substats: 500/400

    Affiliation: Diamonds, Blood Sisters Travelling Merchants

 
Last edited:
Caroline Earnest

  • SCP-3353459_waifu2x_art_noise2_scale_tta_1.pngName: Caroline Earnest

    Title(s): N/A

    Age: 18 and a half

    Gender: Female

    Race: Human

    Rank: 6

    Stats: 500/100

    Affiliation: Diamond
 
Last edited:
Cain Ozai
  • 1593622870048.png
    Name: Cain Ozai

    Nickname/Title: The Silent Devil, Oz

    Age: 24

    Gender: Male

    Race: Human

    Rank: 10

    Affiliation: Hearts

    Stats: 1000/1500

 
Last edited:
Lazara Faust
  • 1593635628811.png
    Name: Lazara Faust

    Nickname/Title: Bloody Baron (Is more commonly known as BB compared to it in length), Guild's Second

    Age: Actual age is 36; Looks 20 in a majority of his skins.

    Gender: Male

    Race: Shapeshifter

    Suit: Diamonds

    Affiliation: Assassin's Guild

    Rank: 10

    Stats: 1350/1000

 
Last edited:
Mark "Cilantro" Thunder
Cilantro.png
A teenager's seven years are a time of growth. Before you know it, it's over, and there you are: A new person shaped by your experiences. With Jake's death, the law of balanced equality deems that Cilantro will survive. And this harrowing experience would forever shape Cilantro.
  • 1593633282000.pngNickname: Cilantro (by the Jokers), Mark Thunder (by the circus in the Clubs kingdom), Gnocchi (by Myles Rein only. He already hates this nickname, if someone else called him that, expect a dart to the kneecap). Cilantro was not born with a real name.

    Age: 20

    Gender: Male

    Race: Human

    Affliation: Jokers

    Rank: 4 (6 with Absolute Downfall)

    Substats: 100/250 (100/500 with Absolute Downfall)

 
Last edited:
Declan Sarmiento
471ec2ff70a13334067864081a8a3b4e.jpg

"Everyone's too serious all the time! Sometimes, you gotta learn how to relax!"
Declan Samiento

Basic

Name:
Declan Sarmiento

Titles:
Predator - Joker persona
Food Raider - Jokingly referred to by the servants in the Hearts Castle
Dec - Nickname for friends
[He goes by a variety of other names during missions]

Age:
34

Race:
Human

Sex:
Male

Rank:
7 [400/300]

Affiliations:
Jokers | Hearts
Physiological/Psychological

Personality:
Declan isn't a very memorable person. Just another passing face in the endless crowd of people you would meet in life. Unremarkable in almost every way, the most you'd remember from him is the fact that he's silent all throughout your interaction with him with a passive smile on his face. In fact, you'd think he was just some servant boy who was going to attend to you. Most don't even notice when he disappears from his position. And this is exactly what he wants. He wants to be part of the crowd, away from the spotlight because if people don't pay attention to you, you can get away with so many things. It's why he's valued - because he's so unremarkable and normal in terms of personality that no one gives him a second glance. Not unless he actually makes himself more known and wants you to remember him. It's simple manipulation but it's something he does well.

Socially, he's still a silent person. Or at least, you would never hear a peep from his mouth but that's because he's mute. Usually, when he's on serious jobs, Declan does don the silent persona. However, once you get to know him, Declan is rather friendly. Most of his actions are done out of genuine interest in a subject matter and he rarely expresses outright disgust towards a certain action. And perhaps it is this all accepting nature that can put off people - because only a man with no morals can so readily accept so many things in life and roll with it. And Declan is exactly that. With little morals governing his thoughts, his actions are merciless but also equal. He only abides by his law and sometimes by other's laws as well.

Declan also has a tendency to be fickle. There are many interesting things in life, but there are also many things that one needs. And sometimes, you have to betray someone to get it. Declan is not above that. However, he doesn't do this without reason. He has many things to weigh before making a decision to betray an ally - but that's because he would be risking his own neck if he did. He does have times when he can be the most loyal person in the world - but those are rare and in between. He could count on his one hand how many times he had felt strong loyalty towards a person or a cause. However, he does keep his promises but he doesn't give those away easily.

Through years of being in the Jokers, Declan has developed a well-hidden devotion to the cause. Years of being around the royalty has taught him quite a fair bit of politics and he's surprisingly well read despite his general demeanor. Declan's curiosity in Argossian technology has consumed his very being and has dedicated a lot of his time into this course of study. He may not agree with what had happened to their land, but he had no doubt that the Arogossians had technology that could help them.
Backstory

Backstory:
Declan couldn't remember a time when he wasn't on the streets. He could barely remember much about his young life. There had only been one person who aided him throughout his younger years - an old hermit who took pity upon young Declan. As far as he knew, the hermit had been the one to give him a name. At first, it was easy to play the kicked puppy card when you were a child. Despite the power disparity, there were many who took pity upon the young boy and give him something for him to survive off of. He and the hermit had traveled from town to town, kingdom to kingdom - rarely legally but that didn't quite matter in the long run. Not for them, at the very least. As long as they didn't get caught, they would be fine.

But the hermit had passed and Declan was left alone. It was difficult to survive without anyone to guide you but the streets temper people fast, and they change people forever. Declan was a product of the harsh environment but the boy never seemed to mind. He was rarely interested in the political affairs of the kingdoms - hard to be when the only thing in your mind is how you're going to eat when you go hungry again. The power system sucked for someone like him, born without parents and apparently no latent power to speak of. But hey, you just accept what's given to you by life and continue living. So he does whatever he can to survive. That stretches from doing odd jobs for people to stealing food or money.

During his early teenage years, he had been at the Hearts kingdom. There he had met this girl around his age who seemed to be in the most depressive state. Just like how the hermit had helped Declan, he decided to at least give the girl a fighting chance. For the first few days, he had to steal twice of what he usually did or he just gave her a part of his portion. Slowly, however, she became more grounded. Declan had thought to leave once she's on her feet but she proved to be an able companion so they came to the agreement of being partners in crime. Somehow, they had managed to overcome the lack of proper verbal communication. They understood each other well enough. With her brains and his street rat skills, they managed to thrive.

Up until they slipped up and guards came after them. He got separated from her and was knocked out by some guard's magic. By the time he woke up, he expected to be in a cell and prayed she would not be there. But he wasn't in jail or dead. He was with a young man who was grinning and holding out some food. Said he didn't agree with the current way their kingdoms functioned and offered to take in Declan. They wanted to incite a revolution against injustice. Declan would have accepted but he needed to revisit his makeshift shack first - hoping that she was there. He snuck back into the city and waited. She never came back. Knowing there was nothing he could do, not yet anyway, he returned to the man to join him on his quest.

They had soon come to the Jokers who shared the man's sentiment. Since he had joined, Declan decided to join as well. It had been fun. He wasn't exactly as gung-ho about the belief as the other members of the organization but he was being fed and the extra training and technology that they were being provided was certainly useful.

Lately, he had reunited with the teenager of his past who is now the Queen of Hearts. Ever since then, he had been working for her as her personal telepath. After the fateful war with Argossia, Declan has since been spending his time researching with his assigned group.
Combat

Abilities:
  • Telepathy:Declan's telepathic magic isn't something that would raise people's interest all too much. After all, it's simply used as a method of proper communication between him and other people who can't understand vague gestures coming from him. He is able to tap into the surface level of people's minds so that he can communicate his thoughts to them. He can open a channel for the other party to respond through telepathy as well.
    • Group Telepathy: Declan has learned how to communicate with multiple people at once using telepathy as long as they are all within reach of his magic. With this method, the group can communicate with each other through telepathy as well.
  • Silencing Magic: Declan has the magic to be able to muffle or even completely silence a particular sound. Most often used during times when he needs to hide his position or a certain gunshot. He can only cast these when he knows where the sound is coming from.
  • Telekinesis: The magic acts as a precise, invisible force that allows the user to manipulate objects without having to physically touch them. Often used by Declan to manipulate multiple weaponry at the same time or to be able to lift himself off the ground. However, it can be used to create a powerful force that can push and sometimes even destroy an object if Declan so wishes.
Skills:

  • Expert Stealth: Ever since he was a kid, this has been his most prized skill. He knows how to blend into the crowd and to the background to get whoever is chasing him off his back.
  • Sleight of Hand: A thief since he was a child, Declan has mastered the art of pickpocketing and simply just stealing something without people noticing. As long as someone is distracted, it is likely he can pick something off.
  • Expert Marksman - He had spent a lot of his time training with mid-long ranged fighting, especially with the Argossian tech that has been provided to the group.
  • Gun Modifications: Having spent time fiddling with the Argossian tech that had been given to him, he had slowly learned how to properly modify their technology as well as inserting magic into them to pack more power.
  • Engineering - Over the years, Declan has developed a knack for Argossian engineering and is able to study them better than most inhabitants of the kingdoms.
  • Parkour - Ever since he was a kid, he's been very active in the art of freerunning. He has honed his skills to near perfection to use the terrain to his advantage as much as he can.
Gear:

  • PF-201 [2x] - A handgun from the Argossian Military. He has a detachable silencer for each gun. Both of them are enchanted for increased piercing power.
  • "Predator" - A heavy duty sniper rifle with bullets that are meant to pierce through even thin cover. It has a detachable 4x magnified scope which has been enchanted so that it can switch between 4x magnification, 6x magnification and 10x magnification. The Predator has been worked upon so that a mage would be able to push magical energy combined with the blast of a gunpowder to mimic a railgun's destructive potential.
  • Smoke Grenades - This allows for a cover to escape or to get closer to enemies. These are enchanted so that they blow thicker smoke and it takes longer to disperse naturally. He constantly resupplies himself with these.
  • Mines and explosives - Declan usually carries these only during missions or when he expects fights to happen. These are simple explosives that can be strung together. Often used just for sabotage or for lower ranking enemies.
  • Enchanted Broadsword - Tempered with magic that increases its durability and sharpness, the sword - while not unique in any way - is of help when it comes to combating smaller threats.
  • Hidden Knives [6x] - Hidden under his clothing that are easily accessible, these are used for small time assassinations. They are enchanted in which magical, invisible tethers can be attached to them and he can pull them back when he throws them away. Of course, he would need to catch these knives if he wants to retrieve them.
  • Magicite Kunai - Hidden on his bracers are two kunais that can be launched. It had a chain attached to the end to make it easier to be restored like a harpoon. These are reserved to punch through and disable other mages.
  • Samael's Storage Mirror - Declan keeps this with him at all times and stores all of his gear inside. He also keeps emergency food supplies in there just in case one of them gets hungry. You can never be too careful.
  • Necklace of the Wind - An enchanted necklace that, when activated, gives the user 600 phys to their speed and, like any other enchantment, must be re-enchanted after the manastone is depleted. [Rare Rarity | Special Quality]
  • Ring of Protection [800 | 300] - An enchanted ring that can be activated at any time which surrounds the wearer with a barrier to protect from both magical and physical attacks. It can be activated and deactivated at will. [Blessed Rarity | Special Quality]
  • Ring of Mana Neutralization - Provided to him by Twig, it's something he can only use in emergencies. They claimed that it would be able to neutralize any mage in its range - regardless of rank and power. Unfortunately, it doesn't last long so he can only use it rarely.
Others

Relationships:
Guineverre Victoria Y Blanca [Queen of Hearts]

"The woman went from rags to riches. She's living every street rat's dream - but I don't envy her position."

Declan met the queen during his teenage years when it just so happened that he found her - starving and depressed - in the streets. It was a simple calculation on his part, he'd help her get her back on her feet and they'd go on their own way. So he took her to his little abandoned shack. It took days of him providing her food before she responded to any of his questions. Gave him a simple name and that was that. Another few days to coax her out and finally, she took part in some of his escapades. He figured on moving on after another week but he found that Guin was smarter than she looked. Her plans usually goes off without a hitch and she's managed to barter and scam without much difficulty. So, he decided to stay with her. They were separated after a few months and he never found her again.

So imagine his surprise when her name came up on the Ace Tournament. He wasn't sure at first as he didn't know her full name but after checking it out, he was sure that it was her. She lost and disappeared off the grid again before popping up as a contender for Queenship and won. They had reunited two years prior in a coastal town and Declan was adamant in sticking with her for the remainder of her trip - much to her general annoyance of course. However, ever since then, Declan has been allowed into the Hearts Castle as Guineverre’s personal telepath.

Arabella Vanstauf [_ of Hearts]

“She’s the personification of a ball of sunshine. Pray to heaven and hell that you don’t cross her.”

Due to Declan’s constant presence in the Heats castle, they had naturally met. Because of their friendly dispositions, they had become fast friends. Over the years, their friendship developed with Declan even putting on an effort and inviting Arabella to eat - something he rarely does to people he doesn’t know. They are even known to sometimes be found around comfortable places, comfortably asleep with Arabella in her animal forms while snuggled up to him. Declan had also discovered that she seemed to be rather neutral to his thievery, which was surprising in itself.

Cassius Bellarmont [King of Hearts]

“He's a great friend. It's really nice to listen to him rant every now and then. Wouldn't change him for the world."

Over the years they've worked together, Declan has found himself getting close to the Cassius and has found spending time with him enjoyable. At least the guy wasn't all work - even if he seems constantly stressed about the current situation. It's because of Cassius that Declan's manage to expand his political knowledge. One could even say that they've become best friends. If anything, they're close enough that Declan has started breaking into his room to exchange notes with him.

Zephyr Terwilliger [Jack of Hearts]

"When I first met him, I thought we'd never get along. Working with him really changes your perspective."

Declan respects Twig in a way that he respected Jake - both were good leaders. He had his doubts about Twig, if only because the man would be swamped with work and the fact that he was technically a recent recruit to the Jokers, but Twig has surpassed his expectations. He's gotten close to Twig and has been known to burst into his office holding food to make sure that the guy doesn't pass out from starvation.

Leolin Hravart III [Ace of Hearts]

"He's a pretty cool person. Just... terrifying."

Declan isn't openly afraid of Leolin and he likes to think that he's starting to get used to his overwhelming mana. Nevertheless, he gets along with Leolin rather well and Declan sometimes visits his office to eat with him or to invite him to raiding Guin's pantry every now and then. All in good fun, of course.

Adelleid Frey [Jack of Clubs]

"He's gone far. Glad the weapons could help him out."

Though they've never really talked all that much, the two get along pretty well. Declan had personally provided Frey his weaponry when he was going to the royal tournament and bade him good luck.

Xixix Valentine [King of Clubs]

"Guy's crazy! Full respects to him!"

While they only had one interaction so far, Declan had absolutely no idea what he should think about X. On one hand, he was a king and he has shown his full capabilities of it. On the other hand, the guy almost choked on a pastry and had a delusional pastry trip in the Hearts kitchen which landed on a year ban for Declan and a forever ban for X. Declan likes to think they got along well.

Iris Bastille [4 of Clubs]

"We couldn't have gotten as far as we did without her help."

It was hard not to like a person you spend four years with, almost nonstop. Declan has gotten quite close to the king's secretary. He respects her for what she has done and what she is capable of if only the system hadn't completely screwed her over. The two of them keep in contact but Declan does feel bad for keeping secrets from her.

Other:
(Unlikely, but anything else I've failed to foresee goes here!)
 
Last edited:
Callum Mallard
516ab269e1aed411e7f927cfe33dd64f.jpg

"One by one the artefacts are being revealed. It's only a matter of time until I can study one as well."
Callum Mallard

Basic

Name:
Callum Mallard

Titles:
Cal

Age:
39

Race:
Human

Sex:
Male

Rank:
10 [680/720]

Affiliations:
Himself | Mercenary Guild | Spades [Selectively]
Physiological/Psychological

Personality:
Often seen with a calm and serene look on his face, Callum is seen as someone with a good head on his shoulders. And typically, he does. Callum doesn't easily let his emotions rage out of control because he already has a companion who has that going for her. And for him, letting too much emotion cloud one's judgement could lead to disastrous results but he does know that it would do him no good to lock it up either. He tries to maintain a good balance of logic and emotion in his decisions. He isn't too keen on letting one or the other override a decision lest he makes the wrong one, but even he isn't immune to bouts of emotional outbursts.

He is a driven man with a goal to pursue - and he will stop at nothing to get what he yearns for. He isn't above paying people or even forcing people to tell him what he wants to know, but he typically likes to go about it in a calm manner. There's no use in scaring someone off and having them lie to you after all. With a keen eye for detail, he typically collects all the information he can get and then try to deduce possibilities from there. Artifact hunting requires both skill and patience and the latter he has quite an advantage on.

Callum, however, is a friendly soul outside of his obsession. He is a man of conversation even outside of information gathering. He simply likes to sit down, relax and talk with some people to exchange experiences. He loves a good story after all, even if it wasn't his. Callum even appreciates the exaggerations of bards since it makes the storytelling even more interesting. It was how he got into artifact hunting in the first place - legends and rumors of powerful beings long forgotten. Sometimes, the stories of old are all true and people brush it off as something someone just decided to tell their children for fun.
Backstory

Backstory:
It would be a lie if Callum told you that his life started off rough. Not really. Born into a commoner family, he lived a lot of his young years in a farm and barn, tending to crops and animals. He never really minded the farming life. They had enough money to scrape by everyday and they were happy and content. His parents were low ranking citizens but they made do with what they have. Crops tend to rake in good money as well as their swine, so they don't complain. This was a good and honest way of life and Callum was content with that.

Up until when he was a young teenager, first discovering his magical affinity, when his parents offhandedly told him about an artifact locked away in the Spades Castle. Callum had become invested in the story, wondering why it hasn't been opened yet and why they aren't pooling resources into finding other artifacts because when he asked again, his parents just shrugged and said that it was the only known artifact to have been found in their kingdom. But Callum grew up on legends - of dragons wielding helmets of great intimidation and a spear that could pierce the heavens. Exaggerated, yes, but if one artifact exists, then why can't the others?

