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Fantasy The Hunter’s Inn || Guild Cards

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Lore
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Genii

💎
Roleplay Availability
Roleplay Type(s)
My Interest Check
Here you’ll find a register of all our current hunters.

Beastfolk/Monster type characters - please contact me prior to adding your character sheet as I’m trying to limit these. Thank you.

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Guild Card Details:

Character
Description

If you can include a picture of your character as well as details about who they are, as well as their goals and values. Tell us how the hero came to the Hunter's Inn, and how it came to be their business hunting monsters... your likes, dislikes and weapons and magic you use can also be described here.

Name/s:
Race:
Gender:
Age:
Height:
Likes/dislikes:
Personality:

Strengths:
Weaknesses:
Skills/abilities/magic:
Weapon/s:

Strengths & Weaknesses

For every two strengths you have, please choose at least one weakness, be it a substance or force that you are vulnerable to, or a personality trait that is negative that can cause you trouble.

Might or Magic?

How good of a Fighter is your hero? (magic skill will be subtracted from fighting power to balance the character) -- pick no magic if you want to be the most powerful warrior possible, but pick 1-3 magic abilities to round out your character, but the fewer magics you pick the more powerful/specialized you will be in those you did choose.

Try to think of 2 skills your character is excellent at, and 3 skills they are genuinely good at.

If you need help picking out types of magics or skills feel free to ask for suggestions in the OOC thread, but give it a shot and be creative original if you can! 😁👍


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Veterans

Rookies


Unknown

 
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Yoink!

Just snagging a post for the NPCs.

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Stanford (Stan) The Bard

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Age: 25
Gender: Male (Human)
Height: 5’7
Hair colour: Dirty Blonde
Eye colour: Pale Blue

Powers: NA
Skills: Musician, Singer, Charmer, Easy on the eyes. Literate.
Weapon: Whatever he grabs from the lost & found box.

Rank: Stanford has been with the guild for eight years now, but is technically still a Rookie.

Usually found: In the Guildhall

Available for quests?: Always, but he’s not much of a fighter.

Personality: Cheeky, (genuinely) friendly, flirty, enthusiastic, passionate and full of energy. An entertainer at heart, but he always knows when to drop the act - especially if someone requires support.

Backstory: Stan’s own father pushed him into joining the Hunter’s Guild (at the young age of sixteen) to ‘toughen him up’.

Over the years Stan partook in less and less quests, preferring to hang out in the guildhall playing his lute and writing ballads and stories about his fellow adventurers.

Beryl finds jobs and chores for him to do around the Inn, so he still pulls his weight, and the man’s positive attitude and music serves as perfect morale for the other Hunters.

Despite his extrovert and cheery disposition, Stan can occasionally be found alone in some of the quieter areas of the guild, scribbling down notes or (unfortunately) lamenting fallen friends.
 
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ACTIVE

Percival


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Character Details Name: Percival (Percy)
Race: Human
Age: 18
Gender: Male
Height: 5’6
Hair colour: Black
Eye colour: Blue
Powers: NA
Weapons: Sword, Mercy Dagger

Quests/Hunts:0


Personality: Percival is very polite and tactful in conversation. He’s well spoken and seems quite learned for a lad who wants to swing a sword at monsters.

Percy is compassionate toward others and loyal to his friends. He looks up to those who show skill, knowledge and experience - especially honourable and heroic individuals.

Backstory: Percival is rather tight-lipped when it comes to his past, often dodging questions or giving very vague answers. He’s more than happy to talk about the future and his plans to help rid the north of monsters though.

Percy has a graceful and elegant bearing, expensive looking clothes, and a coin purse bursting with gold, so most likely he comes from wealth.



Strengths & Weaknesses Strengths: Diplomatic and patient. Surprisingly skilled with a sword (trained since the age of six).

Weaknesses: No monster hunting experience. The largest thing he’s sparred with was his mentor. A bit on the dainty side. Lacking in survival and weapon maintenance skills, as well as domestic knowledge like cooking - he’s clearly not used to looking after himself.

Skills/Abilities

Excellent
: Manners, Swordsmanship, Reasoning.

Good: Hand-to-hand combat (against similar sized foes). He’s also capable of using a dagger if he must. Dancing (formal).


Inventory:

Percy carries a fine looking longsword, Mercy Dagger, and a silver signet ring which he wears on a necklace. He’s also packing a heavy coin purse filled with gold, but otherwise that’s all he has.

Pet/Familiar

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Percy’s show pony Samira (Sam). She is a fine and expensive breed, trained to perform a few dressage tricks.
 

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ACTIVE
Name: Ramirez
Race: Altered Human
Gender: Male
Age: 32
Height: 6’5 ft
Likes: Sweets, Alcohol, Animals, travelling

dislikes: Spicy foods, tomatoes, the word rambutan, arseholes

Personality: Laid back and easy going, Ramirez doesn’t seem to be the sort to anger quickly. He is often favoured by his underlings in the Hunts Clan, yet he’s been stuck in the position of captain for such a long time. He will stand up for those unable to defend themselves and takes protecting those in need very seriously.

Strengths: super human strength, durability, faster than normal healing, dad jokes.

Weaknesses: can’t swim (will sink like a rock), isn't very speedy, a lil naive, can be too fearless, needs to eat a lot, can be blunt. Terrible sense of direction.
Skills/abilities/magic: trained in sword arms and archery, super strength, energy based magic (very unrefined and explosive), great stamina, dad jokes, vast knowledge on otherworldly creatures / fae / demons / ect

Weapon/s: A massive claymore like sword made from blessed metal, knives, darts, blessed water.

Strengths & Weaknesses

Super strength, energy magic, skilled weapon user.

Can’t swim, stubborn, naive, gets sea sick, over drinks, can fall into a blind mindless berserker rage.

Might or Magic?

Might - super strength, swordsman, stupidly sturdy.
Magic - raw magic energy.

Skills
Excellent - cooking, animal husbandry
Good - sewing, gardening, negotiation
 

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Character Description
mide.png
Name: Lan Clementine
Race: Human Mage
Gender: Male
Age: 22
Height: 5'2
Likes: Physical activity, milk, helping out, cleaning, and pointless arguments.
Dislikes: Being given medical attention, coffee, heights, and complicated magic.

Personality:
A bundle of energy, that often uses said energy on stupid arguments and stupider fights. Though he has a rule against throwing the first punch, he's been known to goading fellow short tempered folks into physical altercations by being generally annoying at them.
Other than his foul mouth and sharp temperament though, he is a genuine and sweet guy who cares deeply for just about everyone. He'd be slow to admit this, but the aspect becomes a lot more obvious when he goes out of his way to help just about anyone that asks, friend or not.

Skills:
Excellent- The use of healing magic
Good- House keeping, cooking, and fist fighting
Average- Swordsmanship, colorful language
Below average: all other forms of magic

Abilities: The use of magic, given he knows the words, runes, order, and components the spell requires. Strangely high stamina and pain tolerance.

Magic: Though, as a mage he is theoretically able to use a wide arrangement of spells- he only knows one healing spell, and one physical enhancement spell by memory. Any other spell would require him to have instructions- and around an hour to set up.

Weapon/s:

Short sword- It looks closer to a normal sized sword when he wields it.
Grimoire- Contains the spells he is supposed to be studying. The only spell Lan can cast other than the two he knows by memory is Purification, and it takes and hour to set up.
contents:
Lightning summon ( Summons a bolt of electricity )
Purification ( Removes toxins from water and organic tissue )
Binding ( Binds willing creatures to a deal, if the terms of the deal are broken by the bound; their shadow will hold them in place until the caster sets them free )
Scry ( Lets the caster see through an object in any location, as long as it bears resemblance to an eye- and the caster or creature inside the circle has seen the area before hand )

Strengths & Weaknesses

Strengths: Loyal and driven. Despite his lack of charisma, he tends to win people's favor through acts of kindness- rather than charming words. He can also repair music boxes, and fall asleep standing up.
Physically, he is able to use his magic with minimal drain on his energy reserves ( compared to most mages ) because his stamina is so high. Given his hands are free, and the drawing of the circle and encantation are not interrupted- Lan can heal, or enhance the capabilities of himself, or his allies in battle.

