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Fantasy Gilded Gaia (CS)

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Silver Wolf

Something Random

  • READ THE LORE PAGE FIRST

    Also you get 3-4 characters unless specified by me.

    No OPed abilities. Even in magic, have them learn as they go on.

 
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Appearance:
6c8ac457bb687c83e804486f36bd1186--jelly-fish-merpeople.jpg


Name: Sylvia Eskridge
Aliases: Syl; Sylph; Jelly
Age: ???
Gender: Female
Race: Half-Jellyfish
Class: Beast

PERSONAL
Sexuality
: Pansexual
Character Alignment: ???
Relatives: ???
Organizations\Affiliations: N/A
Personality: Sylvia for the most part just goes with the flow. She has no goals of her own and she's clueless about some of the things in the human world. She just wants to help who she becomes friends with do whatever they want to do and is happy when they're happy
Backstory: Sylvia was formed underwater. Someone drowned and their body was surrounded by jellyfish. As the body decomposed, the soul was trapped by the jellyfish just floating around surrounding the body. The soul was soon reformed into the body due to not having gone to heaven or hell and not leaving the ocean. The exposure to the jellyfish morphed it and caused it to change around. Then Sylvia was born.
Hobbies: Swim, Practice Magic

Abilities
Equipment:
Items & Personal Belongings
: Money
Skills & Abilities:
  • Animal Communication- She can talk to animals
  • Jellyfish Fighter- When it comes to using tentacles and stingers, she's VERY good at taking on multiple enemies

Spells & Magic:
  • Basic Electric Magic- Mostly for paralysis purposes
  • Intermediate Water Magic
  • Basic Ice Magic
  • Jellyfish Summoning
Jellyfish abilities- Includes
  • Self-Illumination: Can Glow in the Dark
  • Toxic Tentacle generation and constriction
  • Cloning- If a body part is cut off, it can form into an entirely new her
  • Regeneration Factor- Can heal and regenerate lost limbs
  • Polyp Stage- A stage where she gets more highly toxic tentacles and faster regeneration, but must remain stationary
  • Jelly Skin- Her skin protects her from blunt force

Weaknesses:
  • Extreme Heat- This can dry her out, making her very vulnerable
  • Thin Skin- Her skin is insanely thin. She needs to freeze her skin for any form of protection
  • Heart- She has no physical weak spots..........except her heart. That's the only way to kill her. It must be destroyed COMPLETELY or it'll just form into a new her.
  • Sharp Objects- Her jelly skin makes her immune to blunt force like punches or un-spiked maces. Her skin though is VERY EASY to cut with sharp objects
  • Unarmored- She doesn't carry armor. She relies on Ice Magic for Protection
  • Unarmed- She doesn't carry weaponry either. She relies on her tentacles or a weapon generated by Ice or Water
  • Basic Mage- She's not very skilled in Magic. She knows JUST ENOUGH
(Dunno if that's gonna work....cool....but unsure.)
 
Appearance:
caa2df7a672c6087c28fd18c05f4ded7.jpg

Name: Vita Necix
Aliases: Vita Raeson, the coven she comes from has a specific naming scheme that is recognizable to some, so she hides her last name.
Age: 21
Gender: Female
Race: Human
Class: Sorcerer

PERSONAL

Sexuality: Straight, but grew up in a coven where that is frowned upon.
Character Alignment: Chaotic Good
Relatives: Father- Unnamed Sacrifice Mother- Solar Lunix a Coven Witch of Little Power, An Aunt- Terra Caelix, a Coven Head of High Power
Organizations\Affiliations: Coven of N’zix, God of Tormented Spirits, New Recruit to the Adventurer’s Guild

Personality: Vita has a strong personality, she’s been through a cultist lifestyle and came out a stronger person. The freedom invigorated her to try new things and seek out spirits to help her learn the truths in this world. She’s eager to join others and make friends. Vita has come to terms with people’s fear of spirits and demons, she understands their fears and tries to ease new friends into understanding her nearly necromancy. Her greatest flaw is she considers herself a criminal, unredeemable for the terrible acts she committed along with her sisters in the coven. But she believes she can use her powers for good and gain at least some redemption.

Backstory: Under the darkened canopy of a new moon, the cry of a new coven of N’zix daughter rang out. When Vita was born the forest spirits rejoiced, she was blessed with powers at birth, a true sorceress. Unlike her sisters, she would never need the contract with N’zix, her powers would grow naturally.
Vita’s Mother purposely ignored her daughter’s powers, it wasn’t normal for a coven member to have powers before the ritual on their 21st birthday. Vita’s aunt had a different approach. She punished the girl anytime she saw the tiniest glimmer of magic. Vita began to fear those beatings, so she stopped using her magic altogether.
As her 21st birthday approached, her power only grew. With very little control over them, spirits began approaching her. Many were the tormented souls of the creatures her coven had tortured and sacrificed to N’zix. One, was her father. He had watched her as she grew up among the witches, he knew she had a heart and inherited his powers. He convinced her to leave the coven when the sun was high in the sky and the witches were fast asleep.
Now, she roams freely, collecting trinkets and botanicals. The Adventures Guild gained her as a valuable ally, though she has done little to expand her magical abilities.