Callum's parents hadn't agreed to him leaving at first, despite him training nearly everyday so that he may be an apt adventurer. It had taken him a while - after all, in between tiring work and having only a few people to teach him, he was mostly teaching himself. He wanted to follow where the legends would take him. Callum wasn't in it for the glory, he was in it because he was curious. They were real, they had to be. His older sister had been the one to convince his parents to let him go. He promised to come back every now and then to help with the farm. It was a tearful goodbye and Callum knew that there was a chance he wouldn't get to come back. But he kept that to himself as he left.

Callum has spent years trying to find an artifact, collecting clues and rumors and legends and found nothing. It was a bit disappointing and discouraging but he was aware that there were others who delve into ruins to find these artifacts as well and have come up with nothing - but they couldn't give up. These must be unearthed. In the time that he spent searching for these artifacts, he had learned magic as well from fellow adventurers and good natured magic practitioners. There was one who had told him about Dysidia and taught him how to utilize it in a destructive array - one Callum didn't mind learning. One time, he had a fight that had cost him his eye while saving a merchant. The merchant had given him a discount for a magic eye. Callum decided to take it and the merchant implanted it for him.

During this time, he had also met Jana in a pub at Nalore. He had been visiting his family and was about to embark on another adventure when he decided to stop by the pub. There, he met Jana who was spouting off her life story to him - very drunk already. Apparently, she was an outlaw after a disagreement with her previous troupe. Callum decided to share his own life story even though he was aware she was too inebriated to understand but then she had expressed great interest when he mentioned the possible yield one artifact could give them. Soon after that, she got into a fight and Callum had to drag her out and ever since then they've been travelling together - hunting artifacts.
Combat

Abilities:

  • Gravity Magic- Callum uses mana to be able to affect a certain object or area and change the effects of gravity upon that particular area. He can freely multiply the effects of gravity on the area to make moving difficult and even nearly impossible for those with low physical abilities. Given enough time, even structures can crumble under the heavy gravity with one great push. He can also lighten the effects of gravity for potential gliding or even flight if he concentrates.
    • Gravity Ball: Forming a dark colored ball of magic in his hands, he can throw this magic ball which would - while it is in the air - pull the objects around it to itself. Depending on how heavy and fortified something is, it can pull the object completely to its core and sticking to it or it can merely tug something to its direction. The bigger the surface area of the sphere is, the larger the area it can affect.
    • Graviton Tendrils - Using an advanced form of gravity manipulation, Cal can pool together sediments [sand, gravel, etc.] and create two tendrils that come from the ground. He can use them to attack freely with a length dependent on how much he can pull together. The tendrils are solid but easily cut - though they can easily be mended as well. He can use them as weaponry or a spear.
  • Ray of Decay [Dysidia]- With the usage of Dysdia, Callum can form one straight line of this pure magic to essentially make a path of destruction. Anything within the diameter of the ray has its decomposition sped up to an abnormal rate. Plants and animals die within these rays and will be found in an advanced state of decay. Inorganic objects crumble when it is within the ray. It has a maximum diameter of twenty meters and a length that can reach up to fifty meters. He can use this at close range with simply his touch.
    • Touch of Death - By focusing Dysidia magic into his hand, a surface that he touches rapidly undergoes decay. Inorganic substances crumble under it. Armor tends to take a while before it crumbles. Those with magical resistance can resist long enough before it starts to affect them as well - usually in the form of a grayish spot beginning to spread throughout the point of touch.
    • Seek the Soul - The ray can now change direction if it hits a solid object, essentially bouncing off of it, seeking out the nearest soul to decay and corrupt. This can be controlled by Callum to avoid his allies.
  • Mage Armor - He can coat himself and other people with a layer of mana that would substitute a typical armor. He can passively put it on without much toll on his mana but once it takes a hit, it saps his mana quickly. He uses these in emergencies and when he has plenty of mana left.
Skills:
  • Magic Sight [Passive] - Due to circumstances during his travels, he had been blinded in his left eye. However, replacing his regular sight is the ability to see mana and dysidia flow through the use of a magical eye prosthetic. Remnants of magic spells are typically faint in color. Anything that contains mana can be seen through this sight. Every user has a unique magical signature that he can see.
  • Dungeoneering - With years of practice gone into traveling and delving into ruins, Callum can be considered an experienced adventurer. He has entered and exited ruins most people would have avoided out of self-preservation.
  • Alchemy - The creation of poisons and potions using various herbs has been a favored past time of his. Studying them had been mandatory for him when he had started travelling too so he wouldn't accidentally poison himself because he grabbed the wrong herb. To an extent, this has allowed him to also know a couple of things regarding cooking.
  • Axe Mastery - From swinging it to cut lumber to swinging it to cleave a man's head off, Cal has a lot of experience with the usage of most types of axes. He's also capable of wielding great axes with relative ease with the combination of both his training and his magic.
Gear:
  • Backbreaker - An enchanted greataxe-hammer hybrid that is typically found strapped to his back. The enchantment is gravity based - wherein Callum can easily manipulate the weight of the weaponry whenever he prefers. He had personally enchanted it so that it consumes less mana. Another added enchantment is to increase the durability of the weapon itself so it does not break easily.
  • Magic Eye = [See magic sight above]
  • Throwing Axes - He has two small hand axes that hang on either side of his hip.
  • Hunting Knife - A knife used for more day-to-day usage and not for fighting unless needed for emergencies.
  • Gravity Bomb - Personally enchanted by Callum, it explodes and increases gravity around it's a ten foot radius. Anyone who cannot surpass Callum's magic will either be stuck in place or can only move very slowly.
  • Potions and Poisons - He carries around various potions and poisons of his own creation to aid with his and his companions' travels.
  • Anti-gravity backpack - An enchanted backpack that renders the items inside to be weightless.
  • Map and Coin - Enchanted items used for location tracking
  • The Suit - The suit's a fine finish, composed purely of natural plant fibers from the one of a kind Yisstra's Grove. The Quality is a whopping 750 stat, easily enduring the bite of a bear. Complementing the suit's mere quality is its base Kinetic Energy enchantment, able to deflect physical attacks onto opponents of up to 750 stats. A simple 300 Sound Masking enchantment was also infused to provide a seamless quiet experience when trekking through even the roughest of lands. Aura Concealment follows up at a 700 stat, achieving nearly full coverage of the wearer's current 680 mana stat. Then the finishing touch. To top it all off, the contributor paired a Magic Resistance enchantment valued at 500 to ensure the safety of his crew.
Others

Relationships:
Jyotiranjana Baila [Rank 10]

"She's my partner, what else can I say? We look after each other and we got each other's back."

They had started off rather rocky, with Jana's personality. But Callum merely brushed off most of her bad traits and found that she was actually a rather useful companion. They've been together for years and they have come to an acceptable dynamic where they can effectively work together. Though, Callum is often the one that is delegated to hold Jana back when she gets a little too feisty for her own good. He also keeps their money, what little they have, knowing that Jana is a little addicted to gambling her money away.

Kaiden Alderidge [Rank 10 of Hearts]

"A good man. A good alchemist. What can I say aside from that?"

Callum and Kaiden had encountered each other during their travels and had shared an affinity for alchemy. Ever since then, they had kept in contact for various information that they regularly exchange.

Sera [Argossian]

"I suppose you can say I picked her up from the streets."

Sera sees him as a father figure and while Callum was unused to it at first, now he's more open to it and has referred to her as his daughter multiple times before. While he knows that she's not from Ornare and likely was an Argossian left in their country from the war, Callum doesn't particularly care about it. He appreciates her help in the farm.

[Insert 2 alchemist NPCs here]

Other:
The Mallard family has a small farm in the Spades kingdom that generates 4 silver a month. They make trade with a nearby town.
 
Last edited:
Morquira Vierdante Tollamber
74275fe2348f401aa3a90bace4b0bfd2.jpg

"People are unpredictable. Chaos is inevitable."
Vier Tollamber

Basic

Name:
Morquira Vierdante Tollamber [She's left the name Morquira when she left her family]

Titles:
Vier

Age:
46

Race:
Human [bound to a Raiju]

Sex:
Female

Rank:
10 [850/300]

Affiliations:
Mercenary Guild | Diamonds
Physiological/Psychological

Personality:
Vier is more used to beasts than to people - that much is clear the first time someone sees her. With beasts, she can learn how they move, how they act, how they do things by mere observation of some samples in a population and it would be accurate. With people, however, they act far too different from each other. It makes them unpredictable. And while she is fine with the occasionally unpredictability - observations aren’t always accurate, there are always outliers - people just make her plain uncomfortable.

Nevertheless, when Vier has to interact with others - especially those that she isn't familiar with - she maintains a formal and polite air around her as a result from her training during her childhood. She knows how to interact with royalty but often trips up with the commoners due to them not having much formality. Nevertheless, thanks to her time with the mercenary guild, she's become a bit less awkward. Though, even with her constant companions, she's known to quiet. One can coax her into talking by giving her a topic but she often accidentally shuts down most conversations.

