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Fantasy Guild of Heroes [CS]

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Welcome to "A Guild of Heroes," a tale of heroism, love, peace, conflict, hate, adventure, and fabulous people doing glamorous things to spread the ideals of collecting loot from dungeons and deceased monsters! Feel free to join us at any time, be it as a member of the titular Guild of Heroes, or as one of its numerous adversaries, or perhaps as someone entirely else!

You can find the thread directory in this threadmark index. If you have any questions regarding the RP, tag me in OOC or visit my Discord, link in the OOC.
Character Section Introduction

Birdsie

The God-Emperor of Mankind
Rules / Directions
1. No need to ask if you can make a race, a town, or a nation. If it helps develop your character, of course. Only ask in case of major elements.
2. No overpowered characters. Exceptions apply, such as slowly growing in power during the RP, or as side-characters who won't have a major impact on the story.
3. If your character changes or uncovers new items or abilities, add them to the character sheet.
4. Points marked by '*' are not mandatory to fill out, only suggested they be.
5. If you receive a like from me, you are accepted.
6. You can expand your Character Sheet to include additional information. The one below is the bare minimum, with the exception of points marked by '*'.
7. If possible, use whatever BBCode you know to make the CS take up less space. Tabs, accordions, even spoilers are fine.

Character Skeleton
Name:
*Aliases:
Age:
Gender:
Character Alignment:
Race: (You may create your own race, provided that you will write down a fairly detailed description of it's physiology, specialization etc.)
Organizations\Affiliations:
*Guild Rank: (Assuming they are in the Guild. Guild ranks can be found in the Lore area.)
Class: (The "Fantasy Archetype" of your character: Fantasy Character Classes - TV Tropes)

Appearance: (Written, or a picture. If written, then at least a detailed paragraph of text.)
Personality: (A brief description.)
Backstory: (Avoid needless information.)
Weapons & Armor:
Items & Personal Belongings:
Skills & Abilities: (Not magical)
Spells & Magic:
*Quote\s:
*Theme:
 
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  • BASIC INFORMATION
    Name
    : Morkai de Mort
    Aliases: The Guildmaster, Uncle Bones, Lich of Winds, Master of Seven Necromantic Mysteries, Bonescraper, "Barry Johnson"
    Age: 227
    Gender: Male
    Race: Elder Lich
    Class: Wizard, Necromancer
 
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  • BASIC INFORMATION
    Name
    : Solarilannex
    Aliases: Solaris, Son of Bahamut, Firestarter, Solarilannex (Starlit Ember), Vanathur (Thundering Silence, [self-given])
    Age: 13
    Gender: Male
    Race: Platinum Dragon
    Class: Beast (Elementalist + CQC)
 
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"Build a man a fire, and he'll be warm for a day. Set a man on fire, and he'll be warm for the rest of his life"

Name: Hunslaus Valentin
Aliases: Kaiser, The Hun
Age: 35
Gender: Male
Character Alignment: Chaotic Evil
Race: Human
Organizations\Affiliations: The Sword and Scimitar Company
Class: Mercenary
Sexual Orientation: Heterosexual

Appearance:
tumblr_mljamoIPpd1ql9ebno1_500.gif

The mercenary is a tall, broad and built man at six foot six to the mark. With a burly frame towering over most, intimidation is one of his better skills. Dark-haired, the fighter is a tone of chestnut whilst his brows retain a blacker shade. A thick beard engulfs his squared jaw, undercutting high Northern cheekbones. Hair reaches his shoulders, shaggy and uncut albeit drawn back with a small leather tie more often than not. Nose, crooked and yet ruggedly handsome off-sets his symmetry; tanned skin scarred with nicks and scratches here and there from battles past. Two, deep-set eyes of darkest brown twinkle like coal at the tapestry of his inked markings. Across the knuckles and up the arms is an array of these, celebrating kills and names he would never like to forget. Some enemies, others friends. A few stories from his youth of the Baba Yaga and the monsters that go bump in the night.

Personality:
Hunslaus could be remarked as being particularly evil if you were to ever ask him, however, he might puff on his pipe and pause you with some words about how there is a nature to all things. The nature of men? Violence and sin. Something every child is to be born into and something every child will learn without hesitation. It is not a world for peace, not one where wives may live un-widowed and babies un-snatched by the dark things that live beyond the woodlands. Kaiser, contrary to popular opinion, was once a religious Knight of some distant, Northern order. In his later years, he's found that the peace he discovered in that shining armour was ignorance and it was bliss. Nowadays he finds anger his driving force, unafraid to be the aggressive front with little excuse as to death. Men die not because some god decided they would, but because of the consequences which lead up to a blade in your belly. Besides being hot-headed and unapologetic, Hunslaus is uncouth and insulting, albeit loyal and will never divert from what he has promised. The strength of a man's oath proves much about his character. Whilst retaining his own code in light of the widely accepted rules people believe they should abide by, he has no qualms in doing whatever he must if it would mean completion of a contract. Yet, the only man he would not sacrifice and has entrusted with his life many a time, even after their turbulent first meeting and ever conflicting views, would be his partner in the company, business, and lively pursuits; Saif ud-Din

Backstory:
Born in a small, Northern town near the mountains in a cold region of snow and ice Hunslaus was raised tough. With a father who was a farmer and a mother who did her equal part to keep the animals fed and fields ploughed, Hun was whipped into shape as soon as he could walk. The third of seven siblings, two of whom died early on from disease, it came easy that he should understand death. The tragedies that befell many workers would befall them, such as bad harvests, famine, the rising taxation for the war efforts. By the age of thirteen, he joined the clergy and opted to become a Holy Knight to supplement his family income. This income as a Knight of the Temple would triple if he was able to play his cards right and thus efficiently make him better off than any sort of agricultural career could.

At sixteen he was sent off on a Holy Crusade into the Southernmost deserts to convert the people there. Something which ultimately failed. He fought for four years, all contact between him and his family lost on the sandy dunes. It was in this time, that the last few years of the war caused him to meet an unlikely lifelong friend. This was his metamorphosis, the catalyst in creating the man he became from a boy who wanted nothing more than to protect his family and give them the best. It was in the deciding battle, upon the sands of a foreign land whilst he was clad in metal, they marched into the swords of soldiers who spoke not a lick of common or Northern tongue. Here, he fought Saif ud-Din. From dawn until dusk, swords clashing, sparking, focused on themselves and little else of the enemies as each took a turn to slash and found themselves in a stalemate. Their fighting drove them away from the main battle, slipping and sliding over the desert dunes.