Hobbies
: Carving characters and runes deep into the flesh of trees or dead branches. Smoking calming mixtures of odd herbs. Climbing trees and hanging out in them, watching the wildlife that passes below.
Likes: Spirits, Other Races, Nature, Magic, Gems, and Jewels
Dislikes: N’zix, Cults, Covens, Thorns, Bonfires, Killing, Sacrifices, and Bloodshed

ABILITIES
Equipment:
A blackened, thorny dagger of darkwood sheathed at her hip in an average looking holder. A forest-painted cloak with a hood. Hearty leather boots and gloves. A small pack. Climbing hooks.
Items & Personal Belongings:
A small collection of glass vials, one contains a thick black liquid, known to the coven as blood of N’zix. The black sap comes from a particular tree in the coven’s forest and is used primarily for the ceremony binding a warlock contract with N’zix.

Skills & Abilities
:

Expert Herbologist-Her Mother worked primarily as an apothecary for the witches. Vita learned where to find herbs her mother told her to fetch. She’s particularly good at identifying trees and extracting sap.
Knife Skills- Vita is okay at using a dagger, witches don’t exactly spar but she did learn the most vital points of many creatures. While easily overpowered, she can make quick work of someone who is incapacitated.

Spells & Magic:

Sense Spirits and Demons (Spira) - Vita is particularly sensitive to tormented souls, good or evil, chained to an object or free. Usually they have to want to be seen to be sensed by her but if she’s been holding back her powers for an extended period of time she sees those that don’t want to be seen.
Living Roots (Spira)- She dominates the spirit within plants allowing her to entangle opponents. This power is particularly draining as she has yet to realize she is overpowering an organism's natural behavior.
Spiritual Glow (Spira) - She can make herself glow a watery blue and detach it from her body in little orbs. Those orbs can be embedded in objects or kept in glass jars to maintain a longer lasting glow.
Spirit Shot (Spira) - A small burst of Vita’s own energy brought to a physical form and fired at someone like a magic missile.

Strengths:

Spiritual Awareness- She can commune with spirits and demons which can be a valuable source of information about the history or customs of an area.
Resourceful Runaway- She is quite self-sufficient, able to live off the wild plants and animals in the area.
Quality Climber- Capable of scaling cliffs and climbing trees. Some herbs are harder to get than others and she’s been sent to gather some of the hardest.

Weaknesses:

Untrained Magician- None of her magic is trained, its driven by emotion a majority of the time and any magic she puts a lot of thought into is ineffective.
Fear of N’zix- She may have left the coven but she still fears the god the coven worships. Her father explained to her she is not bound by the evil god and questioned whether the god even existed. But she was raised with the fear and can’t shake it. Anything related to the god sends her into a panic or fills her with fear. So she must avoid: Rack torture devices, pendants of tangled thorns, blood moons, and blackened, enchanted trees of N’zix.
Sorceress Soul-Drain- She generates her own magic, it comes directly from her own soul and life force. She can kill herself if she’s not careful and will be prone to exhaustion and fainting from magic use, maybe even permanent damage to her being.
 
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Appearance: 1517193786910.png 1517194187170.png


Name: Qildor Romshackler
Aliases: Hookbait
Age: 48
Gender: Male
Race: Elven
Class: Scout

PERSONAL
Sexuality: Hetero
Character Alignment: Chaotic Neutral (due to circumstance)
Relatives: Old Thurster (Alcoholic grandfather), Ladismen (His estranged, womanizing father)
Organizations\Affiliations: Ainsley (a permanently contracted spirit that always follows Qildor around)

Personality: Qildor gets bored of fighting, and will openly procrastinate instead of joining one. But, he is easily annoyed, so it wouldn't be too much of a hassle to coerce him to fight. Has terrible sense of humor (he literally finds poorly made jokes hilarious) and will often be confused at any joke or sarcastic remark people make.

Backstory: Qildor is from a very small, secluded elven village out in the stix, where the (less than a hundred) inhabitants prefer being with nature and avoiding crowded places like cities. This elf follows the same sentimentality, enjoying every day in his village with his family and grandfather. But, over time, Qildor's younger self became increasingly bored of the quiet atmosphere and took up fighting as a means of alleviating it. This did not fly well with his fellow villagers, so he was eventually ordered to do all fighting outside of the village; far enough away that no one could hear him. Qildor jumped at the offer and before anyone could put in their two cents, he was packed up and out of town.

The hasty elf spent 5 years on his own, living off the land and making rash decisions. Any willing challenger that crossed his path was subject to intense fighting that would easily exhaust both combatants. Unfortunately, as the years passed, Qildor's greatest flaw resurfaced once again; he ended up growing bored of his barbaric ways. After so much fighting, it became a chore to do what he supposedly loved. That adventurous fire within the elf had finally went out, and he returned back to his village. One would think he'd go back to living calmly like his neighbors, but no. It was never enough for Qildor, as he took up learning magics after enough time had passed. (Old Thurster states Qildor inherited his father's knack of getting bored of the same thing absurdly quickly).