Weaknesses: Emotional and shortsighted, he's easy to rile up- and far too quick to jump into fights with opponents much bigger than he is. He is also small, impatient, not particularly strong compared to most adventurers, difficult to get along with, overly sensitive, refuses to hit anyone until after they hit him, refuses to listen to authority, has a grudge against chocolate milk, bites ( may also be a strength ) , is afraid of heights, spiders, the dark, the ocean, and doctors- but wont admit to any of them, is not afraid of things he should be- at all (such as monsters and things trying to kill him ), is self conscious about being feminine, and tries much too hard seem tough.
Physically, while his healing magic is exceptional for a mage, every other aspect is below average. Mostly due to his impatient personality that wont let him sit down and study. Infact, Lan has absolutely no offensive magic or abilities.
( Also he's really easy to pick up. Which makes it harder to land a punch in a fight. )

Might or Magic?

Magic:

Rune Magic: Includes one healing and one physical enhancement spell that he has memorized.
Ritual Magic: This is the type that might require an altar, herbs, potions- etc. Can theoretically use this- but doesn't know how yet.

Might:
Excellent: N/A
Good: Hand to hand- specifically a style that just involves being able to take more damage than the opponent, Pain tolerance.
Average: Swordsmanship- he basically just has a sword that he hardly uses
 
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"On your feet. Lest you wish to die in this hellhole."

Basic Info
Name: Reegan Bazelgeuse
Age: Twenty Seven
Race: Half-Elf
Gender: Male
Height: 6'1

Likes/Dislikes
L: Small animals, enjoying a nice meal, spending hard earned money, the thrill of the hunt, learning something new, getting stronger, sleeping.
D: Bugs, loud noises, being in tight spaces, being interrupted during sleeping or eating, annoyingly talkative team members, babysitting new comers.

Personality
Reegan is usually calm and collective, even in the most dire situations he prefers to use his head over going in guns blazing. He may seem monotonous and cold at times, death and dispair hardly spiking his emotions as he's always focusing on moving forward and progressing battle. In lighter settings he is a completely different person, to the point that other hunters think he has a split personality. At the guild hall he can be seen excitedly enjoying a meal/drink or engaging in conversation with other hunters wherever he can.

Strengths/Weaknesses
S: His cool nature allows his mind to make quick decisions.
S: His hearing is far greater than most elves and humans.
S: His reaction speeds are of a high level.
S: His general movement speed and agility make him a hard foe to go against.

W: While his hearing is great, he is partially blind due to his power, allowing him to be snuck up on by silent monsters/opponents.
W: He is weak to AOE attacks as they are much harder to dodge depending on the opponents casting speed.

Might/Magic

Might: He is well versed in the dual-sword art, allowing him to flow through the battle field in a flurry of deadly attacks.

Magic: He can only see the outline of his opponent/teammate, whilst the rest of the room is completely dark. While this may seem like a negative power, it comes with it's perks. This power allows him to always detect weak points, a bright red flashing on the area of the body in which it resides in, allowing him to be precise and accurate with his attacks.

Weapons
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Duel-swords capable of tearing the flesh and bone from his opponent.

Reason for becoming a hunter
Reegan has always wanted to become a hunter since the age of 5, his father being a strong and dependable hunter in his childhood. At first he wanted to see the looks on his family's face when he finally brought home the money from monster slaying. But that soon changed when his father stopped coming home all together by the age of 7. Months after, a horse carriage stopped in front of the family home, a man dressed in all black stepping out and walking slowly to the front door with a letter clutched tightly in his hand.

Reegan knew from the way his mother dropped to her knees in tears, hand clasped tightly over her mouth as the words "I'm sorry" left the man's. His father was dead. He would never see his family member walk through those doors again.

 Hate is what drives the red headed male to hunt monsters. Hate is the burning rage that resides behind the blood red, peircing gaze of this cool headed hunter. Just as monsters took from him, he'll take from them. Every. Last. Drop.
 
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WIP

Name: Saaen Mindslither

Race: Lamia

Gender: Female

Height: Five feet even

Age: 23

Appearance:

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Strengths: Loyal, intelligent

Vulnerabilities: Cold temperatures

Skills: Venomous bite, mental magics, knowledge of magical theory

Backstory: Saen is- well, she's a prodigy. A natural with a mind for magic, by the age of three, she was levitating her toys, and at five she accidentally peered into her mother's mind. Three months ago, she passed her certification for her witch's license, and wants to open her own magical items shop, so she's trying to earn money for that. And who knows, maybe she'll end up liking hunting and decide to stay.
 
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“Just stay calm… it’ll all be over soon. Just don’t act irrational… and they won’t notice a thing”

Name: Amru al-Masih
Race: Human
Gender: Male
Age: 21
Height: 5'6”
Role: Merchant
Likes: Money, Ancient Trinkets, Bartering, Making new and useful concoctions/items, Proving himself useful, Sweets
Dislikes: Fighting (especially if he gets brought into it), People interrupting his rest, drinking alcohol, losing his favorite backpack, losing money, big scary things

Personality: Amru is not the most calmest of people, in fact, most of the time, he looks rather nervous of whether it would be his own surroundings or just things that generally surprise him, easily being scared especially if something large is looking right at him. But what keeps him going even through all that is his determination in order to achieve his dreams of becoming a wealthy merchant, wanting to provide for his parents and siblings back within his home. And Amru especially wants to prove to others that he isn’t just some worthless Merchant that is entirely useless within their party, wanting to help others out either within fighting by attacking from afar and buffing allies with the various mixtures he creates or even down to general things such as watching out for danger. While his fear may yet the better of him at times, he is always quick to wanting to continue going forward even with the risks, his goal of proving himself useful and not a scaredy-cat. However, in order to calm down, Amru often enjoys doing things he like such as eating sweets that he brings around with him or writing down in his journal to focus his mind off whatever is going on around him. And while he may seem a bit greedy with him wanting to gain more gold for his family back home, Amru wouldn’t even think of leaving his allies behind, being fair in thought of everyone getting their equal share after a job well done. All in all, Amru is one individual who would still remain loyal to his allies even if it means him getting hurt, after all, why betray the very individuals that brought you along within their party in the first place?


Skills:
Excellent- Bartering, Alchemy
Good- Medicine (more physical means such as bandages), Trap disarming, ‘Owl eyed’ (essentially having a more keen eye when it comes to finding things such as threats or seeing better in darker places)

Abilities:
-Alchemy;
By using a series of different ingredients and mixing them together, it is capable of allowing Amru to perform amazing feats that seem like magic to some, but in reality, is merely a mixture of different substances that allow them to create a series of effects (although some are made from magical ingredients). Currently, Amru has on him:

-Flash Powder; Made up of entirely of a sensitive and ‘explosive’ mixture of powders, it is capable of creating a bright light with a sounding boom capable of both blinding and deafening foes. Especially useful if the individual’s it’s used against is sensitive in both sight or hearing. Amru does have to take care not to accidentally blind his own allies as well.

-Beast ward; A foul smelling vapor expanded from burning it within his censer, to beasts (or those with more sensitive smell) and their more keen sense of smell, it is capable of warding them off like what a skunk spray would do as well. Useful in keeping predators at bay.

-Fortifying vapors; A strange magical powder that when burned within a censer, is capable creating a magic like green gas that heals those that are selected alongside ‘fortifying’ their own body, making them temporarily more resistant to things such as diseases and bleeding and have heightened bodily functions similar in effects to adrenaline.

-Alchemist’s fire; A glass bottle filled with a highly flammable liquid, it burns with great intensity and is bound to make whoever is on the receiving end of it not enjoy the after effects.

-Rain of Blight; Glass spheres carrying a deadly acidic green liquid within them. When smashed against a surface, the acid like substance is deployed and acts as poison, ‘burning’ away at flesh and spreading a bit before stopping if given enough time, that’s if, you are fine with it melting away flesh and bone alike in the process.

Magic: N/A

Strengths & Weaknesses

Strengths: While physically weak, Amru is one agile individual, focusing greatly on dodging attacks and making sure he isn’t the one getting hit by them. And his supportive role within combat and outside of it isn’t something to glance over as well. Ranging from buffing his own teammates with Fortifying Vapors and blinding foes with Flash Powder all the way to disarming traps and keeping a eye out for trouble in case his own allies are short to the draw. And with his need for wanting to be prepared, he’ll often have some backup supplies to help his teammates in case they require a little pick me up after eating all the food or bring out some extra healing potions if things are looking grim.

Weaknesses: On a one on one physical battle, Amru is almost guaranteed to lose. He heavily relies upon being aided by his own allies and aiding them too in order to be useful in battle. Being a more supportive role, Amru is also physically weak, not weak enough to not be able to carry all the items within his backpack, but just enough that he isn’t a reliable fighter when push comes to shove, especially when it comes to taking hits himself. And he excels more better if the enemy’s attention isn’t on him, mostly wanting to take them by surprise with the many different items he can brew up such as Alchemist’s fire. Amru is also not brave at all, especially if being face to face with something that can rip his face off, wanting to run away from said threat than to focus at the fight at hand.