When the sun began to set, both men sagging from exhaustion without much fight, they revisited the place of their countries efforts and found the corpses of the slain. They sat upon piled bodies, unspeaking, for the admiration of each other's efforts was enough. Wounded distantly moaned on the wind, whilst the golden grains beneath their feet had soaked up quantities of red. Hunslaus packed his clay pipe with tobacco, lighting it with steel and flint. He offered it and in silence, smoked with the enemy he'd desperately tried to take the head of whilst Saif returned the favour with water for them to sup on, relieving parched throats. There was simply nothing left, but the wide and barbaric wastes, domed by gorgeous skies altering colour.

Fifteen years. Fifteen years they spent after that, disbanding from their prospective armies and adopting one another as their brothers in arms. Mercenaries, bounty hunters, bandits. Whichever suited them at the time, until they imagined the label of the 'Sword and Scimitar' company in a docking town one late night. From their extensive travelling, the two of them have garnered a reputation as being some of the best around yet ruthless in money-making and combat. Hunslaus never did return home. Nor did he hear from his family again, for the boy who left will never be the man who returns. Saif has saved his hide more times than he can count and likewise is it for his partner. As much as they may bicker and argue, oft found debating by a campfire with hounds curled at their feet, if you decide to make them enemies, there'll be no forgetting it.

AAC2564591141568568B4CD6409C4D173EA0163E


Weapons & Armor:
- Two-handed claymore which has become one of his most prized possessions, kept well sharpened and in good condition due to the constant regimen of sitting down in the evening and using his whetstone.
- A short sword is hitched on his other hip as a secondary weapon, in case he loses or breaks the claymore in battle.
- The last blade he has on him is a concealed dagger, usually used for cutting fruit and whittling.
- Armour of chainmail and plated chest which is underpadded by a gambeson. Over this is a black surcoat, embroidered with a depiction of a white bear; representing his coat of arms. Oft wears a concealing helmet, with a piece of cloth wrapped around the head.

Items & Personal Belongings:
- Spare tunics and clothes for long journeys.
- Rations enough for a week or two without a staple supply of hunted food one might catch whilst travelling.
- 10 metres (32ft) of rope.
- Whetstone, spare polish and rags.
- A small medallion of silver, imprinted with a small portrait of an old deity of war; a remnant from his crusading years.
- Three hundred gold, give or take, for travel expenses.

Skills & Abilities:
- Trained extensively in combat, evident from his career and veteran military experience. Both hand to hand and with weapons. Whilst not so quick on his feet, he has strength and resilience on his side, besides a healthy amount of intelligence. One that can't decrypt ancient language but can easily grasp strategies and outwit most swordsmen.
- Able to live out in the wilds for extended periods of time due to his knowledge of the natural world.
- Due to his hunting abilities, Hunslaus is adept at laying concealed traps, especially in outside areas.

Spells & Magic:
- A charm of direction, to never get lost.
- A charm of water, to keep it clean.
- A charm of cleansing, to rid of low-level curses.

Theme:


 
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WIP
Name: Saif ud-Din Mas'ud ibn Nasir ad-Din
*Aliases: Al-Sultan, Al-Mamluk (the Sultan, The Mamluk)
Age: 37
Gender: Male
Character Alignment: Lawful Evil
Race: Human
Organizations\Affiliations: The Sword and Scimitar Company
Class: Mercenary

Appearance:
mohamed-alaa-first-concept-work101.jpg
Personality:
while Saif ad-Din was court ettiquate Justice, honour and the rule of might are the three ideals that Saif ud-Din lives by t

Backstory:
Born as the son of a blacksmith of a minor clan who had recently migrated west from the great steppes of the North East, he along with every other child and women left alive was captured by them, after a long march through the desert, Saif ad-Din was spared the fate of becoming an eunuch thanks to one of Amirs recognizing the talent of the boy with the art of warfare. An Amir named Nasir ad-Din bought him off from the Slave monger

Rest of his childhood was spent among other slaves in training, under the tutalage of Amir Nasir ad-Din and his many retainers, studying the art of war: How to use a sword properly, how to use a bow and arrow while riding a horse yet Warfre was not the sole duty of a mamluk so he was also provided with studies concerning religion, philosophy, mathematics and the basics of governace and law. as the competetion between the slaves increased Saif ad-Din proved his merit. rising among the ranks through brute power and keen intelligence, finally becoming one of the A Priviliged position, but a slave to the whims of his superiors anyways.

His life as one of the elite guards of the Amir was for the most part very From sunrise to sunset they battled, Sword against Scimitar, West vs East. the clash of steel echoed through the rough desert as they fought, neither one gaining the upperhand, until both of them were too exhausted to fight, dropping down their swords and marching back to the main battlefield, littered by corpses they shared what little they had on them, which marked the begining of the odd firendshiğ. Fifteen years of adventuring andtraveling the known world, they built a name for themselves and the companions they met during their travels.

A series of unforunate events during the perilious journey back west led to the decimation of their small company, dwindling their numbers back to two just like how it all started. Now a new chapter in the chronicles of the Sword and Scimitar Company begins, which is perhaps, the last one.

Weapons & Armor:
-A Scimitar decorated with engravings praising his many victories.
-Two Knifes strapped on his outer-robe.
-A round shield.
-A Bow and a quiver full of arrows.
-A Mamluk hauberk hidden beneath a cloth caftan with leather paddings serves as his main armour supplemented by a steel Mamluk helmet, with engravings of religious rites supposedly protecting him from harm

Items & Personal Belongings:
-100 Gold coins and 200 Silver pieces
-Two spare caftans (robes) a pair of spare boots and a spare cape.
-A water skin containing around 2 litres of water.
-A collection of thumb rings made out of aious materials
Skills & Abilities:
-As Professional salaried soldier, Saif is
Spells & Magic:
Sayf ud-Din dislikes the practice of magic and does not use any spells because of it.
*Quote\s:
''Justice and order are the two essential values that keep the society from devolving into anarchy and disorder, and I use my sword to deal justice and keep the order... For the right price of course.''
*Theme:
 
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Udgirr Riki
The Winds
Personal Information Race:
Hobgoblin
- Relatively primitive green-skinned people that are simply fantasized, magical province chaps. They live in a lot of environments and have different separated tribes that have distinct affinities to the various elements of nature. They're taller than goblins, very similar to humans, with traits such as their hair and skin colors and toughness being one of a very few differences to them. They're passive in nature and welcome different races to their lands, but are quite fierce scavengers as well.