The bored elf researched various magic types, finding most to be boring or too overused; that is until Qildor learned of magic about the arcane element, Spira. Contacting spirits, communicating with people telepathically? Such abilities sounded like the exact kind of fun Qildor would enjoy, and so the young elf took his time learning and practicing different spells using his desired element. Old Thurster declared it unnatural and urged Qildor to stop, though did not force him. Ultimately, this made the young elf think his Spira practices were perfectly fine and held no repercussions, allowing Qildor to keep doing them. Although, this would lead to a decision Qildor would completely regret every day from then on.

Meet Ainsley, a floating spectral head that was brought about due to Qildor's arrogance and ignorance. This spirit always annoys Qildor, with his talk of complex cooking recipes and inappropriate innuendo. The two met when Qildor managed to make successful contact with a spirit from the Aether, though the connection was very weak since the elf was no more than a somewhat advanced novice. Ainsley encouraged Qildor to make a contract, allowing the spirit to go to the land of the living to aid his master. A lot of jargon was lost due to the poor connection and Qildor's impatience, so he immediately agreed to contracting the cheeky spirit. Qildor had decided for the spirit to enter the bust of a famous chef that was one of his grandfather's prized possessions. When Ainsley successfully came to the physical world, his personality and talking quickly annoyed Qildor; the elf tried to break their contract. Unfortunately, the terms were that Ainsley would be contracted to Qildor for his entire life; this was some of the jargon lost in communication. So now, it would seem the head is here to stay and torment the idiotic elf for as long as he wants; thankfully, the bust Ainsley inhabits goes inactive when Qildor is asleep.


Hobbies: Legitimately practice spira magic, taking cooking lessons from Ainsley (only when he's bored of the same meals).
Likes: Magic, sleeping, people as tall as him.
Dislikes: Most of what Ainsley says, Ainsley encouraging Qildor to do what he doesn't want, people that drag him along just because they have to

Abilities
Equipment: A smaller than usual warhammer, metallic fishing rod, light armor (just for upper body)
Items & Personal Belongings: Sleeping pills, treasure map he thinks is real (it's not), book about general magic knowledge he stole from his village.
Skills & Abilities: Very adept at pickpocketing (after convincing Ainsley to distract victim), above average agility, heavy sleeper (Qildor considers this a skill), can climb many surfaces that aren't sheer drops.
Spells & Magic: Very unreliable telepathy (Ainsley's presence and Qildor's quickness to boredom make it so).
Strengths: Effective at using his warhammer for swift, but painful, strikes; can use Ainsley as a distraction for his enemies; can use telepathy while traveling quickly (Qildor's able to concentrate better in that kind of situation)
Weaknesses: Anything small and/or flying around draws his attention away from everything else, is not keen on dodging attacks, can be outsped by most other elves, it's not difficult to outsmart Qildor.
 
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1517566731084.png (he has hyena ears and a tail.)

BASIC INFORMATION
NAME: Fisi Canidae.
ALIASES: 'Dog', 'Scum' and so on. These are mainly by where he grew up - everywhere else no-one seems to mind who, or rather what, he is.
AGE: 23.
GENDER: Male.
RACE: Hyena Beastinari.
CLASS: Martial Swordsman - a fighter specialising in both swordsmanship and martial arts, allowing for quick, precise strikes with either the blade or the fist.

PERSONAL
SEXUALITY: Heterosexual.
CHARACTER ALIGNMENT: Chaotic Good.
RELATIVES: None remaining alive.
ORGANISATIONS/AFFILIATIONS: The Duma, a tribe of Tabaxi (catfolk) who took Fisi as a child. Most Duma are cheetah-like in nature, and are very tribalistic.
PERSONALITY: All Fisi knows is pain and misery, and it shows in his actions. He is very wary of showing his emotions, and as a result appears cold and unfeeling, but that is just a tactic he has been forced to learn to save himself. He is smart and full of wits, and his capable strategy is probably one of his greatest assets. He gets incredibly depressed, not that he'd let it show, when talking about love and family, presumably due to his backstory, and could easily be described as secretly lonely and yearns for friendship.

In combat, he doesn't really change. While he is a competent fighter, he doesn't seem particularly motivated to fight battles - simply because he has nothing left to fight for. That could all change, of course, but Fisi highly doubts it.
BACKSTORY: Fisi was brought into a world of fire and chaos. In lands far away, in a place of tribes and war, Fisi was born to a small tribe of hyenamen wanting to avoid all the war and sadness that had befallen other members of their species. Unfortunately, that was not the case. Around six months after Fisi was born, a tribe of cheetahmen known as the Duma came and destroyed everything, killing everyone over...well, truth be told, Fisi doesn't even believe they knew why. Other than being bloodthirsty monsters, that is. However, the tribe's leader was honourable - he would not see a child killed. Especially one so young.