Vier has dedicated her life to the study and the capture of beasts. She had never taken them for granted - not when she was bound to one as well. She wanted to learn more and get more of them. It was a burning need by now. She knows she was bred for fighting but this was what she offered to her family - knowledge. And perhaps, a new source of income if they approach this correctly.
Backstory

Backstory:
Vier was not the firstborn. In fact, she was the fourth one - hence her name. She was the only successful child, as the first three had died when they underwent the binding process. It was tradition after all. They had to produce a child who can contain the soul of the Raiju without being rejected. Once she was bound to the Raiju, they had to make her learn how to control the lightning that it would give. And just like that, her family went back to normal with her focused on training.

The bearer of the Raiju could always choose their own path - so long as they heed the call of their family. Vier had gone on to become interested in the various beasts that dot their beloved continent. And so, she had gone on to learn all about Beast Summoning Magic, with her background of Soul Binding magic - it had been relatively more simple for her to learn. She then set out to travel the four kingdoms to both record and capture beasts of interest.

Her entire life has been dedicated to their search and study of the beasts of Ornare. During her travels, it had come to her attention that the mercenary guild had been hiring. While she did not lack funds, Vier had opted to join the guild so that she can generate her own money and not require to travel back to her family estate all the time.
Combat

Abilities:

  • Beast Summoning Magic - Focused on the capture of beast souls and inserting them into mana stones - binding the will of the beasts to the order of the user of the magic. Beast summoning is a delicate act of capture and order, favored by those who spend their time with nature.
    • 4x Carette - Rare beasts. Docile. Herbivores. Mana stones grow on top of their heads which allow them to use magic to grow mana spikes on top of their horns. [500/400]
    • 5x Syilax - Deep cavern dwelling beasts who thrive best in no to low light areas. They also have thermal vision which makes them better at hunting in these areas. Their claws allow them to crawl on walls. Their sharp claws and teeth make them dangerous but what really makes them dangerous is their speed. Deer sized. [150/300]
    • 3x Garadune - These beasts burrow underground and try to get a sense of the world above through seismic tremors and then they pop out to bite/attack/consume whatever poor being is above. Their presence is obvious when they're close to the surface where the ground becomes disturbed according to its movements. [200/400]
    • 4x Lacertia- Both aggressive and docile, the Lacertia are capable of blending in with any object and are known to be very sneaky and aggressive when actively searched for. Commonly found in forested areas and mountainous regions. Fast-moving; the skin of the Lacertia is said to hold mystical properties, causing the species to be hunted and are a popular catch for any hunter. [200/500]
      • Memory Tap - This subspell allows the user to delve into the memories of their summons within a 60 feet radius.
  • Soul Binding Magic - The magical art of trapping a soul into a mana stone - binding the will of the bound soul to the owner of the mana stone. This allows for the owner to force the bound soul to follow their every command and they even have the ability to control their mana and their usage of magic.
    • Howard Dellin - Passed down to her by her father, Howard is the resident telepath of the Tollamber family. Despite being soul bound, he is generally loyal to the family but his mana stone is there just in case he thinks about rejecting their orders. [550/300]
    • Nathaniel Dower - A young man who swore fealty to Vier when she had rescued him from a beast attack. Much like Howard, he is bound to her for the sole reason of safety. Despite not being magically inclined, Nathaniel was once an adventurer, using bows and arrows as his main weapon. [300/550]
      • Shock Collar - Using her lightning magic, she has created an enchantment in which when a servant of hers disobeys her orders, they will be shocked. She can adjust how high the voltage of the shock is.
  • Lightning Magic - Due to the Raiju that has been bound to her soul when she was a child, Vier has developed a natural skill in the manipulation of lightning. Often utilized for long ranged attacks and enchantments.
    • Call of Lightning - A small thundercloud appears above a point of interest within a thirty feet radius and sends an electrical wave within five feet of the point of impact.
    • Raiju’s Hunger - A subspell that allows lightning to jump from one target to another, the maximum of which depends on the mana used up. Usually, it ends within five jumps. The targets have to be within ten feet from one another or else the jump will fall short.
  • Spirit Magic [Dysidia] - The magic itself deals with the souls of the departed. It has the capabilities of pulling the souls back to the physical world. Vier is able to summon a spirit and communicate with them, though currently she cannot summon them in a way wherein they can utilize their magic at their full power nor their memories. She is able to bind spirits to a certain location, practically creating a spirit bank at her land.
    • Temporary Binding - Vier is able to summon a spirit and bind them to herself and be able to utilize a part of their magic. The spirits that she can be able to call are not constant and entirely depends on the area where she's using the magic.
Skills:
  • Beast Researcher - Having spent her entire life researching them, Vier has a wide knowledge about beasts - from those who are common enough to be listed in a bestiary to those who are a rarity. She’s also become a skilled tracker because of this. She is also capable of accurately guessing certain actions through the observation of behavior.
  • Survivalist - Most of her years were spent in the wilds, giving her good instincts as well as knowledge on what’s deadly and what’s safe in most of the wilds. She’s been known to stay in the forests for months on end with little to no contact or help from the outside world.
  • Marksman - To aid her summons and to conserve magic, she trained herself to be accurate most of the times.
Gear:
  • Gauntlets of the Beast - Made from the armor of a beast, it was specially crafted for Vier. Enchanted to make attacks made with the gauntlets to be more powerful using physical reinforcement magic [600 phys]. It is then enchanted by Vier to allow the flow of lightning to be more natural, making it doubly effective when used as a weapon.
  • Cloak - Clipped by the pin of her family, the cloak is enchanted to be able to insulate her from both heat and cold - adjusting comfort in extreme areas for the owner. It is also protected from the wear and tear that one might associate to age of the cloth, but it can still be broken.
  • Bestial Mask - The mask gives a temporary increase in the usage of the user's sense of smell and hearing.
  • Lightning Cage Trap - A small bomb that releases a stream of lightning that traps whatever is in its vicinity. It electrocutes anyone who touches the cage, whether inside or outside.
  • Tollamber Tome - Passed down from generation to generation, this tome contains the secret of the Tollamber family. Detailing the intricacies of spirit magic and spirit binding to continue the family tradition of the passing of the Raijuu. Vier had received the tome from her grandparents who had tragically died before they could teach her the magic themselves.
Others

Relationships:

Guineverre Victoria y Blanca [Queen of Hearts]

"She is an excellent mage and study. Working with her has been enlightening."

Guin had requested her personally from the guild, and those usually were not quests that can be turned down. It had been vague at best but Vier had soon found out that it was because Guin was interested in spirit magic, and her tome. While Vier did wonder how she was able to collect this information, the reward was well worth the trouble and Vier saw it as an opportunity to finally be able to learn her family's trade. Vier maintains a cordial and professional relationship with the queen and has managed to pick up on a few quirks, both common and odd, over their years of study. Technically speaking, Vier is still contracted with Guin but she is able to roam and do other quests and her own work as long as she is able to report back to Guin when the queen requires it.

Other:
Vier owns a land in the Hearts Kingdom in Aragon as payment from the queen herself. She has servants there. It is but a mere farm that does not have much to its name... yet.

Tollamber Family Income: 12g/month [Earned 428g over the TS]
 
Last edited:
Athania Fell Kaloronos
Appearance:
1593724290486.png
Name: Athania Fell Kaloronos
Age: 22
Gender: Female
Rank: Queen
Affiliation: Diamond

Personality: Hot-headed and loose tempered, unlike her father who was far more reserved. This carries into her use of shadow magic which unlike her father is heavily more offense focused. Though that's not to say she doesn't inherit all the traits of her father, she is very observant and while easily prone to create conflict is also just as prone to de-escalate it.

Biography: Athania is the bastard child of the former King of Diamonds, Ethan Kaloronos. In her account of how her father and mother met, apparently the King of Diamonds and her mother were once teenage lovers, but when Ethan saw an opportunity to ascend into the ranks of the Royalty, he abandoned them without hesitation. Because of this, Athania hated the late King and father with a passion. Upon hearing the news of his death in combat against the Royal Flushe, she was elated and rejoiced thanking them for doing something that she wished she would be able to do.

Though because of her heritage, Athania realized quickly from a young age that she was unlike the other children around her. She felt comfortable with the darkness and embraced it early on, showing a similar if not greater level of adeptness with Dysidia than her father and many other mages. By the age of 10, Athania learned many of the same magical abilities that her father had learned much later in life. She continued to study about this power as well, begrudgingly going over the notes Ethan had left behind to further her understanding of Dysidia and her affinity with the shadows. Ironically she followed in her father's footsteps, and thanks to his ascendance to the rank of King of Diamonds, was given the opportunity to study in the Royal Academy at the young age of 13 after proving herself to be incredibly studious and a naturally gifted mage in her own right.