Age:
27

Gender:
Male

Character Alignment:
Lawful Good

Organization:
The Guild of Heroes

Guild Rank:
Apprentice

Class:
The Spellblade

Equipment:
Always wears a fur vest, and under is a white long-sleeve shirt. He wears brown pants and brown bandages, with shoes as leather as can be, also lined with fur. In his leather sack slung across his back are a various amount of preserved meat and fruit, also carrying a bunch of parchment and ink for chronicling. His weapon used to vary, but now he uses a one-handed steel axe wrapped in cloth for safety purposes, also in his sack.

Physical Description:
Udgirr is a hobgoblin of peak masculinity among his race, the level at which he is one of their powerful members, not necessarily their warrior. The hobgoblin man's stature in height ranges up to six feet and give or take two inches, whilst maintaining to be a somewhat of a middleweight. His arms, torso, and legs are quite muscular and can possibly manage to crack the infamous round-shelled jabbernuts neatly in half. It's a common sight to find hobgoblins in quite differing shades of hair, with Udgirr having white smoke, altering anyone's perspectives about his young age. His eyes are quite deep in its sockets, so they are always cast in shadows. Even if he subconsciously keeps his mouth closed, his canines from his lower jaw will manage to visibly peak out. Of course, Udgirr's skin is a reseda green. Otherwise from his hobgoblin characteristics, Udgirr could resemble a human.
Shall Guide
Statistics **If given 30 points to be distributed within six primary fields that total out of 60 that can still increase through experience, with descriptions to properly show how much of a variable actually reflects on my character, as done in a different RP:

Strength:
6/10

- He is said to be powerful among his tribesmen, but not in the heavy lifting sort of power. Surely, he can assist in carrying substantial cargo and maintain a large bison from attempting to charge at a fence, but not he can't push boulders or lift dense metals with ease.

Magical Ability:
4/10

- The tribe shamans have been attempting to make Udgirr learn powerful forms of magic to impart unto the young hobgoblin, and Udgirr is of course quite fascinated and enthusiastic to be learning their tribes gifts, but magical abilities are not quite his forte. Still, he tries to learn what he could, and has been found attempting to study them himself if need be.

Charisma:
4/10

- Not even decent clothing or his admittedly simple attempts at good looks can the civilized races be swayed to look his way, their prejudice among his race being categorized as "monsters". Some outright refuse to trade with hobgoblins, but as long as they haven't been witnessed to start any trouble, a hobgoblin won't be immediately arrested by any city's guards.

Endurance:
9/10

- A determined worker, Udgirr can be the most persevering man you'd know when it comes to any sort of labor. This converts well to a healthy being that can withstand a harsh throw of a wild flying hammer and survive the sinking teeth of a wild beast. This persisting, peak-achieving hobgoblin has been sung praises of power among the tribe.

Agility:
2/10

- Udgirr might also be the most unnecessarily encumbered-seeming person you'd know. His process of thought is undemanding of advanced foresight of battles, so he can patently be caught in a vulnerable condition. It is quite contradicting to the magical abilities he possesses. Thus, whilst harnessing his affinity for the currents, he can maintain a steady, balanced footing and protect himself from swift strikes to an extent.

Skills:
5/10

- A fine set of skills Udgirr acquired through the years, as listed in no particular order below:

1) Wilderness Survival - Udgirr's tribe is a prospering group of many skills that can maintain a sustainable tribe, which every young hobgoblin has to learn at one point including Udgirr. This includes foraging and farming, and simple tool making. In hunting, equipped with a spear, Udgirr can efficiently track down beasts to find food. He can identify beasts as well, given knowledge through his seniors as he joins them. It can be frightening to know someone such as Udgirr can approach and surprise an unwitting animal. However, Udgirr isn't quite knowledgeable in the creation of perpetuating shelters without them collapsing within the week, or being inhospitable through being uncomfortable.

2) Animal Companion - Whether wild or tamed, Udgirr can understand an animal's intent and can feel much more complicated need or feelings of an animal, with Udgirr easily predicting their next action based on this instinct. This in turn means most creatures can comprehend Udgirr's intentions as well, one such application is to show Udgirr means no harm to a fauna if he wants to approach one without frightening them away.

3) Literary - Ugdirr is comparatively quite the scholar among his brethren of the tribe, one of the only few who could read. He has studied with his shaman brethren on the basis of their magic, and has red upon the books the adventuring seniors brought home as well. His penmanship is still abhorrent and his speech still similar to those of the others, simple and sometimes incorrect, but it's a start.

4) "Riki Riki" Maneuver - Despite being hobgoblins -- commonly known as a sluggish, dumb race -- , in an actual battle, the fastest are known as speed demons. Speed is enhanced as the breeze flows through the warriors body, almost as if to control the warrior. This however is not related to this hobgoblin tribe's innate power of the gales, only actually to be seemingly gliding through a battleground in a variety of swerving movements to take down enemies quickly. Their weapons weightless and feet barely feeling the ground, the winds can bring swift victories to the warrior. Unfortunately for Udgirr, he uses this skill just to try and keep up with his opponents instead of overpowering them with speed.

5) Tribe Knowledge - Living in a small place with many people instead of a town can change how a person develops. Even the youngest in the tribe are affiliated with the breeze of spring, allowing them to develop further into skilled wind maestros. This tribe is also knowledgeable of the mystical and the whimsical across Aerth. However, technology can be comparatively primitive to the civilized, but it is still quite sufficient.
Eternally
Character Building Personality:
Despite being born and raised to be one of the tribe's better men to support the next generation, he has more or less let his seniors lead the way and has daydreamed of a much less remote life up in the mountains. His discreetness is attributed to his simplicity and limited vocabulary, not finding topics to discuss and not knowing how to lead the juniors. This along with growing to have the seniors handle situations has him strong yet is more of a follower. Some say he's soft, not in the winsome way, but he tries to do the more passive approach to circumstances, not choosing the harsher path even if it's easier. If it wasn't for the necessity of weapon training and tending the crops year round, he would have been a shut-in reading up on his tribes history and magic, which he still tries to do on his spare time.