And so, he was adopted. He was mainly made a slave, but managed to scrape in the best education he had. He even made a friend, despite his race - while most other cheetahmen children teased and bullied him, one girl of the same age as him took pity upon him. She defended him where she could, even when she was beaten and scolded for it, and never regretted a thing. Sahara was her name, and Fisi will remember it until his death.

As he grew, so did his bullies' rage. He even took to sleeping out in the wild to ensure his safety - it was not unheard of for captured beastinari of other races to the cheetahmen to be killed in their sleep by angry warriors. He began sleeping in the old ruins of his village, as it was barely an hour's walk away, and there he found an old katana in the wreckage. Despite not knowing or remembering anything about his past or his heritage, he somehow remembered the blade...and the blade belonging to his father. It was from there his life began to change.

He began practising the blade, and other fighting styles, to ensure that no-one beat him up again - that no-one would beat Sahara up because of him again. Eventually, he began to learn how to use his inherited Spira and Fire abilities, and this terrified the other cheetahmen. Scared of what they may do to Sahara, he left under the cover of darkness and was never seen again by them. By Sahara, the bullies, the tribe's leader who took pity upon him...never again. He regretted leaving Sahara, but it was for both their own goods. He wishes now that he asked her to join him, but that was in the past. Too late now to change it.
HOBBIES: Since he never had a proper education - only managing to learn scraps of what feral wildmen would learn - he typically spends most of his time in libraries and similar areas reading up on various subjects. Due to the fact he lives in the wild, with no job or income, this is what he spends most of his time on - and he considers it to be his hobby.
LIKES: Reading, training and staying out of people's minds.
DISLIKES: Being the centre of attention - he absolutely despises it to the point where he will just up and leave, probably never to return for at least an hour. He also hates cheetah beastinari, with good reason.

ABILITIES
EQUIPMENT: He always carries a katana on him. He learned that it belonged to his father, and he uses it every time in his name to vanquish evil and to stop crime. It is soulbound to Fisi, through the blood he shares with his father, and as a result can only be broken if Fisi is killed. On top of that, it can be linked with his abilities to ignite on fire or become ethereal to do massive damage against ghosts or undead.
ITEMS/PERSONAL BELONGINGS: None, really, other than his clothing, a few herb pouches and a solid golden belt he found in a ruined temple one day.
SKILLS & ABILITIES: Swordfighting (and martial arts), mainly. His beastly strength and reflexes makes him a tough foe indeed. He is also trained in all things natural - survival, hunting, herbal medicine crafting, trapping and so on.
SPELLS & MAGIC: Spirit Render - using Spira magic, instead of summoning spirits to perform tricks or illusions, he deals heavy damage to them. This bolt of spiritual energy can deal a fair bit of pain to a regular being, but huge damage to ghosts and spirits. It can also be used to create a shockwave, which stops all Spira spells in the near vicinity stopping the illusions and tricks that they can produce. This spell is unique to Fisi and his family, yet he does not know how he knows it. He also has advanced fire magic - such as creating fireballs, flame pillars, fiery auras and shields and even fire and lava immunity.
STRENGTHS: Strong willed, hard to taunt, virtually impossible to scare or intimidate.
WEAKNESSES: With no real parents or friends (except Sahara), he has no social experience and usually just keeps his mouth shut. He is also unaware of cultures and traditions, so usually just sticks with his own.
 
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Appearance:
caa2df7a672c6087c28fd18c05f4ded7.jpg

Name: Vita Necix
Aliases: Vita Raeson, the coven she comes from has a specific naming scheme that is recognizable to some, so she hides her last name.
Age: 21
Gender: Female
Race: Human
Class: Sorcerer

PERSONAL

Sexuality: Straight, but grew up in a coven where that is frowned upon.
Character Alignment: Chaotic Good
Relatives: Father- Unnamed Sacrifice Mother- Solar Lunix a Coven Witch of Little Power, An Aunt- Terra Caelix, a Coven Head of High Power
Organizations\Affiliations: Coven of N’zix, God of Tormented Spirits, New Recruit to the Adventurer’s Guild

Personality: Vita has a strong personality, she’s been through a cultist lifestyle and came out a stronger person. The freedom invigorated her to try new things and seek out spirits to help her learn the truths in this world. She’s eager to join others and make friends. Vita has come to terms with people’s fear of spirits and demons, she understands their fears and tries to ease new friends into understanding her nearly necromancy. Her greatest flaw is she considers herself a criminal, unredeemable for the terrible acts she committed along with her sisters in the coven. But she believes she can use her powers for good and gain at least some redemption.