Might or Magic?

Magic:
N/A

Might: Uses a series of items made with during his alchemy sessions, but if need be, carries around a kukri machete if all else fails. Is not skilled at all within physical combat other than dodging and staying out of trouble.

Backstory: Amru was born to a family within the distant lands of the desert, being the eldest child of three other siblings. Amru was not some special individual that was destined for greatness or someone who wanted to prove themselves worthy to a clan by killing a great beast… he was just a normal person like any other. With his father being a merchant and his mother being a alchemist, Amru was bound to have picked up some skills from the both of them, rather well at that fact. And while Amru was quick to scare unlike some others, Amru cares deeply for his own family, wanting to help provide for them as well such as doing chores like hanging out clothes to dry in the sun or cleaning pottery from the river nearby the town that he was born into. As soon as Amru became 18, he had set out from his home, wanting to become a Merchant like his own Father, traveling around the world and becoming accustomed to other cultures with his dreams of being a successful and wealthy merchant so that he can help provide money for his family.

And while he could occasionally visit his family from time to time, as of recently, Amru felt as if he wasn’t even coming close to his goal at all. With options being more limited and wanting a quicker way of earning some gold, he eventually settled his eyes on the thought of being a Hunter. They provided decent pay, and plus, not only he could team up with others in order to make the burden of doing ‘Hunts’ more easier, but there could be lots of hidden treasures waiting to be unearthed and sold to others as well. And so, with the foolish thought of wanting to earn more gold for his family, Amru had went ahead to join up with the Hunters, not knowing what he is truly getting himself into.
 
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Name/s: Helki, "Watches_Quietly"
Race: Half-Elf
Gender: Male
Age: 23
Height: 5'6
Likes/dislikes:
Likes:
-Scrimshaw

-Playing the pan pipes

-His hawk

Dislikes:
-Poachers

-Cold, dark places

-Wasting food

Personality: Helki is...an odd fellow. He can seem quiet, gruff, even distant, his grey eyes focused intensely on what's to come...and yet the next he's excitedly gushing about how interesting a new beast is.

Helki has an insatiable thirst for new experiences, new places, new people, new creatures, and seemingly most important of all, new foods. He has an almost unhealthy willingness to try and eat anything and everything. Dragons, yetis, literal sentient rock, it doesn't matter. Not only does Helki WANT to eat it, but he'll find some way.

Strengths:
-Expert tracker

-Skilled in stealth

-Good marksman

-Perceptive

Weaknesses:
-Naive

-Socially awkward

-Stubborn

-Lacks self confidence


-Physically frail
Skills/abilities/magic:
-Incredible Tracker: Helki is a natural tracker, able to do it with little trouble.

-Stealth: Helki's name has a meaning his his tribe's language. "Watches-Quietly," a name that suits him well. He's able to remain unseen and unheard almost uncannily well, to the point he often feels awkward and just doesn't make his presence known.

-Archery: While not his greatest skill, Helki is still a skilled archer, having spent most of his youth using a bow and arrow.

-Magic: Helki is not a wizard. Nor is he a sorcerer, or a warlock or anything like that. But Helki does know some magic, how to gain the aid of ancient nature spirits to aid him. It's not much, and is mainly there to supplement his hunting, but he does have a decent understanding on what magic is.

-Chef: His oddest skill, and one he picked up somewhat recently. Helki LOVES food, but often people refuse to cook monsters. So, Helki uses his knowledge of beasts to try his hand at it. And he's...oddly good at it. Scarily so, almost. He shows an odd willingness to try new things with monsters.

-Wolf-Blooded: Helki is wolf-blooded, i.e. he has the potential to carry the spirit of a wolf, aka a werewolf. The process to become one is more complicated than a simple bite, it's a long, life changing experience. Even still, Helki has some lupine aspects. His sense of smell and hearing are enhanced, though not above normal levels. But most importantly, Helki has a natural connection with animals, and not just wolves. Animals tend to just...trust him, if he comes either good intentions, and are easily soothed by him.
Weapon/s:
-His ever trust recurve bow and arrows

-A simple handaxe-

-A hunting dagger
 
Character Description

Dante_A.png

Name: Dante Ironblood
Race: Human
Gender: Male
Age: 45
Height: 6’0”
Hair: Bald
Eyes: Grey-green

Likes: Cats, cozy things
Dislikes: Alcohol, unpreparedness, interruptions to leisure time
Personality: Practical and measured. Age has mellowed him; some of the more hotblooded hunters consider him a killjoy.
Background: A career hunter. In his youth, he was a town guard.

Strengths & Weaknesses

Strengths: Experience, patience
Weaknesses: Dante is past his physical peak.

Excellent Skills: Research, shielding
Good Skills: Tracking, polearms, tactics

Weapon/s: Halberd and shield.
Might or Magic?: All might, no magic.

Miscellaneous
He keeps numerous pet cats in his guild room. They come and go as they please.

Resurrection: no, but someone please take over caring for the cats.

Creator Comments


This profile is intentionally basic. I want the character to be an experienced hunter, and I want to focus more on supporting other participants/their characters. My personal goals are to learn how to keep a story moving forward with every post I make, and how to write concisely.

I’m open to Dante already knowing other characters with experience at the guild (whether we’ve gone on hunts together before or only know each other in passing).

I think I may be in a different time zone than a lot of people, so GM(s) have full permission to move my character when I am offline.
And everyone has full permission to do anything with the cats. They're just flavor.
 
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Name/s: Rinzi Ranaya
Race: Human
Gender: Female
Age: 23
Height: 5'5
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Personality:
An energetic lady at heart, Rinzi is a soul of unending passion. A free spirit who loves the journey more than the destination, to discover newer grasses and touch foreign lands. Her honesty and innocent-like behavior pulls her into the guise of being a pure-spirited, if not naive, girl with a lot of energy and time for just about anything that was around the corner…

Until in battle.

In battle, her heart largely changes, a cold-stoned warrior with a ruthless style of movement; though much of her passion and energy is resonant with her in combat, it is instead attuned into her determination and focus. Such notes in behavior indicate a massive investment of time spent towards discipline, the meaning of fighting, and even renouncement.

Strengths:
Martial Arts
A general term for a general description; her ability to perform combative moves in combat is extremely proficient as a result of beginning from a young age; she’s known most often to use it in defensive maneuvers as opposed to aggressive attacks, and she is capable of deflecting most attacks and projectiles, even infamous for parrying and redirecting high-velocity projectiles. She'll tell you it's luck, though.

Enhanced senses help hone her on accurate movements and on-target hits.

She has an impressive amount of energy no thanks to it being an natural trait of hers but also as a part of training to be utilized in efficient manners, making her a powerful one-man army. One could only fear the potential she holds with Heilang.

Skills/abilities/magic:
Heilang’s Spirit
The core of a divine beast, known as Heilang blesses Rinzi with an enhancement to almost all of her bodily statistics. Notable improvements from acrobatics to speed to even raw strength have been seen from tapping into Heilang’s Spirit. It's her magnum opus and probably the biggest trump card she has, to which she utilizes it in nearly everything she does for maximum efficiency.

It a grants her the ability to manipulate ink, a device that can hold magical properties, but is mostly used for more utility-like reasons. Much of her moves get a noticeable effect, illustrated as strokes of ink, and she’s even been seen with a shield around her made of a translucent blue ink that can defend her from attacks. The most evident of this ink, however, can be seen in her more powerful attacks, involving extremely primal-like moves that even conjure the beast from the core that is held within her, most of which at the expense of massive drains of energy, forcing her to remain conservative. But it doesn’t stop her from being mischievous with it.

All’s fair in love and war.

Weapon/s:
Sword Dancing
Shortswords have been her forte for a while. She typically uses the short sword for something akin to meditation or tai chi, so it’s rare to see her fighting with it as opposed to her more brutal disarmed fighting mode.

When she does use her blade, however, she dances with grace.

Just...Don't expect her to beat a knight in a spar.

Bo Staff Proficiency
Though she is good at the shortsword, her true potential can be seen in her bo staff, an instance of her awakening power well-complemented by Heilang’s Spirit. Though she still finds improvement in every step she takes forward, her agility and speed within the Celestial Bo Staff has often been unparalleled, granting her more than enough opportunity to handle large groups of enemies without even taking a hit to boot.