History:
Life up on the Riki Riki mountains is difficult, and ever since many years, the other tribes could no longer prosper and have opted to climb down and seek shelter in the forests below instead. However, one tribe who's ancient knowledge allows them to persevere through the harsh climates managed to stay atop, figuratively and literally. The Riki Riki clan is a small, thriving community of about half a thousand hobgoblins with the ancient art of manipulating the gales that haunt them since their ancestors, and have made a living since; sliding down mountains is a breeze when they need to hunt, and the winds that carry them up really hinders pursuers. Much of the history is lost due to the scarce materials and lack of technology, but there is currently a noticeable, humble development of culture and advancements in tools. These maestros are more magically inclined in nature, but nonetheless are in par on strength compared to other hobgoblins.

One such hobgoblin is called Udgirr, a young, promising member who has grown to adore the wonder that is their tribe, and the world. As a child, he would so often be daydreaming, staring at the stars on a terrace, or at the woods and the lakes far below the mountain. He has trained since, and has been determined to study as well, making for a well balanced member. There was always one thing he wanted to try; a sabbatical leave for adventure. Udgirr reasons he will make sure his tribe is made known of, but also wants to do this so that he may explore the world he so often dreams of. Many years have passed with training and studying, and after a small grouped farewell, the chief has set him off to wander the lands on his own, making Udgirr promise he'll come back with great news. Udgirr promises to return with something to make his tribe proud, and thus slides down the mountain with ease as he has done many times before, and set off into the forest below.

Quotes:
"Wind Enchantment!"
- Whenever he imbues the weightlessness of the winds on his axe. Unnecessary, but cool.

Theme:
 
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Name: Emma (The six-thousandth four-hundredth and ninety-third)

Aliases: Em, barkeep, Captain of Cailgoown, Mother, Auntie Em, Giant slayer

Age: 34 years

Sexuality: Bisexual

Gender: Female

Character Alignment: Neutral good

Race: Arachnen

Organizations\Affiliations: Friends with the Guild of Heroes, owner of Em's Tavern, Ex-defender of the city of Cailgoown, babysitter of Bahamut's son

Class: Monster Knight

Family: Many
Roughly has had about 160 children, and has about 16000 nephews and nieces, around 120 siblings and countless cousins.
Pet magical chicken named Russel
Russel the black mage chocobo.png

Appearance:
Swole spider woman.png

Personality: A jovial, contented woman that seems perfectly happy with just running her bar. Emma adore's company and it very outspoken in her mannerisms, being capable of striking up a chat even with the shyest of wallflowers, while also always willing to lend a hand to those in need. Quick to laugh and takes everything with a chuckle, with an endless amount of patience and a calm or serious attitude when it's required. Does not shy away from confrontation and prefers the ideology of "respect is earned, rather than given". Quite compassionate and always willing to hold open arms to those in need, even if they don't desire it due to anger. Has a fondness for flirts, and dislikes arachnophobes.

Backstory: Emma the six-thousandth four-hundredth and ninety-third began live similar to the rest of her people, as an egg that quickly grew into a young spiderling and spent the majority of her life causing trouble and terrifying people as they learned both the ways of hunting, and of civilisation, being taught by her lone mother and admiring her ability to manage so many of her children. Unlike the rest of her siblings, who all focused in on adventuring, as was the tendencies with most young people of the era, Em simply wished to settle down somewhere and earn an honest living, which was precisely what she did.

As Emma grew up, she set out on her own in search of a job that would show off her capabilities, finding the perfect city, near the centre of albion, known as cailgoown. It had a constant in-flow of people and travellers from one place to another, and was the perfect trading spot, resulting in the economy of the small city being perfect as it quickly grew in size and business owners, resulting in what was nothing more than a castle and a bunch of cottages, into what could almost have passed for a king's land. Which was roughly around the time Em fell into the city and soon fell in love with its charm. The only problem being, that almost every job there was taken.

Except for the guards.

Reluctantly, she joined, much preferring something more comfortable like a bar-maiden or inn-clerk, but being shrugged off by the few available places due to the simple fact that she was one of the arachnen, and that her people's visage was found disturbing to most, which generally led to them being treated similarly to vampires in a way, as everyone almost preferred to shove them off into the background to work in factories and such, where they could be out of sight and out of mind, and although she wasn't particularly pleased with her new job, she was happy with the fact that she had landed in a place which was most certainly her dream home.

The problem with such vast amounts of wealth being located in a single place, meant that it was frequently the target of large bandit raids, which was a large struggle. The large demand for guards being failed to be met as rumours of how dangerous the job was spread far and wide, yet so hard was the determination of the young spider-kin, no older than 14 at this point, she joined as if it were her only option.

Her natural abilities and strength that came from her kind proved beneficial as her name spread quickly of her feats of strength and valour through combat. She grew in both body and mind as the things she saw and did gave her perspective and insight, taking mastery over the glory and praise she received as her rank rose while never allowing it to get to her head. Rumours said she had the strength of a thousand men, which warranted chuckles at the idea of a female warrior, yet struck fear into those that saw her and even had the notion of a fight, because despite her feminine nature, her simple appearance astounded those with the clear strength shown in everything she did, combined with her imposing height which was only amplified when covered from head to toe in armour, standing tall around the size of two men, along with a shield and one-handed mace.

Her reputation rose beyond what it had to near legendary status upon the day she battled what was called an army of giants on her own and defeated them by tossing a literal mountain on top of the invading force, the mountain has since been named "The Emmerstone hill" after her. In which she found herself in an abundance of suitors, yet selected one of her own kind, which inevitably, as it always did, resulted in her having to raise over a hundred kids on her own while continuing on her job, until the day she decided to retire, having earned quite a large nest-egg, reached the ripe age of 32, and purchased a tavern for herself, finally earning that calmer lifestyle that which she loved, yet she continued on honing her muscles out of habit, and her children had long since moved away. Nowadays the woman that had earned herself a high-regard from the lords that ruled over her and those that lived within the city simply lives in peace in her tavern, spending her time chatting with rumours and gossip with warriors, guards, adventurers and merchants alike, like a dream.