Backstory: Under the darkened canopy of a new moon, the cry of a new coven of N’zix daughter rang out. When Vita was born the forest spirits rejoiced, she was blessed with powers at birth, a true sorceress. Unlike her sisters, she would never need the contract with N’zix, her powers would grow naturally.
Vita’s Mother purposely ignored her daughter’s powers, it wasn’t normal for a coven member to have powers before the ritual on their 21st birthday. Vita’s aunt had a different approach. She punished the girl anytime she saw the tiniest glimmer of magic. Vita began to fear those beatings, so she stopped using her magic altogether.
As her 21st birthday approached, her power only grew. With very little control over them, spirits began approaching her. Many were the tormented souls of the creatures her coven had tortured and sacrificed to N’zix. One, was her father. He had watched her as she grew up among the witches, he knew she had a heart and inherited his powers. He convinced her to leave the coven when the sun was high in the sky and the witches were fast asleep.
Now, she roams freely, collecting trinkets and botanicals. The Adventures Guild gained her as a valuable ally, though she has done little to expand her magical abilities.

Hobbies
: Carving characters and runes deep into the flesh of trees or dead branches. Smoking calming mixtures of odd herbs. Climbing trees and hanging out in them, watching the wildlife that passes below.
Likes: Spirits, Other Races, Nature, Magic, Gems, and Jewels
Dislikes: N’zix, Cults, Covens, Thorns, Bonfires, Killing, Sacrifices, and Bloodshed

ABILITIES
Equipment:
A blackened, thorny dagger of darkwood sheathed at her hip in an average looking holder. A forest-painted cloak with a hood. Hearty leather boots and gloves. A small pack. Climbing hooks.
Items & Personal Belongings:
A small collection of glass vials, one contains a thick black liquid, known to the coven as blood of N’zix. The black sap comes from a particular tree in the coven’s forest and is used primarily for the ceremony binding a warlock contract with N’zix.

Skills & Abilities
:

Expert Herbologist-Her Mother worked primarily as an apothecary for the witches. Vita learned where to find herbs her mother told her to fetch. She’s particularly good at identifying trees and extracting sap.
Knife Skills- Vita is okay at using a dagger, witches don’t exactly spar but she did learn the most vital points of many creatures. While easily overpowered, she can make quick work of someone who is incapacitated.

Spells & Magic:

Sense Spirits and Demons (Spira) - Vita is particularly sensitive to tormented souls, good or evil, chained to an object or free. Usually they have to want to be seen to be sensed by her but if she’s been holding back her powers for an extended period of time she sees those that don’t want to be seen.
Living Roots (Spira)- She dominates the spirit within plants allowing her to entangle opponents. This power is particularly draining as she has yet to realize she is overpowering an organism's natural behavior.
Spiritual Glow (Spira) - She can make herself glow a watery blue and detach it from her body in little orbs. Those orbs can be embedded in objects or kept in glass jars to maintain a longer lasting glow.
Spirit Shot (Spira) - A small burst of Vita’s own energy brought to a physical form and fired at someone like a magic missile.

Strengths:

Spiritual Awareness- She can commune with spirits and demons which can be a valuable source of information about the history or customs of an area.
Resourceful Runaway- She is quite self-sufficient, able to live off the wild plants and animals in the area.
Quality Climber- Capable of scaling cliffs and climbing trees. Some herbs are harder to get than others and she’s been sent to gather some of the hardest.

Weaknesses:

Untrained Magician- None of her magic is trained, its driven by emotion a majority of the time and any magic she puts a lot of thought into is ineffective.
Fear of N’zix- She may have left the coven but she still fears the god the coven worships. Her father explained to her she is not bound by the evil god and questioned whether the god even existed. But she was raised with the fear and can’t shake it. Anything related to the god sends her into a panic or fills her with fear. So she must avoid: Rack torture devices, pendants of tangled thorns, blood moons, and blackened, enchanted trees of N’zix.
Sorceress Soul-Drain- She generates her own magic, it comes directly from her own soul and life force. She can kill herself if she’s not careful and will be prone to exhaustion and fainting from magic use, maybe even permanent damage to her being.

While the magic seems cool, I'm worried about Spiritual Glow...considering I can't tell if she herself is turning into glowing orbs, nor do their properties seem clear.
 
Appearance: View attachment 393901 View attachment 393902


Name: Qildor Romshackler
Aliases: Hookbait
Age: 48
Gender: Male
Race: Elven
Class: Summoner

PERSONAL
Sexuality: Hetero
Character Alignment: Chaotic Neutral (due to circumstance)
Relatives: Old Thurster (Alcoholic grandfather), Ladismen (His estranged, womanizing father)
Organizations\Affiliations: Ainsley (seemingly permanent summon)

Personality: Qildor gets bored of fighting, and will openly procrastinate instead of joining one. But, he is easily annoyed, so it wouldn't be too much of a hassle to coerce him to fight. Has terrible sense of humor (he literally finds poorly made jokes hilarious) and will often be confused at any joke or sarcastic remark people make.