If only she could use it indoors…


Weaknesses:
Unfortunately, tapping into Heilang's Spirit turns her into a glass cannon due to how much focus it requires; though she can maintain the intense focus required to both fight in an unexpected scenario and pulling forth the powers of Heilang's Spirit, a move that catches her off-guard can easily send her defenses crumbling; it is the pivotal reason why her martial arts is based around evasive and defensive attacks, and why her weapon proficiency is specifically in the bo staff: long range advantage.

Her fighting is definitely not intended for more than a small group of people. Any fight that pits her against numbers will likely put her in a disadvantage; she compensates for several distracting maneuvers, but remember that those don't stop the problem; they just delay it long enough for her to retreat.

Might or Magic?

Half magic, half might. arealmonk.

Some idea of a backstory:

The Far Forgotten was a land mystically recalled by the Isles, a series of islands positioned around the world designed for different tasks. The Far Forgotten was known to take in islanders that had either failed to uphold their role in the lands or even found a place beyond the typical lands.

Rinzi’s origin is unknown, as she was transported to Haemo, a mountainous island festering with beasts, at a young age before her mother died shortly after Rinzi’s birth, leaving the baby alone. Despite being left alone in the forests of the wild beasts, she mysteriously stayed alive until a figure by the name of Hwisa.

Hwisa had a companion beast named Heilang, a massive wolf-like creature, and the man was looking for a successor to his journey. Rinzi, who was accustomed to the beasts of the island and even that massive size of Heilang, made her a potential candidate.

Rinzi took Hwisa’s teachings like a sponge, learning everything from the use of a short sword to martial arts combat.
Though as Rinzi grew older, she grew more suspicious of her origins, uncertain who she was and what role she served in this life. In one small instance, she stepped outside of her teacher and moved into the other Islands, in search of her history through the only connection she knew; the woman who brought her here.

After several years, she discovered a multitude of things; that the woman who brought her here was not the mother, but a simple apprentice. Rinzi learned she was a princess in the midst of a civil war in one of the Islands, that certain powerful figures were searching for her, and were aware that she was attempting to find her past. A wild tale that she eventually would regret learning as life began to catch up to her.

By the time she returned, Haemo Island was swept in blood. And just like Haemo, Hwisa was dead on sight, with only a letter to send him off. Safety no longer existed, and home was but a story. Rinzi buried him and held the funeral, realizing all too well that she could not continue living on the Island. As she set off the mountain foot, however, she caught the eye of a familiar creature. Though it was but a fleeting shadow, she saw Heilang, and in some instance of swift desperation, found herself harnessing the beast’s core.

It was hard to tell what happened between then and there. One minute, she saw the beast of the heavens, and the next, she had felt an energy she had never experienced before.

Unsure, Rinzi found herself holding the presence of a divine beast. It started as a dream, and slowly, it descended upon her the responsibilities she would need to uphold in the due future. And at one point, she recalled Hwisa dialogues to her from an age so young:

“The power above the stars falls upon the wielder of Heilang."

She set her sights for the Far Forgotten. From then, she didn’t look back.


Comments:

Plz inform me of any problems, I made this in an hour and a half.
 

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MORIANA ASHERN
"The Daughter of the Great Bear"

HUMAN | FEMALE | 20 | 5'4
Courageous, kind, stubborn

Likes
adventure, wine, money
Dislikes liars, cowards, storms

The name Ashern is one known to many. "The Great Bear", Bear Ashern, was one of the most
celebrated and adored warriors of his time, and so it's not surprising that his only child was
to follow in his footsteps. Moriana loved her father and worked effortlessly to prove herself
to not only him, but those who doubted her abilities. She trained night and day, breaking to
sleep or eat only. Her father, who had become ill, advised her to go make a name for herself
and to no longer cling to his memory. He passed the morning that she left home in search of
her own great adventure.



Strengths: Experienced with a blade, good endurance, quick to assess weakness, quick on feet
Weaknesses: Stubborn, old leg injury, weak at sight of blood, fear of dark, bad communication

Weapons: Custom made blade, recurve bow, silver dagger, blessed water for specific enemies
Armor: Made from skillfully crafted leather and iron, her breastplate shows two fighting bears

Skills: Hunting, tracking, swordsmanship, basic medical and survival skills, well balanced mostly

Other: Although Moriana's mother had been a powerful healer, she did not inherit any of those

abilities. She travels with her trusted horned mare, named Pen. Pen carries Moriana's gear/food.
When she was sixteen she fell and broke her leg, the bone had protruded from her skin and had
damaged her muscle there. Although it was able to be set and healed, the old injury still causes
occasional pain and discomfort. She absolutely cannot handle her alcohol and is a shameless flirt.



(( please let me know if there's anything I need to change/adjust. tried to keep this short and sweet ))
 
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“Do you wish to achieve victory? Do you want to achieve fame? Do you want to gain wealth far greater than that of kings themselves? Then team up with me, and we shall make such a dream possible!”

Name: Markus Lionhearth
Race: Human
Gender: Male
Age: 28
Height: 5'11”
Role: Noble Fighter
Likes: Compliments, Wine, Fighting, Maintaining equipment, Telling Stories, Winning
Dislikes: Being made fun of, items breaking (especially if it’s his town), stronger alcohol, Sleeping outdoors, getting his coat dirty, showing his face

Personality: Markus Lionhearth shows himself off as a prideful and boastful warrior, often speaking highly of his own capabilities such as fighting or his usage of magic. Even going so far as to tell stories about his personal victories but not mention any other individual that was involved. And while it may appear as if he is some ignorant fool at times… he often knows when and when not to speak, not going so far as to outside the realm of possibility and only bringing forth events in which he participated extremely well within. He knows that he may not be the strongest or the best within everything, but he is fond of what he excels at best, wanting to (in his eyes) inspire others with stories he creates about doing what they do best and not letting anyone else tell them otherwise. Of course, there is the parts in which he can speak a bit too highly of himself, especially after being excited easily over the idea of defeating some evil creature and winning against them.

Even with faults relating to him, Markus often has a knack for making sure others are high in moral and especially kept in good shape, as with his skills in leadership. Often doing his best to stop needless fights and making sure to best lead them towards victory and glory. He takes great care listening to others and even going so far as care for them in his own way by wanting to share the best tasting wine with them or honoring the deals made between them. And while he may be focused upon reaching fame and glory at times or excited at the idea of a fight that he charges straight into one, Markus makes sure that he doesn’t forget about who is putting up with him in the first place, and makes sure he’ll fix any mistakes (that he notices) that he has done. Although he is oddly defensive over people taking a look at his face without his helmet and often speaks about becoming better than that ‘Bastard Baron’ he speaks much about… wonder what that is about.


Skills:
Excellent- Dueling, Weapon/Armor maintenance
Good- Lightning Magic, Ice Magic, Leadership

Magic:
Lighting Spells;

No Weapon being used as the focus;

-Lightning javelin: Forming a javelin made of electricity into his hands, Markus is capable of throwing it at foes, acting as a longer ranged attack that’ll shock foes if they aren’t quick to the draw.

-Storm’s eye: Taking the form of electricity building up over his body and the ground around him, Markus let’s off a large field of electricity all around him, aiming at shocking those who remain close to him, whether it would be friend or foe. Devastating when used in a horde of enemies, but with its capability for friendly fire and large drain upon his mana, not the best option to use.

Whip as the focus for the spell;

-Thunderstrike; Sending out his whip filled with electricity, it sends out a lighting like strike upon the area it hits, dealing added damage on top of the normal electrified whip’s attack.

-Electrifying current; Wrapping the whip around the limb or body of a creature, Markus focuses upon shocking the foes that the whip is wrapped around intending on frying them as well as limit their movement or opportunities to attack… useful against a lone enemy but suffers when facing multiple foes at once.

Bastard Sword as the focus for the spell;

-Thunderwave; Slamming his electrified sword down into the ground, the blade sends out a small shockwave of electricity in front of it, being a lesser powerful AOE kind of attack meant more to stun foes than to do any real damage.

-Blinding Slash; Focusing power into his very strike, Markus slashes forward with the power of lighting aiding his strike, his slashing capabilities and slashing speed greatly increased for one focused attack.

Ice Spells;

No Weapon being used as the focus;

-Icicle storm; Summoning multiple icicles from his hands, Markus intends on stabbing his foes with a barrage of sharpened ice, each one individually weak but multiple at once would prove to be overwhelming for a lone foe unless they were to dodge it or have great armor

-Freezing touch; Grasping his arm against another creature, Markus’ hand rapidly freezes the location that it’s grasped over, limiting the movement of the joint as well as damaging foes with this spell.