Weapons & Armor:
Mace, shield and a set of armour, although she has no need for them anymore, and are kept in the basement for sentimental value rather than practical use, yet still receive a weekly polishing
Basically this, except with two extra arms
Emma armoured spider appearance.png

Items & Personal Belongings:
Armour and weapons, large storage of alcohol, her tavern

Skills & Abilities:
Enhanced strength - Naturally enhanced strength from being of the female arachnen
poisonous bite - racial trait of the arachnen
spinning webs (almost as well as she can spin tales) - racial trait of the arachnen, about as tough as a rope
weapon-based combat - from her time as a guard
hand-to-hand combat - from her time as a barkeep, she's been challenged more times than she can remember because of her reputation
authoritative - From being a parent of 160, the captain of the city's guard for a time, and from dealing with drunks
tough exoskeleton - racial trait of the arachnen
pain tolerance - from experience, she can deal with pain better than most

Spells & Magic:
None

Quote\s:
"Listen little adventurer, I might not be in my prime anymore, but you really wouldn't win in a match against me.. And not just because you're drunk."
"If I were ten years younger, I'd be head over heels for you, dear~"
"Did I tell you about my daughter Erin? She's SUCH a darling, although she once ate someone's cat, the little rascal! Had to ground her for a month, and they made me pay for the little critter's funeral, but I s'pose it was fair."
"I swear, I can't talk to anyone now'days without 'em asking me for tips on how to kill a giant.."
Theme
:

 
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Name: Vilhelm Ursidae
Aliases: The Alpha
Age: 43
Gender: Male
Character Alignment: Lawful neutral
Race: Human
Organizations\Affiliations: ex- Skadi Tribe
Legends have it that the Skadi tribe was founded by a group of exiles, banished from their homes to a mountain range far to the north. Finding themselves trapped in the unforgiving frozen lands of Thrymheim, the exiles had no choice but to work together to survive. Many did not make it, victims of the relentless weather or of insignificant infighting, but the ones that did formed the basis for the tribe. In order to ensure their survival, the elders of the tribe developed a thorough set of laws to maintain order and appointed a single person, the Alpha, to uphold these very laws. The Alpha was, for all intents and purposes, the militaristic leader of the tribe. If laws were broken, the severity of the infraction would determine the severity of the punishment. Theft led to loss of a hand. Murder led to loss a life. As cruel as it may have seemed, this was how the tribe weeded out the weak willed or wicked individuals. There was no time for insubordination when living in Thrymheim.

The bulk of Thrymheim is inhospitable, with barren mountains and rocky fixtures littering the landscape and a giant glacier that rests over any sort of flatlands that may exist. The glacier originates from a circular ridge, known as the Midgardsormr, that at first glance, is nothing more than mountains. However, where the glacier had moved from eons before exists a narrow valley, where forests were able to grow steadily with the protection of the jagged peaks. The forest, while still under snow the majority of the year, was relatively tranquil due to the perfect arrangement of the mountains. Storms would roll in towards the mountains, only to be trapped on the opposite side of the mountain and unleash the bulk of its fury first before passing over the summits to then dusting the forest with a light snow. This forest was also home to the majority of the wildlife in the area, ranging from bears and wolves to mischievous magical sprites. The Skadi sought sanctuary in this forest, settling down and ultimately building a small town that would become their home.
Class: Dark Knight/Warlord

Appearance:
Vilhelm stands at a respectable height of six feet, with broad shoulders and sizeable arms to give the impression that he towers over most people. It’s compounded by his tendency to stand with back straight and arms held behind his back, bent in such a way that his elbows jut out slightly and gives the illusion of width as well as height. An elaborate tattoo piece covers his entire right arm, starting from his shoulder blade down all the way to his wrist. The tattooes appear to be a mixture of ancient text and runes written in a black, yet almost incandescent, ink.
Despite his age, time had been fairly kind to him and his appearance. Wrinkles and laughter lines had just began to form around his dark emerald eyes and chapped lips. Freckles and a perpetual sun burn peppered his high cheekbones and rounded nose, a permanent sign of his time spent working in the winter elements. Wavy auburn hair would fall to his chin, but instead it’s tied tightly into a knot at the back of his head, with the sides of his head shaven down to a stubble. A small tuft of hair drapes over his forehead, long enough so it could be tucked behind his ear. Finally, his jawline is hidden away by a thick beard that is groomed with equal care as his hairstyle.

Personality:
Having been the judge, jury and executioner for so long left a lasting impression on Vilhelm’s demeanor. A leader by training, he lacks any sense of humor and is almost unbearably serious. Failure is unacceptable in his eyes, with little tolerance for ineptitude and high expectations of his comrades. Strong willed and stubborn, he expects all to bend to his will and whim or be prepared to pay the price.

Backstory:
Vilhelm had been the Alpha for almost two decades before a coup d’etat forced him and a few of his comrades to go on the run five years prior. Over his 18 year tenure, he had become known for having particularly harsh and inflexible sentences as compared to some of his predecessors. Naturally, this left a bad impression on many number of individuals, the ones that would come to lead the revolt. In the darkness of the new moon, the rebels began their assault. The Skadi towns were not built in forts and walls like most towns might have been, since the mountains were their protection. Nothing was stopping the rebels from walking from door to door to kill anyone who may resist and then raze their homes into a pile of cinder. They began with the town elders and moved on to any other influential individuals, before finally turning their eyes on Vilhelm’s home. The rebels were well armed by some foreigner, using weapons and technology that had never been seen within the village. His daughter, a shieldmaiden and his left hand woman, had caught wind of the incoming mob and knew that there was no way they could repel the attackers. Instead, she secured an escape route for her father and stayed behind to buy them time. With the aid of a small band of Vilhelm’s finest men and oldest friends, they were to escape the town and Thrymheim completely. There was no place in the forest that they could hide, so if they were to live, it was to be in the outside world.
Vilhelm and his allies made their move, slipping into the darkness towards the base of the glacier. In the dead of winter, the winding glacial tunnels were frozen solid and perfect for losing anyone chasing them in the branching paths. It took several days, but Vilhelm eventually emerged from the other side of the glacier, now standing outside of Midgardsormr. Whatever home he used to have in that forest was long gone and whoever he had loved was most likely dead. It was time to move on.
The band of ex-Skadi tribe members arrived in Albion a little more than two years prior to present, where they had decided to finally settle down and begin anew.