War broke out and the Argossians, within the first year, mowed through the Kingdom of Diamonds. Unable to evacuate in time, Athania's mother became one of the first victims of the war, fatally wounded in the bombings of the countryside following the fall of Parma and Jann. Now fueled by rage and knowing that her father's ineptitude and pride were among the reasons why this tragedy happened. Athania then joined the Coalition military and fought in order to become strong enough to challenge her father for the throne and lead the diamonds to victory against the Argossians. However, despite her confidence in her abilities, Athania saw the true realities of war that day.

During the Battle of Valencia, she fought valiantly to defend the city's shield generators, leading to a nearly deadly confrontation against the Mage Hunter Byllarmont. In the ensuing chaos, Athania managed to strike down this powerful foe with the aid of Kaiden and X. Resulting in that part of the city being successful evacuated before the fighting tore the land into a hellish landscape. Her body was broken though, her gifts in magic were nothing in comparison to the might of someone with experience. After weeks of medical treatment to heal the Shadow Mage, Athania rose up to become one of the fiercest fighters the Argossians had to go against. Throwing herself into the heat of the battle to become stronger both magically and physically. Though she still had one thing to fix, her family name.

When the war quickly came to a close after the fall of the Argossian Military at the Siege of Valencia, Athania took it upon herself to rectify her father's mistakes and traitorous ways in order to bring honor back to the Kaloronos family name. She finished her schooling at the Royal Academy within the first year of the war's end and worked with the current Diamond Royalty to rebuild the kingdom. During this time she revisited her father's manuscripts and the grimoire he left behind and truly came into her own as a Dysidia Mage. With this newfound knowledge and refinement of her abilities, Athania entered the Queen's tournament where she claimed the title of Queen of Diamonds, becoming among one of the youngest mages to ever attain the rank at the age of 21. Now five months later, she celebrates her 22nd birthday and attends a meeting with the rest of the coalition in the now bustling city of Valencia.

Abilities:

Substat ( 800 / 1200 )

Shadow Magic: Unlike her father who could only manipulate the shadows and darkness around him, Athania is fully capable of generating her own shadows and using them for her spells.
  • Darkness Generation: Athania uses Dysdia to convert light or raw dysidia energy into darkness for use with her spells.
    • Delumination: Athania can remove nearby light sources with the use of dysidia through the same process used for Darkness Generation but instead the darkness is not used for any particular spell and instead used as a tactical advantage to make her shadow attacks harder to avoid.
  • Draw Darkness: Same as her father's version of this spell. Athania can use the darkness around her to create different objects from swords to tendrils to raven's wings that she can use to fly. It is one of the most versatile and used spells in the Shadow Magician's arsenal.
    • Shadow Enhance: Athania can bolster her physical capabilities by reinforcing her body with shadowy tendrils. Additional physical strength scales 100 + .8 Magic (480)
    • Dark Flight: Creates a pair of raven's wings that bend space around her allowing for sustained and highly maneuverable flight and mild projectile protection. An ability previously used by Ethan which allowed him to gain the high ground against the physically superior King of Spades in the form of butterfly iwings
    • Shadow Arms Construction: Can recreate in perfect detail any basic melee weapon by forming shadows and dysidia into a physical form. She however primarily relies on lances of varying lengths and the iron chain whip she fell to in Battle of Valencia.
  • Shadow Chains: A separate skill from Draw Darkness. Generates several chains that can lash out at her target that scales with her physical strength. By combining the reinforcement principle of Shadow Enhance and Darkness Generation, she can create chains that scale 1:1 with her physical strength, making them harder to break than her much draw darkness constructs. After having her Draw Darkness constructs torn to shreds by the brute that was the mage hunter, Athania realized she had to create a Draw Darkness spell that was unlike her father's in order to accompany her fighting style and much more physically attuned body. By reinforcing the physical form of darkness that she used for her spells with additional shadow constructs creating a much more concentrated and sturdier substance that could take more of a beating in a similar way to how the shadow enhance ability made her physical form more resilient.
    • Shadow Chain Arms Construction: Athania has been learning to recreate the Shadows Arms sub-spell from Draw Darkness using Shadow Chains in order to create more durable and effective weapons and armor to use in her arsenal. However, unlike Shadow Arms, recreation takes a lot more than simple visualization, requiring Athania to have physically held the weapon in her hands for an extended period of time in order to understand and recreate the composition of the weapon. Further distancing herself from Draw Darkness as all weapons had to be grounded in reality in some way.
      • Shadow Chain Arms
        • Spoons
        • Kitchen Knives
        • Bottles - Athania discovered can't recreate the contents of objects as well as living things. In retrospect she figured that makes sense because that would require learning different magic altogether.
        • Argossian Firearms - When she discovered she could recreate machinery. Although firearm was not functional without bullets that contained stuff not made of darkness.
        • A Watch Stuck At 10:30 - When she discovered she can't recreate finely crafted machinery.
        • Argossian Swords - Discovered she could create weapons that were created by the Argossians. In hindsight, she recognizes the craftsmanship of some of the Argossian swords, especially those worn by officers.
        • Argossian Armor
        • Coalition Swords
        • Coalition Armor
        • Coffins
        • Clothes that she wears repeatedly.
          • This includes lingerie and underwear, rumors have begun to spread around the Royal Academy about whether or not she still wears clothes or if its all shadows given her preference for wearing dark attire.
          • The durability and protection of the clothes and armor created by this ability Athania discovered to be no different, giving some credence to the rumor due to full dresses and long robes offering greater levels of protection because of how much area they cover.
Dysidia Based Magic
  • Drain: Drains target's life energy, making them feel lethargic and slow. Learned from her basic understanding of pulling dysidia and mana from her surroundings as well as the recently dead in order to gain the dysidia necessary to power her own spells by targeting this spell at a living thing, she can draw some of their power away from them. While only a mild mastery of this skill, she is very capable in exploiting her enemies momentary lapse in focus.
  • Dysidia Burst: Gathers dysidia into an area the size of a small ball before releasing a deadly beam of energy. Athania can control up to 3 of these balls and fire them in different directions fairly accurately. A skill Athania knew how to use but learned that by focusing her attention and applying the same skills used to create and control shadow weapons mid-air and what she saw from Argossian warships, she learned to use them as an independently controlled long-range attack tool.
Skill:

General Weapons Practictioner - Like her father, because of the versatility of Draw Darkness, Athania has learned how to use every weapon in her arsenal at a basic level, but not being a complete master in any single weapon. This allows her to switch fluidly between different weapons and use them all effectively to a degree, creating a fighting style that can throw off even well practiced hand to hand combatants. As seen in her battle against the Mage Hunter where she effortlessly switched between using 2 handed sword techniques, sword and shield techniques, and finally finishing off the battle with a flashy change to a lance.

Gear:
Grimoire Of The Lost Magic by Ethan Lenor Kaloronos
 
Last edited:
Arabella Lorraine Turner
d8inua1-8d75871c-c8cd-4fd7-b2f9-db60aa533b32 (2).jpg
Name: Arabella Lorraine Turner

Alias: Zinnia (Zinnie)

Age: 29

Race: Human

Sex: Female

Rank: 5

Guild rank: Umbra

Affiliations: Hearts / Assassin’s guild

Abilities: (Zinnia does not use magic abilities, until in dire need of it)

‘’Serpent’s breath’’

‘’Shadow cloak’’ - The user focuses on his/her own body feeling lighter and lighter sucking up darkness around the user. The spell resolves in the user’s body having a pitch black colour. It is used primarily to hide in the shadows to get an upper hand in the fight or during an assassination.

’Night-eyes’’ - a basic night vision - The user speaks to the particles, objects in the air to gain information about the area.
Night-eyes and Shadow cloak need to be prepared beforehand and cannot be casted in the middle of a fight.

‘’Poisoneer’’ - the ability to create and use poisons. Inducing weapons with poison and poisoning food, drinks etc.


Gear: Arabella is a swift individual which basically means that the lighter the armour the better.

Guild ring (Umbra) - Invisibility

The usual attire consists of a simple white dress and cheap shoes.

The work-attire consists of a light armor - enchanted so that it reduces the wearers weight by 20kg making her light so that she can move in ways that just a few can. (chest and arms).
Shoulder pads (leather).
Gloves (leather) - provides a boost it the gripping ability, meaning that the wearer can climb building and structures with ease.
Tight trousers - falling control - When in a falling state, the trousers tighten the muscles and prepare legs for the impact, taking minimal damage from falling (also leather).
High boots- boost of speed (leather..)
The study of books legends and other writing made her a little bit prejudiced about guns and gunpowder and so she used an old-fashioned bow - Enchanted with piercing ability for it’s arrows and a quiver (24 arrows)
A dagger - can be extended if the slice doesn’t reach the victim - concealed in her left boot.
A sword on her right hip. (nothing special)
An amulet with a great sapphire in the middle - If the sapphire breaks or if the wearer dies, a poison cloud explosion occurs, a great tool for a dangerous life (Zinnie doesn’t know the ability of this amulet)
On the right hip there is a small pocket with 4 different vials in which there are 4 different poisons.