Whip as the focus for the spell;

-Flash Freeze; Striking forth with his whip, it creates a flash freezing effect similar to that of Freezing touch only at a much smaller scale and a more ranged version of it, only freezing the area it hits.

-Blizzard’s breeze; Spinning his whip around in a circular fashion, it lets out a large amount of freezing wind meant to blow enemies away or slow them down with the after effects of the attack.

Bastard Sword as the focus for the spell;

-Ice Pike; Stabbing forth with the at hand, a layer of ice forms over it, extending the blade’s range that is meant to spear into the enemy

-Ice Barrier; Slamming the sword into the ground, it creates a small wall of ice meant at taking hits for Markus and others. The wall is temporarily and would break before shattering eventually.

Strengths & Weaknesses

Strengths: An experienced fighter with a wide variety of magic to use upon his enemy, what Markus excels at best is fighting against a singular opponent, utilizing his sword and whip in order to duel against them, using the added range of his whip in order to either attack foes from afar or limit their movement by wrapping it around them, or using his bastard sword to slash into foes and remain deadly even without the use of his whip. Alongside wearing armor to protect his body, Markus is also an individual that takes notes of his opponents, doing what he believes best would help him in the situation as well as lead others around to victory. Also rather hard to get Markus afraid of something now.

Weaknesses: Multiple enemies or overusing his mana is one way of weakening his capability to fight, as he normally cannot deal with more than one foe as effective unless he has a spell ready to combat them. Alongside that, losing one of his weapons would greatly affect his fighting capability, as he heavily relies upon using both weapons and is incapable of fighting with fists alone. And his rather excited nature to fighting, sometimes he’ll make some mistakes from time to time like mistaking a foe to have been defeated or underestimating how strong an opponent is based on looks alone. And his need to hide his own skin and face form the view of others also works against him, having him focus moreso on recovering his missing piece of armor or covering himself with a piece of cloth would limit his fighting capability.

Might or Magic?

Magic:
Markus is proficient within the use of both lightning and ice magic, as stated from the number of spells he has available, he is also capable of enhancing his own weaponry with elements of said lighting or ice in order to add some extra elemental damage to it (but can only focus one weapon at a time due to mana concerns and focusing). Said weapon enhanced with the element of ice or lighting will also be the focus for the spells that Markus uses, each one being different depending on the spell he uses:

Might: As for might, Markus is a skilled duelist, using a bastard sword in his left hand and a whip in his right hand to fight within combat, using both to great effect such as with the whip at long range to make up for the lack of range the sword has and the bastard sword slashing at foes within close range to great effect. Markus often uses his tools to his greatest use, such as the whip wrapping around limbs or weapons to hold it down or even going a bit ‘flashy’ and wrapping his whip around his sword to strike with a far more powerful attack than the standard whip. Flashy for sure, but Markus still knows how to do it well.

Backstory: Markus is a strange individual to the Hunter’s Guild, having up and strolled within its doors 3 years ago, asking to join the Guild. From there, he had served it for years until the present, often talking about stories and performing various ‘hunts’ as to gain ‘glory’ as he says. While it is unknown of where he exactly came from with how little he wants to share, when drunk on wine, he often mentions something about some ‘bastard Baron’ and ‘how it was unfair that he isn’t the Heir’ and that some ‘bloody matchstick stole my rightful place’ with his drunken mutterings.
 
[Intro to Xenophon]
Name/s:
His full name is Xenophon yios Calix which means that he is a male member of the clan of Calix. Otherwise, he’s just Xenophon or Xen to those he is close to.
Race: Minotaur
Gender: Male
Age: 23


[Physical Description of Xenophon]
Height:
5’10” from foot to the top of his head, not including his horns which curve inward with tips curved just a smidge up.
Build: Athletic
Eye color: Blue
Hair Color: Blond, in a moppy style, with hide of light brown
Clothing: A two piece outfit consisting of a plain white tunic and tan leather kilt. Wears leather gauntlets which cover his wrists and the the top of his hands including knuckles. He wears a navy blue cloak which is fastened by a brooch. Its design is the symbol of his clan which is a gladius, enrobed in flames, piercing the ground. His cloven hooved feet are in sandals.


[Psyche of Xenophon]
Likes:
Swimming, singing, playing the lyre
Dislikes: bugs, needless bloodshed although he will still gladly sing warrior ballads which usually depict violence, humidity
Personality: Curious, contemplative, loyal


[Abilities of Xenophon]
Excellent Skills:
Use of the Baxtrix staff, literacy
Good Skills: Grappling, first aid, languages (he knows Cretan which is the minotaur language, Dreemlyn which is the language of Dreema where Xenophon and the other exiled minotaurs live, Jasuba which is a dialect of Dreemlyn used only by nobility and their staff, and Common)
Strengths: His strength, durability and endurance outpaces a human of comparable musculature and health, but not at the monolithic levels that many think.
Weakness: Magic. No magic today or tomorrow or ever. Minotaurs are biologically incapable of performing magic. They even have moderate difficulty of using magic artifacts. This has set them apart from the humans of Dreema. However, they can be affected by magic.
Might or Magic? Might all the way even though Xen doesn’t care for the warrior life that his clan is known for.

Weapon: Baxtrix staff which is a weapon minotaur invention. It is a staff with a locking mechanism in the middle. It's user can either use it as a staff or they unlock it so that it can become two batons, one for each hand.

Biographical synopsis: Xenophon is one of the Aldebaran minotaurs. Nearly two hundred years ago, all minotaurs lived in the Republic of Asterion. They were a proud an honorable people known for architecture and seafaring. That changed once the Garenians, a race of humanoid crocodiles, appeared with overtures of an alliance for the pursuit of glorious battle. Their words appealed to many who felt hemmed in by so called "weaker" races. It was a trap but few saw through the ruse. Out of the dozen clans, only three opposed the alliance: Aldebaran who spoke up first, Calix, and Baeligni. Realizing that they could not sway their brethren, they made the harsh choice to leave their homeland to seek a new land. They set sail and didn't look back. The Garenian trap predictably snapped shut and doomed those that remained. They became the true savage brutes that many feared them to be. Many countries turned them away because they saw minotaurs as little better than the beasts they resembled. King Matthai of Dreema welcomed them. The kingdom had recently acquired land which was uninhabited. It was seen as a win-win and the two parties agreed. Here was a people who could colonize the area. The exiled minotaurs came to call this area Aldebaran in honor of the clan leader who had the courage to speak out against the alliance with Garene. Here they could carry out their traditions in peace and stay true to the Primordial Flame. In return, they swore fealty to the House of Jecong and to the Kingdom of Dreema. The king even granted a title of nobility and the clan leader became Lord Aldebaran, a nobleman equal to other nobles. The family of beekeepers and mead makers became nobility.

Xenophon is the son of Titus yios Calix who serves Lady Carmina kori Aldebaran as Captain of the Guard. The clan of Calix is known for producing the great soldiers. They love the warrior's life more than Xen. However, he can fight reasonably well having earned high marks in grappling and in the use of the baxtrix staff. Altair, his older brother and current Lord Aldebaran having married Lady Carmina, knows of the Hunter's Guild. He would have liked to have joined and bring his combat experience, but he has administrative duties to attend to and his wife is with child so he sends Xenophon in his place. After six weeks of travel, he arrives at the Hunter's Inn.
 
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Name: Crya Iduska (just Dusk for short)
Race: Elf
Gender: Female
Age: 55
Height: 6'5"
Appearance: As can be expected from her elven heritage, Dusk is tall and looks young (around her twenties) despite her age. Her long black hair has a vaguely blue-ish tint and would reach to just above the small of her back if she didn't keep it in a tight bun held in place with a woven birch bark clasp. She has a large collection of scars that congregates mostly on her arms and legs, consisting of various bites, clawmarks, and other various injuries from monsters. Most of her scars are pale when compared with the tanned shade of her skin. Her eyes are rusty brown. Overall, she has a relatively medium build.

Generally, Dusk wears cloth boots with thin, flexible soles that allow her to better feel the terrain she's walking on. Though she's rarely one to mind the cold, she wears simple tan pants and a long-sleeve jacket made of light green linen most days. In addition to her leather satchel, she keeps various spell components in a myriad of belts and pouches under some strict organization system only she seems to understand. She will wear a few light pieces of scaled wood armor on her chest, shoulders, and legs when necessary, but usually keeps them in her satchel when possible.