Weapons & Armor:
In order to balance protection and warmth, the Skadi preferred to use armors made of furs, leathers, and plates. The base of Vilhelm’s armor is a knee-length tan leather jacket that is laced together from his waist up to slightly below his neck. Snow white fur lines his collar and the torso of the jacket as a sign of importance amongst the Skadi. Separate pieces of brushed steel plates were molded in the shape of his torso and stitched into the jacket to provide some mobility and some protection. The pieces are designed such that small horizontal gaps between the plates allow for bending and twisting motions. His left arm is encased in a fully steel gauntlet, covering from his shoulder down to his fingers, with tufts of white fur poking out of tiny gaps where the gauntlet plates overlap. The shoulder pauldron is stylized with a bear and a wolf chasing one another in a circle, surrounded by lines of ancient text. The right arm is notably lighter, with the leather jacket running up to his wrist and having only a shoulder plate woven into the leather. He wears black leather boots laced tightly up to his knees, designed to keep him warm when walking through the snow banks. Despite being a trained warrior, Vilhelm carries no true weapons except for an utility knife that sits on his back, attached to a belt securing the jacket.

Items & Personal Belongings:
A small pendant that has a perfectly spherical crystal encased by silver vines.

Skills & Abilities:
Expert swordsman: Trained in combat since youth, Vilhelm can use almost anything sharp but generally prefers swords.
Hunter: No member of the Skadi tribe would live to be an adult if they couldn’t hunt. Skilled at tracking animals and people, they would wait for the perfect moment to strike.

Spells & Magic:
Spiritblade: The tattoo on Vilhelm’s right arm is more than just a decoration. The runes and text of the tattoo are an ancient magic bestowed by the elders of the tribe, serving as the conduit between the physical realm and the spiritual realm. This allows him to produce a weapon out of thin air, by channeling the spirits of his ancestors and temporarily materializing as a crystalline weapon. The shape of this weapon can be freely manipulated by the wielder’s wishes.

Quotes:
 
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Name: Unknown to her, but it is Maira Karil


*Aliases: Lilith. That is how she is commonly referred to.


Age: Unknown to her. Its 14

Gender: Female.

Character Alignment: Chaotic Neutral

Race: Wolfling
Wolflings are a very special kind of demons. TThey posses a child before it's birth. A Wolfling is distinguished by it's wolf features. Once a child is possessed, they cannot be exorcised. They simply replace the child. That means, they have a humans body. Wolflings are have a high magic affinity.

Organizations\Affiliations: Guild of heroes

*Guild Rank: Apprentice


Class: Necromancer

Family: None

Appearance:
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Lilith is very small, but that is due to her age. She is not that strong physically, but she does not need it usually. She has quite some trouble in carrying heavy things, though. The marks in her face are permanent, like tattoos.

Personality:
Lilith personality is very unique and broad. She can be wrathful for a minute and suddenly wants to play a little game like chess. Or she is really shy until she suddenly breaks in song and dance.

Backstory:
There is not much known about Liliths past. There are no known connections. No known persons. Liliths has no memory. She remembers a strong wrath, then black. She woke up front to the gates, in Skellicks arms. And since that day, he trained her.


Weapons & Armor:
Her staff. She crafted it herself. She guesses.


Items & Personal Belongings:
Her robe. Always been there. Kinda a part of her.


Skills & Abilities: (Not magical)
Reading, speaking and counting in multiple languages.
Learns fast


Spells & Magic:
Soul magic. A kind of necromancy, where she uses the souls of dead animals and humans to cast spells. The more souls and the stronger ones she has, the more powerful can her magic be. She can cast magic without souls, but it drains her body and physically hurts her. Her magic can be various, from invisibility, over teleportation, to summoning undeads and casting energy waves.

She can use a spell called Syphon Soul without cost. It drains a targets soul. Neither she nor the target can act after it's cast. The target dies. If she is touched by anyone while casting, it cancels.


*Quote\s:
"Can I have a funnel cake? No? GIMME ONE!"

*Theme:
 
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Whereas Everyone is "Reserving" I made mine.

Name: Ashe Revant
*Aliases: The Brood
Age: 19
Gender: Female
Character Alignment: Neutral
Race: Void Walker / Human
Void Walker: A race known to have only walked amongst the lands before the magical forces of Light forced them back into the voids they reside in. Void Walkers have planned revenge on the forces of light for generations. Each Void walker has a "pet" that helps them conjure their spells ad helps them use their dark magic, bringing the Walkers aura from their core and bringing it out. Their "Pets" are called "Ki Mongers." They must be caged as they feed off of Void Walkers and their aura.

Organizations\Affiliations: N/A
*Guild Rank: Not part of the Guild
Class: The Inherent Gift/ Jack of all Trades

Appearance:
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Personality: Ashe is Blunt. She is not afraid to say exactly whats happening in the most nonchalant way possible. She does it so much it can get somewhat annoying to people. She can keep a secret, but She can be always seen saying the Obvious. She has little to no sense of Empathy. If she is stressed or upset, she can be seen singing to herself, either out loud or under her breath.

Backstory:
Ashe is a Young girl born of a Human Mother and a Void Walker father. Shortly after she was born, Her father had passed due to an accident with light magic. Ashe began to exhibit Void magic around her 5th birthday, but with no one to train her she had to learn on her own. On her 10th birthday, An entity in a cage appeared in her room. This entity breathed purple smoke and as soon as she touched the cage, she felt part of her begin to be taken out as well as amplified. She understood it in her mind and made a pact with the being, which she named Dumpling.

Around her 16th Birthday, Dumpling gave her instructions on a weapon, one that would surpass her fathers powers. Ashe did not know any better and followed the instructions. Once the weapon was done, she could feel dark energy seathing from her to the weapon. Next thing she knew she was outside, with a purple flame covering her entire backyard. Dumpling was in their cage and seemed to be laughing. She left after she managed to get the flames extinguished. She said goodbye to her mother and left, hoping to find out more about herself.