  1. poison - Aconitum - Causes paralysis
  2. poison - Titan Arum - Causes flesh to slowly rot
  3. poison - Castor oil - Causes death however can also be used to heal wounds
  4. poison - Daisy - Causes severe nausea


Relationships: As a very introverted person she often has troubles in making friends or lovers. The only one that she considers a friend (and a mentor) is Moon.

Personality: ISTJ-T
  • Zinnia is a conflicted person. She needs to have a plan and if anything goes against it, she usually gets stressed and emotional. During this emotional instability it is suggested that people don’t push her buttons. (the buttons being basically questioning her or her actions) Otherwise she is bold, brave and skilled in many ways. From a social standpoint, this lady doesn’t like the attention and tends to stick to the shadows. However if one would strike a conversation with her she would talk to this person with no problem or limitations. Although she looks quite decent, she thinks very badly of herself and is quite low self-esteemed.(another button)

    There are many hobbies of hers however the most prominent is just reading books and scripts, learning new stories and legends. Gaining knowledge and so on.

Backstory - Zinnia was born to a family with loving parents. They tried to give her everything they had. Filled her with their love and sympathy. The life was quite quiet, living on a farm in a town she does not remember to this day. That is for the trauma she went through as she watched both of her parents succumb to a sickness not known to her. (another button) Slowly consuming her parents to the point of them not recognizing their own daughter.

Arabella later found out about the effect of Soul Corruption. That was the thing that killed her parents and she hated them for it however she did not know why. At one point in her life she decided to forgive her parents for the past tormented her in her dreams. And thus came her middle name, Lorraine, her mother's name.

Zinnie spent her life at many places. Working on a farm, in a tavern. Although the pay was good enough to live by, she felt empty and wanted to do great things. And so the fate decided. One day she witnessed an assassination of the owner of the tavern she worked in. The face of the assassin resembled her old friend and so she shouted his name after following him into an alley. The assassin stopped and recognized her. It was Moon, a childhood friend of Zinnie’s.

A negotiation started and Zinnie managed to persuade Moon to teach the arts of assassination.

The years went by and to this day she works with the assassins. Living an adventurous but bloody life.
 
Last edited:
Gypsy Code
d8i7zbx-332216a9-cc9e-4cad-8c14-f7e9312614fc.jpg
Name: Gypsy Code
Aliases: Gypsy Danger, Wildcard, Maverick, Loose Cannon
Gender: Male
Species: Human
Age: 26
Affiliation: Diamond
Rank: 6
Appearance: Magi by madspartan013 on DeviantArt
Role: The Construct Mage
Personality: Gypsy is what many call a loose cannon, a maverick, mr. paperwork, I want your badge on my desk by Monday. These terms do not necessarily describe the man all that well, but Gypsy doesn't mind one bit, he likes being known as the reckless, unpredictable one. He was born a noble, but Gypsy didn't stick to that path very well, getting in fights and roughhousing about a ton when he could. He is nowadays a bit less of a jerk to others, but his dickish side does show itself occasionally. Gypsy is a rowdy sonofabitch, born to take chances and roll the dice, he likes the thrill of the gamble, even if the odds aren't in his favor, hell even if he loses it ain't so bad, so long as he's got his life. As long as he's alive he can still gamble.
Motivation: To gain power, to see what the next day brings
Alignment: Chaotic Good
Abilities:
-Construct Mage-
Gypsy can form weapons, shields and everyday objects using mana that enhances the look of whatever object he has magicked into existence, giving it a blue outine. Gypsy’s ability is quite strong for his rank, but the lacking in durability of these conjurations is what puts him back a spell (haha get it a spell lol)
=Construct Hail: Gypsy summons a rain of sharp constructs from the sky, shooting towards his desired target. These can be manipulated in mid-air
=Construct devil: Gypsy summons a construct in the shape of a demon in his place and while the demon is distracting everyone Gypsy runs away.

-Street Magic-
Gyspsy likes getting his hands dirty, often literally, with blood I mean. A top class brawler, Gypsy can beat the shit out of most people. He is unnaturally good at punching people, his brawling skills superhuman in class. This magic enhances Gypsy's CQC skills to an unnatural degree.
=Bludgeon: Gypsy hits with the strength of a metal hammer, denting metal and crushing steel with his fists.
=Brawler's Curse: Causes the target to feel immense pain in their hands, this pain is just that however, pain, and can be overcome if one puts the suffering from their mind. This pain increases upon touching anything.
=For the Rats: Gypsy can upon touching a target, create an immense overpowering feeling of hunger.
-Locked- =Save your skin: Gypsy switches places with whatever object he is touching, allowing basic teleportation.

Equipment:
Gloves of hectic sorcery: A gift from Gypsy’s father, can randomly enhance different incantations to achieve power often far above that of Gypsy’s level. The reverse is also true however as the gloves can also weaken said incantations and make certain spells not useless, but much weaker than they should be.
AK47 Assault Rifle: Self-explanatory, 30 rounds, 6 magazines, basic Arogossian construction. Unknown how he acquired the weapon.
Other:

Bio: Born to house Code, Gypsy is a noble in the most lenient sense, preferring to spend his time among the common folk often. He was raised by loving parents who allowed him to do what he pleased, enjoying his noble status as much as possible. This doesn't mean his childhood was one of leisure and coddling however as early on in his life, Gypsy’s magic was discovered, an incredibly versatile ability known as Constructing. This lead to much training with his magical arts. His father also happened to be a martial arts enthusiast and this ended up passing itself onto Gypsy. Soon after discovering his magic,Gypsy went into his Royal Education, delving into economics with glee, giving himself a Jack Royal Education.

Gypsy had many friends in his childhood believing friendship to be one of the greatest gifts life could grant to a living being and among these friends, one of his closest was William Code, the notorious cryomancer and Ace of Diamonds. They were closer as children but the bond between them is still strong. Some might be confused by this friendship but the two do respect and care for one another, with Gypsy being one of the first to congratulate William on his ascension to Ace.

Gypsy studied hard and eventually reached a point he could be satisfied with his magic. He then left home for a time to better understand the world journeying throughout the kingdom of diamonds gambling and partying when possible.

When the war started Gypsy disappeared, he's recently resurfaced and wishes to work alongside his cousin.
 
Last edited:
Zephyr Terwilliger
Zephyr _Twig_ Terwilliger.png
  • 1593722141200.pngName: Zephyr Terwilliger

    Nickname: Twig

    Title: The White Plague (only as a Joker), Jack of Hearts

    Age: 28

    Gender: Male

    Race: Human

    Affliation: Jokers, Hearts

    Substats: 1250/400

 
Last edited:
Xixix Valentine
fDAQtfO.png


"It's simple. Life sucks then you die."


  • KZFYArq.jpg
    Nickname: X| WEAPON X| BRAINLESS OAF

    AGE|HEIGHT|WEIGHT:32|6'3"|197|

    GENDER: MALE

    RACE: HUMAN

    AFFILIATION: CLUBS

    RANK: KING

    SUBSTATS: 10000/15000


 
Last edited:
Jyotiranjana Baila

Probably Not a WIP

Jyotiranjana Baila


"You chicken-hearted milksop of an adventurer wannabe with baby-mush for brains!"


  • Nicknames: Jana, several synonyms for “bitch”

    Height: 180 cm | 5’11”
    Weight: Private
    Build: Fit and lean

    Age: 33
    Race: Human
    Sex: Female

    Rank: 10 [ 680 | 720 ]
    Affiliations: Cal and Co. | Mercenary Guild | Farm

 
Last edited:
Leolin Hravart III
Fire that is closest kept
burns most of all.


Name: Leolin Hravart III
Titles:
Ace of Flirts, Flushe Hunter, Hot Stuff

Age: 32
Race: Human
Sex: Male
Rank: Ace
Subrankings: 12400/4600 at noon; 3100/1150 at midnight
Affiliations: Hearts

Personality:
It used to take a lot to wipe the smile off Leo’s face. War on his soil and the Royal Flushe achieved that in a hurry, with lasting results. He takes his duties VERY seriously, safeguarding the people from poor decisions made by other nobles and terrorists. The burden of the people weighs heavily on him, so he shoulders it and does his best to be their white knight. He used to enjoy roaming the streets of the capital, having beer with the men and tea with the ladies. The destruction of Corda still haunts him five years after the fact.

Leo refuses to undress unless he is bathing in a tub of his choosing or sleeping in a bed with fresh sheets. He fears what he might discover by an act as simple as walking around barefoot or handling an antique without gloves. He wishes he could live in blissful ignorance, but once he discovers something unsavory, it’s difficult for him to forget and simply mind his own business. However, he has grown more accustomed to using his clairsentient powers to find information he wants, and has become less hesitant to read suspected liars.

One thing incurs his wrath above all else: apathy. He is normally not one to hold a grudge, but failure to act when people’s livelihoods and lives are at stake is enough to provoke him. He harbors a deep-seated vendetta against the Royal Flushe; those who have the means to aid in destroying them but refuse are held in ill regard. Aside from that, it’s not difficult to please him; he enjoys the little things. While he is well-learned, he feels his best decisions were based on instinct; he values intuition over logic, since there are things in the world that seemingly defy the latter.