Likes: Braiding hair (even though she doesn't tend to braid her own), dogs (borzois are her favorite breed), weaving, and a good fight.
Dislikes: Having to patch people up because they've done something stupid, missing out on a fight because she needs to tend to an injured person, patients who don't listen to medical advice, people flirting with her because they don't realize she's too old for them, and frosting.

Personality: Quicker to snap than explain gently and quicker still to cast a spell rather than bother with either, Dusk is (perhaps ironically) not one to enjoy a lack of efficiency. She's a terrible communicator due in no small part to her sense of obligation toward keeping the people around her safe (orbat the very least alive). If someone does something stupid, she (not inaccurately) sees herself as the one likely to be stuck dealing with the consequences and this infuriates her to no end. Those that dare cross her should expect a stern lecture and, if their actions were particularly idiotic, sea holly pollen dusted on their belongings. That being said, she's far from the worst party member to have. She would be hard pushed to do anything that might unneccessarily endanger those whose care is entrusted to her and this includes not doing her absolute damndest to heal them well when the time comes for it. Though she is somewhat disagreeable, she's usually clever enough to move to the side of reason when she's wrong and her complaints are generally surface-level.


Strengths: Clever, experienced in monster hunting, and skilled with her field of magic—Dusk knows a fair amount about her usual opponents and can use this knowledge well. Her dedication to her team and the hunt means that she's willing to do things many others might not in the name of either.
Weaknesses: Being as abrasive as she generally is lends itself to getting along terribly with others. Whether she's genuinely angry or not, it's rare for her to sound completely satisfied with anything and this often leads to miscommunications. If this isn't enough to cause problems, the use of Dusk's powers draining her hydration combined with a general tendency of the line of elves she comes from to have strong preference for the cold means that she can overheat easily given high enough temperatures and/or excessive usage of her magic.


Skills:
Excellent - Plant-based magic, use of daggers in combat
Good - Botany (specifically when it comes to medical uses and knowledge of plant-derived poisons), medicine, crossbowmanship
Below Average - Cooking (she's used to 'living off the land', by which she means growing food and eating it raw)
Weapons:
Daggers - Dusk keeps 3 to 5 daggers of different lengths and styles on her person at any given moment, oftentimes with poison smeared on their edges. She's named all of them some variation of Stabby.
Hand Crossbow & Arrows - Usually kept in a holster down toward her waist. Also generally poisoned.
Darts - Though she prefers to use her crossbow at range, she's pretty good at throwing darts when in a pinch and she can and will absolutely demolish anyone if challenged to a game of the things. As you might've guessed, these are also poisoned (she doesn't use her own set in dart games).
Seeds/Clippings - She keeps a collection of seeds and clippings of useful plants on her person at all times and even more in her place at the inn. At this point she might as well call her room the garden.

Magic: The group of elven nomads Dusk came from trained her how to prime herself to one field of magic, therefore strengthening her ties with it but preventing her from using other fields. Thus Dusk can only use magic pertaining to plants. Quickly cast spells consist of physical contact with the plant and a simple command, allowing her to speed the growth of plants and have rough control over how they grow. This allows her to do things such as regrow something that has been removed and force the growth of common structures to the plant (roots, flowers, fruits, etc). More specific growth patterns that are more unnatural to the plant (uniform shapes, growth of specific substances without the usual accompanying parts, etc) recquire preparation with a glyph and cannot be made on the fly. Additionally, she requires at the very least a clipping or seed of the plant in order to grow it and the resources that would regularly be necessary for this growth. These resources can be provided either by the environment or her body.

Might: If might refers to physical strength and fighting form alone, Dusk is far from the mightiest person on the continent, but she's nothing to sneeze at. Without her magic, she would likely have quite a bit of trouble taking down any of the creatures she does (though she still might come up with something given enough time to plan). The average person, however, she could probably deal with.
 








basics

abilities

psyche

backstory

gallery












  • 여신












Alienor







♡design by neon reverie, coded by uxie♡
 
(I dunno if I'll jump in the rp immediately but if I do I have atleast made a character introductionary post. Also I usually flesh out characters in rp's so he might still develop)

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Name/s: Ivan

Race: Human, shapeshifter (wyvern)

Gender: Male

Age: Around his early twenties

Height: Almost 2 meters or about 6'6" as a human
Less than 10 meters long or 32 feet long as a wyvern (but longer than 5 meters, apologies I'm always a little indecisive about his length here)

Likes: Sushi, any type of seafood, princesses

Dislikes: Cold/winter, people hopping on his back without asking/treating him like a horse

Personality: Ivan is a laidback individual who can be a little forgetful at times. He may crack a joke at times. Also if you have spare clothes there is a big chance he'll steal it for himself.

Strengths:
Shapeshift into wyvern with all the perks of one including flight and firebreath
Knows 'the bull' which is his own dance move
Wyvern skin can resist regular impacts and even turn away lesser weapons like daggers
Can dispel weak enough darkness with his firebreath

Weaknesses:
Cold weather/ice spells
Extreme heat, this doesn't hurt him but it does put him in a state called the Heat Craze which causes him to... well... go crazy from the amount of energy and attack people at random. It can be neutered by dousing him with water or cooling him down
Arrows hurt if they are fired at high velocity
Lightning is not as bad as ice but it still hurts quite a bit granted he is airborne and can't pass it into the earth

Skills/abilities/magic:
EXCELLENT

Flight (wyvern form)
Big SNOOTER with teeth that can chomp (in wyvern form, biting)

GOOD
Firebreath (due to the world he originates from his firebreath has the property of light to it since dragonkind there is associated with the light element). Can be used in human and wyvern form, but it is more effective in wyvern form.
Good survival instinct, he can hunt down and prepare wildlife on his own
Despite having no martial arts training whatsoever he does pack a mean punch, can hold his own in a fist fight unless his opponent is really powerful

Weapon/s: None, if you don't count the big horns poking out of his head

Might or magic?
Well I'd say he leans more to the might side with a bit of magic from his firebreath and shapeshifting, but he is definitely no mage.

He was raised by his grandparents, that's most of what he remembers from his past. Somewhere in his past years he got his mind wiped by a golden dragon which is why he remembers little outside of his name.

Ivan has done no quests prior.

(let me know if I forgot something. Also my bios aren't as big as the other ones so I worry if I forgot something xd)
 
Name: Ramirez
Race: Altered Human
Gender: Male
Age: 32
Height: 6’5 ft
Likes: Sweets, Alcohol, Animals, travelling

dislikes: Spicy foods, tomatoes, the word rambutan, arseholes

Personality: Laid back and easy going, Ramirez doesn’t seem to be the sort to anger quickly. He is often favoured by his underlings in the Hunts Clan, yet he’s been stuck in the position of captain for such a long time. He will stand up for those unable to defend themselves and takes protecting those in need very seriously.

Strengths: super human strength, durability, faster than normal healing, dad jokes.

Weaknesses: can’t swim (will sink like a rock), isn't very speedy, a lil naive, can be too fearless, needs to eat a lot, can be blunt. Terrible sense of direction.
Skills/abilities/magic: trained in sword arms and archery, super strength, energy based magic (very unrefined and explosive), great stamina, dad jokes, vast knowledge on otherworldly creatures / fae / demons / ect

Weapon/s: A massive claymore like sword made from blessed metal, knives, darts, blessed water.

Strengths & Weaknesses

Super strength, energy magic, skilled weapon user.

Can’t swim, stubborn, naive, gets sea sick, over drinks, can fall into a blind mindless berserker rage.

Might or Magic?

Might - super strength, swordsman, stupidly sturdy.
Magic - raw magic energy.

Skills
Excellent - cooking, animal husbandry
Good - sewing, gardening, negotiation
Name - Thunder
Species - Land Dragon (work beast variant)
Sex - female
Age - 21
Height - 8ft at the shoulder
Personality - big dumb and soft, Thunder is a sweet mare who enjoys being spoilt by Ramirez, carrots are her favourite, looks scarier than she actually is.
Diet - omnivore

Abilities - great strength, durability, stamina, goreing horns, fangs and large bite force, powerful kicks n punches.

Negs - slower than the typical common land dragon, makes up for lack of rapid speed with stamina, stubborn and prideful, good luck moving her if she chooses to sit.