Backstory: Qildor is from a very small, secluded elven village out in the stix, where the (less than a hundred) inhabitants prefer being with nature and avoiding crowded places like cities. This elf follows the same sentimentality, enjoying every day in his village with his family and grandfather. But, over time, Qildor's younger self became increasingly bored of the quiet atmosphere and took up fighting as a means of alleviating it. This did not fly well with his fellow villagers, so he was eventually ordered to do all fighting outside of the village; far enough away that no one could hear him. Qildor jumped at the offer and before anyone could put in their two cents, he was packed up and out of town.

The hasty elf spent 5 years on his own, living off the land and making rash decisions. Any willing challenger that crossed his path was subject to intense fighting that would easily exhaust both combatants. Unfortunately, as the years passed, Qildor's greatest flaw resurfaced once again; he ended up growing bored of his barbaric ways. After so much fighting, it became a chore to do what he supposedly loved. That adventurous fire within the elf had finally went out, and he returned back to his village. One would think he'd go back to living calmly like his neighbors, but no. It was never enough for Qildor, as he took up summoning magic after enough time had passed. (Old Thurster states Qildor inherited his father's knack of getting bored of the same thing absurdly quickly)

Summoning was now what Qildor chose as his profession; all the possibilities of summoning spells, one could conjure entities, weapons, lights, etc. His grandfather, Old Thurster, had tried to drive Qildor away from such magical practice, calling it "unnatural"; that wouldn't deter young Qildor though. He quickly got the hang of basic summons, but was hasty in his efforts. Qildor wanted to work on higher spells, whilst skipping more medium level knowledge. And he was rewarded in this neglect; his first attempt at an expert level summon result in bringing about the bane of Qildor's existence to this day.

Meet Ainsley, a floating spectral head that was brought about due to Qildor's arrogance and ignorance. This summoned entity always annoys Qildor, with his talk of complex cooking recipes and inappropriate innuendo. Immediately regretting what he had done, Qildor spent a long time trying to unsummon Ainsley, but with no success. It would seem the spectral head is here to stay and torment the idiotic elf for as long as he wants; thankfully, Ainsley disappears when Qildor is asleep.


Hobbies: Legitimately practice summon spells, taking cooking lessons from Ainsley (only when he's bored of the same meals).
Likes: Magic, sleeping, people as tall as him.
Dislikes: Most of what Ainsley says, Ainsley encouraging Qildor to finish his summon spell, people that drag him along just because they have to

Abilities
Equipment: A smaller than usual warhammer, metallic fishing rod, light armor (just for upper body)
Items & Personal Belongings: Sleeping pills, treasure map he thinks is real (it's not), book of summoning spells he stole from his village.
Skills & Abilities: Very adept at pickpocketing (after convincing Ainsley to distract victim), above average agility, heavy sleeper (Qildor considers this a skill), can climb many surfaces that aren't sheer drops.
Spells & Magic: Summoning spells that only include bladed weapons, lights, swarm of locusts, and a compass. Learning more about Ainsley's spell to either unsummon him or complete it. Has no other magic abilities.
Strengths: Effective at using his warhammer for swift, but painful, strikes; can use Ainsley as a distraction for his enemies (he's spectral and can't be touched); can dual cast some summoning spells (eg. sword in one hand, spectral compass in the other)
Weaknesses: Anything small and/or flying around draws his attention away from everything else, is not keen on dodging attacks, can be outsped by most other elves, it's not difficult to outsmart Qildor.

Ok....this is why I put in all caps to tell people to read the magic lore. Summoning wasn't listed, and sorry if it wasn't clear, but the closest one can get to summoning isn't....RPG-like. One must find a demon/spirit and contract them, the spirit then possesses an object the master assigns. To perform true summoning would be....taxing if I implemented it. Ergo, summoning doesn't exist in the form you speak of.
 

BASIC INFORMATION
NAME: Fisi Canidae.
ALIASES: 'Dog', 'Scum' and so on. These are mainly by where he grew up - everywhere else no-one seems to mind who, or rather what, he is.
AGE: 23.
GENDER: Male.
RACE: Hyena Beastinari.
CLASS: Martial Swordsman - a fighter specialising in both swordsmanship and martial arts, allowing for quick, precise strikes with either the blade or the fist.

PERSONAL
SEXUALITY: Heterosexual.
CHARACTER ALIGNMENT: Chaotic Good.
RELATIVES: None remaining alive.
ORGANISATIONS/AFFILIATIONS: The Duma, a tribe of Tabaxi (catfolk) who took Fisi as a child. Most Duma are cheetah-like in nature, and are very tribalistic.
PERSONALITY: All Fisi knows is pain and misery, and it shows in his actions. He is very wary of showing his emotions, and as a result appears cold and unfeeling, but that is just a tactic he has been forced to learn to save himself. He is smart and full of wits, and his capable strategy is probably one of his greatest assets. He gets incredibly depressed, not that he'd let it show, when talking about love and family, presumably due to his backstory, and could easily be described as secretly lonely and yearns for friendship.