Backstory:
The product of a long line of powerful mages, Leolin III was a strange exception. Kinder and less serious than previous aces, it seemed unlikely for him to succeed early-on. His mother died when he was a teenager. His cold, callous father and namesake—and also the Ace of Hearts at that time—often made cutting remarks that ultimately kicked off a long and bitter feud. The ace was also revealed to have been the one behind the extermination of the Y Blanca family. Training with Guineverre—the sole survivor of that massacre—the two promised to deliver retribution for the ace’s horrific misdeeds. It was ultimately Leolin III who defeated his father by a narrow margin.

Eleven years have passed since then. Leo has fought tirelessly to stop two major threats to his people: the Argossian invasion forces and the Royal Flushe. Working closely with Guin and Twig, they have created a nigh-unstoppable unified force. Having discovered their secrets, he also started supporting the Jokers in secret, though he isn’t entirely in the loop...

Abilities:
Forbidden Sun - Leolin’s signature magic is his pyromancy. He has full control over fire and can ignite most flammable objects—including humans—with one look. Those are the basics, however; more powerful spells can heat metal or even glass beyond its melting point, ignite gunpowder, or create earth-shaking explosions from nothing. More gentle and precise applications include cauterizing wounds, branding flesh with his insignia, and welding metal. This ability’s strength most greatly waxes and wanes with the sun’s position in the sky, reaching full power at midday, but weakens to fit Leo’s actual base power at midnight.

Death Penalty - A fusion spell that can only be cast with the help of Guineverre Y Blanca, Queen of Hearts. Combining his pyromancy and her dysidia magic, they can spew an eerie black fire that corrupts the soul and causes rapid decay. The target’s draining mana simply adds fuel, putting powerful casters at greater risk.

Renewal - “If you hit me, you’d better kill me.” These are Leo’s famous words, and for good reason. The magic permeating his body grants him superhuman heat resistance, meaning he can simply burn most toxins with little consequence. He can also regenerate when wounded, making for astounding comebacks at the brink of death. The only way to to permanently kill him is to completely destroy his heart or brain.

Thermal Vision - Leolin’s eyes can alter themselves to find people and objects by their heat signatures. In this state, his eyes glow a fiery red, and he can spot a human heat signature from a distance other mages are still trying to calculate. In some cases, he also uses this to bolster his intimidation factor.

Clairsentience - This power makes Leolin a ‘human lie detector’ of sorts, though it has some obvious drawbacks, in his opinion. By making bare-skin contact, he can learn more about a person, a place, or an object. It is for this reason that he keeps most of his skin covered. He can gather the most information about a person, such as their emotional state, intentions, surface thoughts, and even recent memories. During the daytime, he even has a degree of precognition.

Gear:
Hot Poker - An enchanted rapier with a humorous name. It has a higher heat tolerance than mundane steel, so Leolin can safely heat the blade enough to sear clean through a foe.

Amé - An ornate scimitar Leolin carries along with his rapier. There is nothing remarkable about it, aside from the beautiful engravings. It was a gift from the people to commemorate his victory over his father, the previous Ace of Hearts. He cherishes this item above all others.

Chaos skulls - A pair of nondescript skulls. When mana is passed through them, each skull manifests an ethereal body of equal physical prowess to the user. Additionally, each skull gains the ability to cast one magic that belongs to the user. Magic being used by a skull cannot be wielded by the user simultaneously. The skulls follow basic commands and demanifest after taking enough damage. Leo keeps his possession of these a secret, and only regularly carries them in a bag when hunting the Flushe.

Winged Boots - Enchanted footwear made to withstand the force of Leolin’s cannon jump technique. Aside from being uncannily durable, they also benefit from magic that allows him to glide or float down so he doesn’t hit the ground with a grotesque ‘splat’.

Book of Grievances - An ordinary logbook listing all the problems in Hearts. It’s nearly full...

Relationships:
Guineverre Y Blanca - Guin is like a sister to Leo. He often studies magic with her and knows the vast majority of her secrets. Dedicated to happiness and equality, they both turn a blind eye to anything illicit they may do for their shared cause.

Zephyr Terwilliger - Twig is another close friend, also like family to the lonely ace. Leo turns to him for answers when a matter is completely baffling—be it a magical or medical mystery. A similar case to Guin, Leolin plays dumb or cooks up a convincing lie if Twig is “nowhere to be found”.

Arimand Dornwell - Leolin tends to bring out the worst in Ari, usually because of their polar-opposite methods—namely, sheer improvisation and intuition versus extensive planning. Regardless, Leo is always there when it counts, especially after a certain incident involving the Ace of Diamonds during the Battle of Valencia.
 
Last edited:
Melody Holladay



CcsstLIVIAUJR1_.jpg_large.jpg


  • Name: Melody Holladay
    Titles: Mel, Mels, and Melly
    Age: 19 (looks 14)
    Race: Cursed Dog-Human
    Sex: Female
    Sexuality: Heterosexual
    Height: 4'11
    Rank:6
    Affiliation: Diamonds

1593746181231.png



  • Melody was born into a notably large demon cult group. While her parents were great followers of the cult, Mel wasn't as devoted. Since birth, Melody was raised to be a sacrificial lamb for a contractional sacrifice. At the age of coming, her heart and blood would be sacrificed to a demon.

    Mel was pampered and taught demonology by scholars of the group. Her first attendance of sacrifice was when she was the age of 6. After seeing an innocent civilian being gutted before her eyes, she realized that she didn't want to die.

    Melody devised a plan to escape from the cult. Both her parents were talented mages in fire manipulation. The inheritance of the ability to use fire magick quickly came in handy when practicing fire spells. She disguised her practice of magic as wanting to be a more desirable offering to the demon. When she wasn't watched like a hawk, Mel sketched plans of her escape during the night. She planned to disrupt the ritual at the moment the blade is about to pierce her chest. This would backfire on those performing the ceremony, but also on her. Forgoing the possibility of own her death, she continued with her plan.

    At the age of 12, Mel was prepped for the alter. A big opening ceremony was held with her being the center of attention. It was the last time she would be up close to her parents. Deep into the woods, the sacrifice is where it was held. With her back on the alter, Mel was ready for her risky move. As the cult chanted, Mel gathered the majority of her mana and let a stream of fire across the ceremonial grounds. A burning sensation had fallen upon her chest as she did a split. Upon running away from the cult members, Melody started to transform into a dog. While unfortunate, Mel made do with the body and dashed into a city far away, leaving the site in flames.

    In a market place, Mel looked for an opportunity to steal food. There weren't many mana sensitives or people who care who would understand her dog yipping. However, after unsuccessful tries of food stealing and whining, Melody was able to catch the attention of an old weapons maker. Upon hearing her remarks, the old man, Mr. Fireheart, takes Melody into his home.

    In a month, the older man was able to get Melody's mostly human form back with the help of a talented mage. Melody acquired an enchanted collar that would help her shapeshift into both forms with ease. In return for the help, Mel decided to work for the older man. His business had more activity due to the ongoing war, and he needed support due to his growing age. Over time, Mel developed her weapons skills and took a keen interest in tinkering. In current days, she advertises her inventions at market places across the Diamond kingdom.

    Relationships: Parents- Melody is unsure of her parents' whereabouts. She rather not know. However, Melody still somewhat cares about them even if she was seen no more than a sacrificial lamb.
    Mr.FIreheart- An old kind man who owns a weapons-making business. He took Melody under his wing and taught her metal manipulation as well as weapons-making skills.
    Cult: Melody hasn't had contact with the cult since her escape. She doubts that they will be happy to see her if she ever encounters them again.
 
Last edited:
Sera
Imperial Armed Forces Archive
Dossier 120741



  • lOK1WlG.jpg


    "All warfare is based on deception. First we distract paps. Then secure the cookie jar."
    - The Cookie Jar Raid, Mallard's Farm (999 ASF)

    Name: Sera

    Titles:
    The Golem Slayer of Black Forest
    The Roaming Wolf

    Age: 10 (physically in her 20s)

    Race: Homunculus (Felix Generation Model)

    Sex: Female

    Affiliation: Argossian Empire (former); Mallard Family

    Nationality: Argossian

    Rank / Substats: Rank 6 (100 M / 500 S)

    Physical Description:
    An odd girl that stands at five feet four inches. Possesses white hair, blue eyes and pale white complexion. Has a biomechanical arm, fluffed wolf ears and tail. Usually seen in her asymmetrical attire that emphasizes her slender curvatures.

 
Last edited:
Iris Bastille

OAOU8Fx.png

"Just because I enjoy the pleasures of immersing myself in a world structured by ink and paper, doesn't make me a bookworm."


  • PViLPic.jpg
    Nickname: The King's Assistant

    AGE|HEIGHT|WEIGHT: 26 | 5'7"| 128|

    GENDER: FEMALE

    RACE: ELVEN

    AFFILIATION: CLUBS

    RANK: 4

    SUBSTATS: 250/200


 
Wysteria Beacon

NmJGUmZ.png

"Existence itself can be a sin, death a blessing."