Thunder
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Thunder compared to a standard Land Dragon
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Name/s: Bar Bing Bar
Race: winged kobold
Gender: male.
Age: 15
Height: 4'6
Likes/dislikes:
Being called short
Not being respected as the dragon he obviously is
enjoy hard candy, sunlight and cats

Personality: bar Bing Bar could easily be described as a big headed egotistical idiot whom would have already been dead if not for his innate arcane abilities leading to the kobold believing himself to really by a polymophed dragon and flaut his unearned status around much to the annoyance or amusement of everyone else around him.

Strengths:
Speed/Agility
Ability to fly
being tiny
Weaknesses: physical rather weak
Arrogant
Fragile
Somewhat light sensitive
Skills/abilities/magic:
Bar Bing Bar magic focuses around fire, raw arcane damage, and utility, he refuses to use other element due to the belief he's a dragon
Spells:
Magic missile
Fire bolt
Mage armor
Mend
scorching Ray
fireball
skills:
being sneaky
ability to fly
Dark vision

Weapon/s: dagger
 
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Name: Miurenere Seilvefau, 'Miur'
Race: Elf
Age: 22
Height: 5'0”
Likes: Furball. Delicious food, and delicious booze, best when served together.
Dislikes: Being filthy, wet or unkempt. Long, tedious waits.
Physical description: She stands at 5'3” in her platforms (often taken off for comfort, stubbornly never replaced), and wears snug but worn in clothes. She keeps a satchel and backpack strapped to her at all times, along with a dagger, resting against her hip. Her build is typical of her kind, short and svelte, with small grazes and bruises running up her legs. Her skin, hair and eyes are all varying shades of pearly or silvery white, her eyeballs being the darkest. Her companion, Furball, is a well-armoured dire bear standing at 7'6” on all fours. There isn't much to say, he's a handsome enough fellow.

Miurenere is a young, freewheeling elf, at times too freewheeling for her own good. She indulges her whims as they were needs, gives little regard to convention, and takes great pleasure in her mischievous streak. Trying to understand her stance towards others is a task too convoluted for even her to take on. It's ambivalence, at best. Though she throws out mean little quips with little prompt needed, it's hard to tell where sincerity ends and jest starts. They seem like jokes, and yet, one can't shake the feeling there's a slight hint of self-satisfaction to Miur.
As for her reasoning to become a monster hunter, she was simply curious. This is normally an adequate enough reason for her.

Strengths:
  • Having lived amongst the wilderness for several years, Miur has developed enough survival skills and resourcefulness to sustain herself in less than ideal environments. Foraging, rudimentary first-aid, shelter building, so on.​
  • Furball is a being of resilience and stamina, if nothing else. He can withstand considerable amounts of damage or fatigue before succumbing to his weakened state. He is also able to transport heavy loads for long distances, consider it a heavy duty truck, but with more claws.​
Weaknesses:
  • Miur has no experience in combat, leaving her both without strategy or strength of her own. In battle, she relies on Furball's smooth brain and bulky build alone. He's a hunter in the same way a dog chasing a squirrel is a hunter. Smaller, weaker foe may be the limits of this newbie duo's fighting capabilities.​
  • General teamwork. From her taste for impulsivity, her love of leisure, and her reluctance to depend on or trust other's judgement, even Miur will admit there are easier hunters to team with. It's a work in progress.​
Abilities/magic:
  • Miur maintains an impressive clarity of vision in lowlight settings, though struggles to distinguish smaller details.​
  • With high-grade ingredients, and the use of her inherent magic, she is able to craft a small handful of potions. The creation of these drain her physically and mentally, especially with how out of shape her magic use has become.​
Weapons:
  • Her main, and only somewhat dependable weapon, is Furball. A 7'6”, 1500lbs dire bear cub.​
  • However, Miur also keeps a lightweight dagger strapped to her hip. It has only been used against plants, thus far.
  • While not a weapon, she carries a crop. Although useless for the purpose she intended it for, she clings onto it, just in case. Perhaps with enough determination it could be used to strike a mean bruise one day. (Note: I drew in the crop before the cogs in my brain turned far enough to figure a crop on a big, armoured beast would be, well, useless. It's staying for my own amusement.)
 
Bernard Norwell1647554017.heolum_image_32__1_.jpg
Goes by “Norwell the Hangdog”
Race: Human
Gender: Male
Age: Thirty-seven
Height: 6'1”

Likes:
A good night's rest, Flavorful foods, Journalling, Nature's beauty, and Warm drinks

Dislikes:
Bad cooks, Crowds, Crows/Ravens, (light) Rain, and the Past

Personality: Norwell is a guilt-ridden individual who seems to suffer from post-traumatic stress caused by actions of a past profession. While he understands that he can never repay the karmic debt he has accrued, it does not stop him from trying. He feels drawn towards performing – often dangerous – acts of selflessness in search of atonement and momentary peace of mind.
However, whenever that “peace of mind” fades, his demeanor will often shift toward one prone to displaying aggressive- or irritable behavior. Norwell has a good, just heart beating in his chest, but sadly it goes paired with a damaged self-image doing him more harm than good.

Strengths:
  • Norwell is highly proficient in using the weight of heavy- and two-handed weapons to his advantage. This proficiency has given him the know-how of when to swing for the maximal result and where he has to brace it to deflect attacks properly.
  • Although far from a doctor, Norwell understands the human body well and can confidently provide rudimentary medical care with the right tools. On the other hand, this also makes him keenly aware of the weakest points of the human body and where to strike effectively.
  • After his self-exile Norwell became a wandering ghost for a few years and could only rely on himself to stay alive. In a way, he forced himself to adapt for survival's sake and thus learned to hunt small- to medium size prey, track and keep up his physical condition even when past his prime.
Weaknesses:
  • Norwell's post-traumatic stress prevents him from using his axe for finishing blows as it often makes him recall unwanted memories or experience violent flashbacks
  • Although he tries to keep his composure, high-stress environments like combat make him prone to losing himself in the moment – which will cause reckless- or needlessly aggressive behavior.
Skills:cmv44el.jpg
  • Excellent - “Axemanship” and (small- to medium game) Hunter
  • Good - Cook, Survivalist, and Tracker
  • Average - Medic
Might:
Norwell uses a two-handed executioner's axe in a close combat manner. He prefers to keep the pressure on and uses the axeblade's side to block rather than distance himself by dodging.

Magic:
Norwell can use an arcane form of magnetism. This magic allows him to attract single objects to his casting hand. He generally uses this to return his axe to him should he throw it or be disarmed.

Weapon(s):
A large, two-handed batteaxe “affectionately” nicknamed Kinslayer – a grim reminder of a past life that should not be forgotten.
 
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Basic Infomation
Name/s: Akuma "Kuroi Hono"
Race: Black flame spirit (A much rarer species than their distant brothers, the fire spirits.)
Gender: Male
Age: 60 (For his species lifespan, this is considered the same as if a human were 20)
Height: 6'0

Likes/Dislikes
Akuma likes to spend his time sitting by the fire, enjoying a nice cup of coffee while he isn't busy burning through hordes of monsters to earn his keep in the hunters association. He spends a lot of his time reading books, especially those about how to control the fire attribute and create new, flashy spells. There isn't quite anything like the smell of a burning monster corpse in the morning to get one going.
He doesn't dislike much, only a few inconveniences that make life a little more difficult. He hates betrayal and the discrimination of species that aim to help society against the uprise of monsters. Surprisingly enough (sarcasm), the black flame spirit also has been heard disapproving of water and it's unholyness.

Personality
Akumas personality is that of a welcoming individual, if you need his help, there is a low chance that he will refuse the request. While he doesn't go out of his way to start a conversation, if engaged in one, he'll answer kindly and with respect. He is fiercly loyal to those who gain his trust and would fight until his last breath to ensure the safety of his party members. The death of a party member would put him into a raging fit of emotions, strong enough to make him lose control of the river of flames stored within him.
Strengths/weaknesses
S. Akuma has an immunity to all types of flames, no matter how intensely hot they get.
S. Physical attacks deal incredibly low amounts of damage, even dealing more damage to the attacker as his flames affect the weapon.
S. Black flames are considered extremely rare and therefore explosively more powerful than it's regular counterpart, burning landscapes to a crisp in a matter of mere minutes.
S. With the control of his flames, he can shrink in size or make himself bigger, depending on the amount of mana he uses. He can also change his attire at any given moment, considering his clothes are made of flame magic.

W. His weakness is water. While regular water doesn't do as much damage as holy water, it still packs a wild punch to the flame spirit. He is absolutely countered by water and cannot do anything about it.