Ashe.. The Unholy abomination worse than her father... The spawn of Dark and light...
Ashe is the spawn of a Void Walker and a Human. Born on the snowy mountainside of Gilan Village, the village rejoiced for it's newest member. Her father, the void walker, had escaped the void years ago, originally planning vengeance on the humans. He then met her, Kaitlyn Spyre. He felt himself lose his jaw or a moment as he looked upon her beauty, and even though Kaitlyn saw this demon before her, she felt the same way. Thus began an unholy relationship bringing us back to our story.

A single year after Ashe had been born, Her father wanted to become human to be a true part of his daughters life. The clerics admired the demons request as this was the first time they had heard such a thing. When the attempt went array, He made sure his body was obliterated so his Kai Monger would not be able to cause chaos amongst the village. Ashe's mother was left alone, with a daughter who was not able to comprehend her father was no more.

Ashe grew up without a father, but kept his last name for remembrance. But on her 5th birthday was when things started to happen. She awoke and as she got out of bed there was purple smoke coming from her. She yelled for her mother, but all that came out was a garbled mess. It took various clerics to calm this exhibit of void magic and it was determined it was her fathers genes inside of her that caused this. Her mother was surprisingly excited about this.

On her 10th birthday.... IT appeared. That Beast.... monster... call it whatever you want, She called it dumpling.... Such a disgrace... It appeared in a cage, as all do. Ashe walked up to the cage cautiously, as the last time a surprise appeared in her room the Clerics had to be called. She touched the cage and instantly felt part of herself pulled, no.... Dragged towards the beast. She stumbled backwards and finally stood herself up. She looked deep in the beasts eyes and smiled. "I guess you aren't that bad... But if you are here... you are going to be called Dumpling." She heard a defeated sigh in her mind and then a "Finnnnneee...." She rushed Dumpling out of her room and up to her mother.

Ashe had a normal life from then until her 16th birthday. This is when Dumpling gave her instructions. Instructions for that cursed weapon... Ashe wasn't really up for it until Dumpling said that he had originally wanted her father to make this weapon, but he left before they could commence. She stood up and decided to do it, if it was something her father wanted. The weapon took her almost a year to complete, but when she did what was in front of her was a sword that had purple smoke coming from the hilt. As she brushed her hand over the blade, she felt a sharp pain and black out for a moment. Once she came back to her senses, she was in her backyard with it all in purple flames. She could hear dumpling laughing until she shook him hard. He seemed very surprised as though he was not expecting her to be back.

It took everyone the entire night to extinguish the flames. Ashe decided it was not safe for her to stay at home. She hugged her mother and promised to write and visit. tears were shed and presents were given, including her fathers cowl. She left home and did not look back. Dumping wanted control again but when he tried to Ashe just shook him again. "No! Not again!" she yelled at him.


Weapons & Armor:
Her weapon and armor change with the weapon she has transformed it into.
Her weapon always starts out as the sword. Her Monger helps transform the weapon.
Items & Personal Belongings: The basics for survival and her fathers Cowl
Skills & Abilities: Ashe loves her music. She can sing very well. She can pretty much scare some religious people which could be useful.
Spells & Magic: Her Magic all depends on the form of her weapon. The Void ancestry aids her

SpellBook

  • Void Breath: This spell allows her to Release a purple smog from her mouth.
  • Levitation: She is able to levitate passively whenever the weapon is a spellbook.
  • Void Missile: Ashe is able to shoot projectiles out from her hands.
  • She is still learning more spells
Viola

  • Sonic Boom: Able to strum a tone that breaks the sound barrier and sends a sonic wave towards her aim.
  • Void's Blessing: Able to buff her allies with a random Buff.
  • She is still learning
Bow

  • She is able to summon void arrows which start to disintegrate after a few second of piercing an object
  • The Blue Patch: A Blue Butterfly comes out of her eye in order to increase accuracy with her other eye.
War Hammer

  • Passively Has increased strength.
Sword

  • Soul Consume: Enemies slain by the blade of this sword have their souls consumed by the sword. This strengthens the Kai Monger and future spells



*Quote\s: "So.... this is Dumpling, my Demon from the Shadow realm." "What do you mean 'That hammer is too big' and 'It is crushing my ribs.' ? "
*Theme:


Or maybe

 
The future is blanketed by a thick carpet of snow and frost. I remember not of where it began, nor where or when it will ends. Hah, the Guild of Heroes? I await the day I meet the individual who will once again live up to the legend. The anticipation of such an amusing encounter keeps me going, I suppose.
Faust Windfallow

Faust.jpgName: Faust Windfallow

Aliases: Raven Masked Magus, 'That weird receptionist'

Age: 743

Gender: 'Male'

Race: Elder Lich

Class: Necromancer / Archmage


  • Sexuality: I am unwilling to disclose that information...

    High Concept: An RP that HH is in that doesn't include this boi, you must be dreaming. (Father Rodin, but he's a lich)

    Character Alignment: Chaotic Neutral

    Affiliations: Guild of Heroes - Master rank. Currently works as the receptionist.

    Personality: Faust is first and foremost, an utter nuisance and annoyance, and completely unlike what you'd imagine an ancient undead to be. At least that is what most people would tell you. Among his acquaintances, he has a particularly bad reputation of playing pranks that border on the line of harassment, drugging, and assault. He finds them somewhat amusing anyways. There is a certain line he draws when it comes to playing around, namely they will never end in any permanent damage unless it's a permanently damaged relationship we're talking about. His choice of language is extremely vulgar that it puts both the concept of a 'hero' to test, and bandits, and general low-class riff-raff to shame. He frequently expresses his liking to waffles, pancakes, and black coffee. He never removes the mask though, he only ever slightly lifts the mask up. Nobody quite knows what happens to the food once he's eaten it.

    However, some may speculate that under his mask, exists a ruthless, merciless monster that kills the living for fun, as is generally associated with undead. In battle, Faust indeed demonstrates a twisted sense of cruelty and murderous taste for blood. This side is generally reserved for those who he genuinely deems as something that needs to be removed. In battles, Faust generally sits at the sidelines as an observer, as he is known to frequently go overboard. He shows genuine concern for comrades at times, usually handing them a sealed-spell as a last-ditch escape. He never quite explains what spell is in the crystal though...