  • 1ef2aa73fd3ab734f8c0c04638bf216aaf47b83e_hq.jpg
    Nickname: Wendy, Wuu, Melon Head

    AGE|HEIGHT|WEIGHT: 26 |6'3"| 168|

    GENDER: FEMALE

    RACE: HUMAN

    AFFILIATION: CLUBS

    RANK: 10

    SUBSTATS: 1000/400


 
Last edited:
Alaric Westguard
Image/Appearance:


572441




Alaric is scarred from the wounds that he has taken for others over the years. They cover his whole body, there are so many that they cover each other, and a few ghastly ones cover his face. Few who knew him in his early years would recognize him now, with only his abilities and the forlorn look in his eyes remain unchanged.

Name:
Alaric Westguard

Titles:
ex: The Wanderer
Protector of the Realm
General of the Heart Military

Appearance: 40 Age:27 (Vol 1.5)
Appearance: 47 Age:30 (Vol 3)
Appearance: 55 Age:35 (Vol 4)

Race:
Human

Sex:
Male

Personality:
Alaric is honest, he does what he says hes going to do and expects others to follow suit. Broken promises haunt him, and he does everything he can to keep his word. He's also honorable, and does his best to do what is right, but life isn't black and white, its grey, and he's made some mistakes along the way. He tends to be self-sacrificing, with his abilities he feels like its his duty to keep those alive that he can protect from death. This has caused him immense amounts of pain, whether the person lives or dies. If they live, he experiences the pain of their tragic demise, but if they die, he blames himself. With his abilities he should be able to protect them, so why wasn't he able to. As history would have it, Alaric's control over his Life-Link ability hasn't always been as stable as it is now, and when he needed it the most, it wasn't there.

Backstory: WIP
Alaric grew up in a small hamlet, deep in Heart territory. It was quiet there all his life, and he would have continued his simple life there, if not for his Life-Link ability. At the young age of five, Alaric's younger brother was trampled by horses. It had been an accident, the herd had gotten spooked. By what, nobody knew. But the crazy thing was, the boy was fine. Sure he was scared, but physically he was fine. Then everyone noticed the broken form of Alaric, lying beside the fence he had been perched on where he had watched the whole thing happen. He had passed out from the pain, a multitude of his bones broken. He hadn't known yet that he had the ability, he had only wanted so desperately to protect his younger brother. His parents feared for him, tried to convince him that he had been the one trampled, and for awhile he believed them.

But as the boy aged, more accidents happened to people, and more injuries happened to him. It was easy for the young boy to make the connection. At the tender age of thirteen another incident happened, his brother had been playing in the barn when it caught fire and trapped him inside. Without hesitation, Alaric dove into the flames, fighting the terrible pain and pulled his younger brother from the doomed building. His brother was again, miraculously, fine. But, Alaric had suffered yet again, his body burned beneath his clothing, and he spent many weeks in critical condition recovering. Again his parents tried to convince him that he had been the one caught in the fire, even the village was in on it now, doing what they could to convince him of the lie. He wasn't sure he believed it at the time, but everyone wanted him to believe them, so he did. It wasn't until he was seventeen that he confronted his parents about the lie they had told him. A rabid wolf had ripped through the village, and left a young girl bloodied and dying. Alaric had put the beast down but the damage was done and she didn't last through the night. Alaric had known the young girl well, they were roughly the same age, and they got along well enough. Their parents hoped they would marry, Alaric had hoped for it too. How many people in the village could have been saved if only he had known. How many people didn't have to die. But like all good parents they didn't want to see their child in pain, and they knew that the ability would only bring him pain. So out of selfishness they had hid it from him, and they told him this. Looking back, he shouldn't have raised his voice. He shouldn't have slammed the door behind him as he took off into the woods that night only to come back to a burnt out village the next day. His family was gone, his home was gone, and he hadn't been there.

Alaric's other abilities were discovered around the same time as his Life-Link ability. His parents didn't deem it necessary to hide these abilities from him because having magical abilities is normal. So they taught him how to use his other abilities, all the while drawing his attention away from his life-link ability. He wields his other abilities with deadly proficiency and believes in honorable combat and is willing to limit himself to produce a fair fight.

Its been ten years since that day now, and Alaric has been spending those years trying to make up for his mistake. He wanders the Heart territory protecting those that he can, all the while hoping that one day he will be able to forgive himself for leaving the village on that fateful night. Because of this he has been dubbed The Wanderer by those that have encountered him. Oftentimes a village will ask him to stay, they tell him that he could be happy in there quaint little town. But he cannot be happy, not yet, there are still people out there that need him.

After the attack on Atria by the Royal Flushe, Alaric went about the Heart countryside quelling terrorist attacks and looking for clues as to where the Royal Flushe had disappeared to. Albeit unsuccessful, he was able to keep the common man safe in his home while the elite of the heart army were away fighting the Argossian threat with the rest of the Suite armies. The constant fighting and protecting of the people has done nothing to slow his accelerated aging and while he continues to try to push through his limits he fears that one day he will start to decline. And, with his decline he fears he will not be able to protect those that would rely on him for protection.

Now it’s been five years since that last fated battle where Alaric disappeared. In shame he hid away for a year, honing his abilities. He had not been there during the climax of the battle and waking to the devastation had wounded him emotionally. After reappearing, he was awarded as a hero by his friend and new King. He was given titles, awards and even a city to manage. He requested a monument to be built to those that lost their lives in the ruined city of Valencia, and has spent the rest of his time devoted to rebuilding the city while strengthening his mind and body with training and schooling. With his new position as the general of the Heart Kingdoms armies, Alaric found himself in a position he wasn’t fully prepared for. He had spent his entire life trying to keep people out of harms way, and even though they were now at peace, he would be leading men into danger now. People would die under his command. He had never realized the pressures of leadership, the struggles commanders went through on the battlefield. It was a somber thought that caused him to dive into tactics with a frenzy. He began reading whatever texts on strategy and warfare that he could obtain while developing strategies where he could rely on his Life-Link ability to keep the soldiers under him safe.

Rank:
10

Affiliation:
Hearts

Abilities:
Life-Link: Can absorb damage dealt to those around him, at the cost of having said damage inflicted upon himself. Damage that would have been inflicted to said persons is instead directly transferred to Alaric. So if a person is slashed with a sword, said slash would appear on his body, though as a rank 9 a mere sword slash would do little actual damage to him. Those of a higher rank than him can dismiss his Life-Link, though he is known to take a dismissal of his powers personal, as if he uses his Life-Link ability on someone, it usually means he is ready to die for that person. A side effect of his ability is that he feels the pain from every wound as it would have been dealt to the person he protected. So if the attack would have killed someone of a lower rank, he feels the pain of dying, which, along with the toll on his body, has lead to his increased aging.

Mutated Life-Link: A weaponized version of his Life-Link ability. Damage dealt to himself is reflected onto others. Does not currently have the ability to do so and will require an RP reason for said mutation.

Increased Durability: Alaric is tougher than most at his rank, being able to take more hits than other rank 10's, though some might attest this to his constant use of his Life-Link ability, which has left his body broken on multiple occasions throughout his life.

Weapon Summoning & Manipulation: Alaric can summon a multitude of weapons to his person, anything he understands is fair game. Along with the summoning he can manipulate seven additional weapons perfectly, adding additional weapons over seven causes him to lose precision and control over said weapons. He wields the additional weapons from a distance as if held. Alaric loses control over the weapons once they travel five meters from his body, but remain up to five minutes after leaving his control, allowing him to telepathically throw weapons across the battlefield. Alaric tends to favor a sword and shield in his hands and seven long swords in the air as he sees it as his most noble set of armaments though he isn't inflexible in his weapon choices though and will pick what suits the situation.

Gravity: Having come into this magic 8 years ago, Alaric has honed this magic carefully. With a touch Alaric can increase or decrease the effect of gravity upon a person or object. He has taken to using this to immobilize those who he wishes to capture to interrogate later by increasing gravity on them or blasting opponents away by decreasing the effect of gravity on them while striking them. The effect only lasts as long as he remains in contact with the object or individual he is affecting.

Gear:
Wields a long sword etched in runes, the runes describe the history of the blades owner and are magically enchanted to add to the story as his life goes on.

Relationships:
Cassius Bellarmont: The current King of the Hearts kingdom started as a respectable Queensguard that Alaric fought alongside in multiple conflicts over the years. He recognized the young man as an honorable and trustworthy brother on the battlefield and while he had thought about pursuing the Crown again, he is pleased with the current King and is loyal to the crown.

Guineverre Victoria y Blanca: The Queen of the Hearts kingdom, Alaric has much respect for her and how she has carried the hearts kingdom through the last eight conflicting years. Though he was fought along side her only a handful of times, each time she proved herself as a capable leader and earned a bit more of his respect.

Other:
THIS IS NOT DONE WIP

Stats:
700/1100 (All those tasty time skips)
 
Last edited:

Users who are viewing this thread

Back
Top