W. He has exactly no hand to hand combat or weapon capabilities, the only thing he can fully rely on is his fire.

Magic
The ability to manipulate and control Black flames, bending their shape and destructive power to his will.

Might
He has no form of 'might', at least nothing that would help him in combat.

Backstory
He is not fond of his past, so he won't just share it with anyone who asks.
 
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🙠 Lady Helaine Riverwyne 🙢
Break open the casks and let them flow tonight! Tomorrow, there shall be pelts in every hall, and fearsome beasts upon my hearth! Prepare the cooks, for I shall return with a feast to rival that of the gods!
The Young Lady Riverwyne
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  • Name/s: Lady Helaine Riverwyne
    Race: Human
    Gender: Female
    Age: 26
    Height: 5'7"
    Hunter rank: Hunter
 
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Name: Ruby Donatella Higa84e79f807eac1c0dad36981fdc9d1df7.gif
"I was feeling homicidal anyways."
Race: Human Gender: Female Age: 20 Height: 5'5
Personality: Ruby's mind is as big as the ocean, often getting lost inside her head. Pulling herself back to reality is hard, especially when she's got her head into a good book. She doesn't mind getting out of her head and enjoying life with her friends. She will ask for a hug if she's having a bad day. Yes, she's negative, but bringing others down has never been something she was into; it is more self-hate than putting others down. Besides sadness, this girl has a lot of anger for her father, the God of sardines (he sold sardines for a living). Besides anger, there are a lot of abandonment issues she's yet to deal with. She's an emotional individual who has an extreme dislike for criticism. She doesn't take it well, and when she finally does, that's when the self-blaming happens. Which leads her to overdrink and causes her to lose her appetite, and at the end of it all, you have a malnourished 20-year-old girl. Another bad habit is her tongue; she is well-mannered and kind, but she throws the truth in your face and will always tell the truth because she finds it more convenient than lying.

Likes:
Books, Bonfires, Animals/Insects, Drawing, Tattoos/Piercings, Making Jewelry out of random objects she finds

Dislikes:
Conflict, Cruelty, inequality, and injustice, Two-faced individuals, Arrogance, Her reflection

Skills/Abilities/Magic:
Two skills
your character is excellent at: Reading lips, Navigating

Three skills they are genuinely good at: Speed-reading, Giving good massages, She can disguise herself to look like anyone for a short time.

Natural magic, also referred to as white magic, is a pure form of magic that draws from nature itself, as well as the inner strength of Ruby. Although powerful, this form of magic is limited by several rules, as this magic cannot go against the natural order of things.

Weapon/s:

17f729c4feec5c4ace28407275fea2d9.jpegA very small wand this wand helps Ruby channel her magic into an object.
Nothing too big, though small things like blasting fireballs.

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When magic isn't an option,
Ruby uses a small gun that shoots poisonous plants that latch onto her opponent,
invading their nervous system.
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Having a backup plan with the three daggers
used in close combat,
Ruby usually aims for the neck or the stomach.



Strengths & Weaknesses
+ Can perform magic
-Aside from her ability to perform magic, Ruby is a regular human, meaning she possesses all weaknesses possessed by humans.
+ Mostly uses the four elements Earth, Air, Fire, and Water
-Performing magic strains Ruby to the point where channeling too much magic can weaken or hurt her physically.
+ Is Immune white magic
-To channel magic, Ruby needs to be in control of her emotions. When experiencing fear to a certain extent, Ruby may become unable to perform magic, leaving her powerless.

Might or Magic?
Magic

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Biography
Ruby came from poverty with three older sisters, all well diversed in magic, and a mother who spent too much time in the tavern. Ruby's mother wasn't always drinking her sorrows. She raised three girls who grew up to be very successful and beautiful women before her father left. She never knew her father, and seeing how he abandoned her mother, she didn't want to know. From time to time, Ruby would tag along with her mother. She developed an addiction to drinking and an interest in the people who came in to the tavern with their stories. Growing up, she did all she could to get stronger, and her passion for adventure died. Adevntures sounded fun, but it wasn't what she wanted to do. Ruby wanted to open a school with the gold she earns...ok, maybe not right away. Perhaps she could make jewels for a living or become a painter. The world was her oyster, and she was the pearl. One thing is for sure, none of that would happen if she stayed with her mother. That, however, was before her mother died. Being the youngest, Ruby was always around her mother, and despite her mother never showing her love when the beast attacked them, she didn't hesitate when she stood in its line of sight. When she died, her sisters took her in, and it's not they didn't try to include her. They did, but they already had their families and passions, but all Ruby could think about was killing that beast. So she decided to channel that anger into something.



 
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"Look at that! Wouldn't it taste so good grilled up with some man eating mandrake on the side? Hear that? My stomach is already rumbling, lets go get it!"
-Ruvu, faced with a blood thirsty monster
name: Ruvu
race: halfling
gender: male
age: 21
height: 3'7
rank: hunter

personality: an energetic lad who would rather see the world then spend his days sitting inside. He is determined and friendly his mind focused on his goals, however, he does not let this leave people behind, showing just about anyone kindness. He displays an unsettling amount of bravery, focusing on the dishes he will make with monsters rather than the terrifying creature before him that could easily kill him. He is reckless, jumping into danger with seemingly no second thought. He is knowledgeable in anything related to cooking and does his best to learn anything he doesn't already know. Ruvu is someone willing to help just about anyone, especially when it comes to food, prioritizing keeping everyone with a full belly over anything else. Even when hunting or gathering, he uses everything there is, not letting anything go to waste. He adores everyone especially those close to him and has a great memory for cooking. Memorizing recipes and peoples favorite meals like it is nothing.
likes:

  • cooking
  • trying new things
  • feeding people
  • eating
dislikes:
  • sitting still
  • people going hungry
  • being hungry
  • money

strengths:

  • works well with others
  • brave
  • open minded
  • friendly
  • agile
weaknesses:
  • reckless
  • impatient
  • physically weak
  • struggles with reading/writing
weapon/s: a simple bow and arrow, and a carving knife
magic: fire magic
might: what he lacks in strength he makes up in speed, his main focus of might being spent in archery and agility
magic: having been taught by an old wizard, his magic is used solely in the art of fire magic. Being able to create this magic at the tips of his fingers he can use it to create fire for many uses

skills:(✧ indicate excellent and proficient skills)

  • ✧cooking, baking, and brewing✧
  • archery
  • ✧foraging✧
  • survival(starting fires, living off the land, hunting, tracking, ect)
  • botany
bio: growing up Ruvu knew what it was like to have the claws of death around your throat with every step. A stomach that was never full, begging for just the scraps of anything. He grew up an orphan, just like so many. Maybe his parents were dead, maybe they didn't want him, he would never know, but to him that didn't matter, staying alive was what mattered. In this day and age being an orphan isn't an original story and there were many just like him. So many in fact, that the orphanage was too full, while he was an registered as living there, he as many others spent their nights on the streets due to over crowding.

many around him died of starvation and sickness alike, but Ruvu somehow managed to push through. It was that way until the owner of the orphanage grew ill as well. Ruvu couldn't care less about the noble who ran it who also couldn't care less about the kids. He cared about what would happen when they lost their already low funding. Ruvu needed to find a way to help himself and others.

he knew scholars made a lot of money and so he set out to a library, not that he could read. He spent days there, looking at pictures in books trying to will his mind to understand the words. One day, the library, an old woman, noticed this. She taught him to read and write, not having much to do in the crumbling old library. She found that Ruvu was very interested in cook books, and as a reward for his learning would let him cook in her kitchen at the end of the day.

eventually this sparked his passion for cooking and a desire to become a chef. He knew this wouldn't get him anywhere however, as being a chef wouldn't bring him money. The old woman seeing this told him a secret, special dishes that were worth ten times their weight in gold due to the fact they could only be created with the use of fire magic. The old woman smiled at Ruvu's peaked interest, for she had once been an adventurer, a mage.

she taught him how to use magic and soon Ruvu with her funding started up a small restaurant on the street. As time went by he got extremely popular, the large amount of money he made being sent to the orphanage, while the noble recovered his extra funding helped improve the conditions there greatly. However as time went on Ruvu found himself missing something. He wanted to try new things, he didn't want to be just like everyone else. He found himself in a loop he didn't know if he wanted to stay in for the rest of his life.

it was only until he was in the market getting supplies when he came across minotaur jerky did he know what he was missing. He wanted to make unique dishes, he wanted to be famous for something original, not just the same dishes others could make. And so, with the help of the old lady again, he became a Hunter, ready to create dishes never before made with the help of hunting.
 

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