In combat, he doesn't really change. While he is a competent fighter, he doesn't seem particularly motivated to fight battles - simply because he has nothing left to fight for. That could all change, of course, but Fisi highly doubts it.
BACKSTORY: Fisi was brought into a world of fire and chaos. In lands far away, in a place of tribes and war, Fisi was born to a small tribe of hyenamen wanting to avoid all the war and sadness that had befallen other members of their species. Unfortunately, that was not the case. Around six months after Fisi was born, a tribe of cheetahmen known as the Duma came and destroyed everything, killing everyone over...well, truth be told, Fisi doesn't even believe they knew why. Other than being bloodthirsty monsters, that is. However, the tribe's leader was honourable - he would not see a child killed. Especially one so young.

And so, he was adopted. He was mainly made a slave, but managed to scrape in the best education he had. He even made a friend, despite his race - while most other cheetahmen children teased and bullied him, one girl of the same age as him took pity upon him. She defended him where she could, even when she was beaten and scolded for it, and never regretted a thing. Sahara was her name, and Fisi will remember it until his death.

As he grew, so did his bullies' rage. He even took to sleeping out in the wild to ensure his safety - it was not unheard of for captured beastinari of other races to the cheetahmen to be killed in their sleep by angry warriors. He began sleeping in the old ruins of his village, as it was barely an hour's walk away, and there he found an old katana in the wreckage. Despite not knowing or remembering anything about his past or his heritage, he somehow remembered the blade...and the blade belonging to his father. It was from there his life began to change.

He began practising the blade, and other fighting styles, to ensure that no-one beat him up again - that no-one would beat Sahara up because of him again. Eventually, he began to learn how to use his inherited Spira and Fire abilities, and this terrified the other cheetahmen. Scared of what they may do to Sahara, he left under the cover of darkness and was never seen again by them. By Sahara, the bullies, the tribe's leader who took pity upon him...never again. He regretted leaving Sahara, but it was for both their own goods. He wishes now that he asked her to join him, but that was in the past. Too late now to change it.
HOBBIES: Since he never had a proper education - only managing to learn scraps of what feral wildmen would learn - he typically spends most of his time in libraries and similar areas reading up on various subjects. Due to the fact he lives in the wild, with no job or income, this is what he spends most of his time on - and he considers it to be his hobby.
LIKES: Reading, training and staying out of people's minds.
DISLIKES: Being the centre of attention - he absolutely despises it to the point where he will just up and leave, probably never to return for at least an hour. He also hates cheetah beastinari, with good reason.

ABILITIES
EQUIPMENT: He always carries a katana on him. He learned that it belonged to his father, and he uses it every time in his name to vanquish evil and to stop crime. It is soulbound to Fisi, through the blood he shares with his father, and as a result can only be broken if Fisi is killed. On top of that, it can be linked with his abilities to ignite on fire or become ethereal to do massive damage against ghosts or undead.
ITEMS/PERSONAL BELONGINGS: None, really, other than his clothing, a few herb pouches and a solid golden belt he found in a ruined temple one day.
SKILLS & ABILITIES: Swordfighting (and martial arts), mainly. His beastly strength and reflexes makes him a tough foe indeed. He is also trained in all things natural - survival, hunting, herbal medicine crafting, trapping and so on.
SPELLS & MAGIC: Spirit Render - using Spira magic, instead of summoning spirits to perform tricks or illusions, he deals heavy damage to them. This bolt of spiritual energy can deal a fair bit of pain to a regular being, but huge damage to ghosts and spirits. It can also be used to create a shockwave, which stops all Spira spells in the near vicinity stopping the illusions and tricks that they can produce. This spell is unique to Fisi and his family, yet he does not know how he knows it. He also has advanced fire magic - such as creating fireballs, flame pillars, fiery auras and shields and even fire and lava immunity.
STRENGTHS: Strong willed, hard to taunt, virtually impossible to scare or intimidate.
WEAKNESSES: With no real parents or friends (except Sahara), he has no social experience and usually just keeps his mouth shut. He is also unaware of cultures and traditions, so usually just sticks with his own.

I'm just gonna double check here. The beastinari more or less look something more like an unmorphed Keaton from FE Fates (if you wanna know look it up).

If needed you can do a written description or just put a normal human avatar and we can pretend the ears are there. (I've had people do this) Because I know how hard it is to find a good picture.
 
Silver Wolf Silver Wolf She doesn't have to have that power but it functions like DnD's Light. I just meant she can glow or make other objects glow. I was just trying to flavor it, honestly it makes more sense as light magic but I wasn't sure if we were allowed to mix types of magic.
 
Silver Wolf Silver Wolf She doesn't have to have that power but it functions like DnD's Light. I just meant she can glow or make other objects glow. I was just trying to flavor it, honestly it makes more sense as light magic but I wasn't sure if we were allowed to mix types of magic.

Eh...never did look at DnD stuff, but I will say this about mixed magic: I voided magic mixing to make different elements on the following basis, it creates too many loopholes for people to insert their own OPed or unchallenged abilities. Magic isn't exactly uncommon in this world, and there isn't a highly specific set of lore, but I do keep handicaps in place to preserve order even if I feel bad denying some very great characters.
 
I'm just gonna double check here. The beastinari more or less look something more like an unmorphed Keaton from FE Fates (if you wanna know look it up).

If needed you can do a written description or just put a normal human avatar and we can pretend the ears are there. (I've had people do this) Because I know how hard it is to find a good picture.

i've done an edit - will that do?
 
Appearance:
f61bdd7237d028273b05b148c1798274--college-of-womens-clothing.jpg

Name: Weiss Somber
Aliases: Ice Queen, Winter
Age: 19
Gender: Female
Race: Human
Class: Summoner/Elementalist/Inherent Gift Magician (Explained better in her backstory. Especially her summoning)

PERSONAL
Sexuality
: Bisexual
Character Alignment: True Neutral (Torn between two worlds. It'll be explained in the rp.)
Relatives:
  • Richard Somber- The head of the Somber family. A rich man who does not want his daughter to adventure on her own and would rather have her be a maiden to a knight.
  • Sarah Somber (Deceased)- The Mother of Weiss and Sleet.
  • Sleet Somber- Weiss's brother, a Knight in training and probably the most respected by their father.
Organizations\Affiliations: The Somber Family, located in RunesPort
Personality:
Weiss is snobby but can be a good friend if you get close to her enough, which she will more than likely not let you get close. Weiss is wary of knights without seeing their sigil, as they may be from her father trying to find her. Although she took a LOT of money from her family stash, she spends it sparingly. She uses the money for repairs, rooms, and the such. This is to not let anyone know she is from a rich background. She does not like others asking about her scar over her eye and will lie to them about it.
Backstory:
Since She had been a young girl, her twin brother has always outshined her in her fathers eyes. He was getting the most attention from her father while she grew up raised by the servants of the manor. She would have grown into being a kind lady if not for discovering she had inherited the families magic prowess at the age of 10. She was passed down the pendant of the protector to protect as her mother did before hand. She grew to be snooty as she had finally outshined her brother at last. She soon learned that having the spotlight was a lot more stressful than she had thought. After failing the knights test various amounts of times, her father became frustrated and sliced her face with an actual sword during training one day when she was 15. Since that day she was forbidden to use her magic, pick a sword up, or leave the manor for any reason other than to fetch groceries.

After her father gave up on her, he focused on her brother once more. You can believe her brother would not let her live it down. Abused, battered, and broke down, Weiss believed her father... she would never be more than a maiden to a knight. That was until she was 18. One day when she was in the town market, men with swords and crossbows came in and began to threaten everyone. The men took hostages and demanded everyone to hand over their possessions. Weiss was one of these hostages, and that was their first mistake. Using her magic, she froze her way out of the mans hold and began to summon her magic once more for an ice storm. The men with the crossbows shot at her and everyone thought she was dead, including Weiss. Her pendant began to glow and suddenly there was an armored arm with a large sword coming out of a glyph portal. It side swiped the robbers and slammed them into the wall, knocking them out. Weiss did not know what she had done, but she knew her father would kill her for going against his will.

And it was pretty damn close to the truth. He essentially broke her will, spirit, and beat her. She was in her room that night when she began to think. She could save people, show her father wrong. She has done it once already, and she can do it more times over. She told the servant staff this and they came up with a plan for her to escape. She took money from the family stash and went into the market the next day. She bought herself a new outfit fit for a rouge, a horse, and a strong bow for her to practice archery as magic will only save her so much. With her goodbyes to the staff that raised her, Weiss rode out of town with her hood up so the guards would not know it was her. Her journey starts now, and her father would not be in control of her anymore.
Hobbies: Practicing archery, she uses ice arrows so she has infinite time to practice.

Abilities
Equipment:

  • A strong bow
  • Multiple runes for support
  • A LOT of money she keeps in a runed storage area.
Items & Personal Belongings:
  • The Guardian Pendent. This holds the rune of the Guardian and only activates when one is close to the Guardian in soul.
Skills & Abilities:
  • She is very acrobatic. She has to be if she is to be wary of her fathers guard.
  • She can blend into a crowd very well. Stealth is a skill she has had to develop
Spells & Magic:
  • Ice magic- Specializing in Ice magic, she will use this to her advantage with various kinds of defensive and offensive measures.
  • Runes- She is able to use Runes to a certain point. Such uses may be Simple Healing, speed boosts, slight increases or decreases of gravity in certain areas, and such. in rare occurrences her Runes will be able to make viscous ice storms.
  • Guardian- On very rare occasions, Weiss's guardian will appear from the realms of the unknown. It may be the full Guardian, or his arm with sword to protect her.
Weaknesses:
  • Although she can make ice weapons, her main weakness is up close and personal fighting.
  • Her emotions can cause her magic to become unstable, unusable, or even more deadly than she means to.
 


  • Appearance:
    fb0a6c8591c6ab3e806acfdb12febb96.jpg


    Name: Surudo Onishita

    Aliases: Red Child

    Age: 19
    Gender: Male
    Race: Human
    Class: Samurai

 

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