    He also, for some reason, really, really, Really, Really, REALLY dislikes gnomes.

    Likes:
    -Overly-bitter black coffee
    -Pancakes and Waffles (maple syrup non-optional)
    -Alchemical compounds (extra points if they are dangerous)
    -Shitty novels, and holy texts he reads for fun before burning them because they are that bad.

    Dislikes:
    -Gnomes; will exterminate on sight.
    -Paladins (they are all lawful boring)
    -Stupid beliefs and holidays (Halloween is always a pain, and he seriously hates Christmas. He once said if he saw Santa in his house, he'd stab an icicle through his chubby belly and make it pop.)
 
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Name: Ain Watlane

*Aliases: Crimson Dark, Master Tactician, The Teacher

Age: 27

Gender: Male

Character Alignment: Chaotic Good

Race: Human

Organizations\Affiliations: Guild of Heroes

*Guild Rank: Master (Is usually in the guild hall relaxing or training others)

Class: Nightblade, Duelist

Appearance:
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Personality: Ain is a down-to-earth man, he enjoys helping the young adventurers reach their true potential and does his best to guide them if they ask for his help of course. He enjoys a good drink here and there, he will help anyone in need but he'll do so his way. Ain is a man of few words in battle, he does his job efficiently and quietly. Ain is an honorable man and will stay true to his beliefs. He doesn't smile often and most -despite him acting like a teacher figure to the younger adventurers- find him to be bold and cold.

Backstory:
Since a young age, Ain was training to become a warrior, his father used to be a part of the guild before he passed away on a mission, so Ain wanted to join the guild and surpass his father. Later on, Ain found the true purpose for his life, it was to protect and teach- since he had found his own fighting style and had enough power will to make it a thing, Ain wanted to find a student, or students, to pass down the knowledge and the techniques he created, along with his battle style. But, no one was interested- So he decided that he had to become someone people would look up to before passing down his knowledge. Ain defeated many enemies, slayed a dragon or two and helped the world to become a better place and eventually, he ended up being a Master rank in the guild, helping the younger and newer guild members how to become better at what they do, not exactly how he wanted, but he took pleasure in teaching.

Weapons & Armor: Ain has a katana and two daggers.
Armor:
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Items & Personal Belongings: His mask, a journal of his adventures and battle tactics so far, a medallion that belonged to his father.

Skills & Abilities:
-Teaching: Ain is very good at passing down knowledge to others, either that is swordplay or math.

-Observing: Ain is very good at noticing even the smallest detail, it's what makes him good at his job.

-Cooking: Hey, you can't go around making the world a better place with an empty stomach, right?

-Fighting style: Ain is able to change his fighting style completely in a heart's beat, turning from a silent Nightblade to a focused Duelist and vice-versa.

Spells & Magic:
Shadowmancy: Ain has control over the shadows, meaning he can manipulate them to his will and use them as both an offensive and evasive way.
-Shadow step: Ain is able to become one with the shadows and move quietly in them. He can either choose to reveal himself in order to attack or be forced to reveal himself if the opponent extinguishes the shadows.
-Summon Shade: Ain can summon a shade version of himself to fight alongside him if he wants to, while the shade is summoned, Ain can teleport to the shade's location. Making him a tricky opponent.
-Reaping Mark: Ain can mark a target and after a few seconds he can expose a weak point, that can be an unguarded body part or a part where the armor is not as thick and can be pierced with ease.

Duelist: Ain is an expert sword-fighter, he has perfected his fighting style and keeps inventing new ways to combine his magic, skills, and weapons to become even stronger.
-Blade Enchant-Shadow: Ain can use his shadow magic to enchant his blade, in enchanted mode, the blade turns pitch black and phase through obstacles, at the will of the wielder of course.
-Quick Draw: When Ain's Katana is sheathed, he can go in a drawing stance, he can then draw his blade in extreme speed, doing a horizontal slash. It can be used in both offense and defense. (If the blade is enchanted, then the slash can cut through magic as well.)
-Counter: Ain can multiply his reaction speed for a really short period of time and counter the next attack, though it's a game changer, it puts a heavy strain on Ain's body, thus he can only use it once. It's his ace in the hole, his last resort move.

*Quote\s: "No one is able to get strong if they haven't felt weak first."
"A true master is an eternal student."

*Theme:
 
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Name: Abyss
*Aliases: The Nameless God, The Void, The God of Nothing
Age: ??? (Appears to be around his mid 20's)
Gender: Asexual
Character Alignment: Lawful Evil
Race: Old one
The Old Ones are basically the "gods" of this realm. They are eternal beings, surrounded by legends, mortals and other lesser beings have come up with many names and titles for them.
Organizations\Affiliations: The Void
*Guild Rank: N/A
Class: Battle Mage

Appearance:
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Personality: Abyss is simply emotionless, his eyes look dead or bored. His only goal is to extinguish all life and to get revenge on the mortals for sealing him away. He has a bad habit of testing his opponents, helping them grow beyond their fears and regrets before fighting them. There is nothing interesting about him other than his origins and the knowledge he has.

Backstory: Abyss was created long before the time existed. He took a form in the void, a world of black and white with no sound. Time passed and Abyss slowly began to realize his purpose, to rule the void, to give it life. Ain began creating creatures and naming them, but to his sorrow-filled surprise, the creatures were unable to exist, time passed once more. Abyss was now wiser, more in control, he had learned that there were other worlds, that filled him with hope. Abyss traveled into the mortal world to learn more about life, he was envious of this world, so many colors, so many sounds, so much life- Unlike this world, Abyss's world could be described as empty. When Abyss tried to copy this world into his, he realized that his world was to forever be, empty. After many failed attempts, something snapped in him, Abyss went back to the mortal world- but this time, his intention was to make it disappear, if he couldn't have such a vast and complicated world, then no one should. Abyss continued this onslaught against life itself until he was finally stopped by the Guild of Heroes, they didn't just stop him, they sealed his power and sent him back to that empty world, The Void. Now, Abyss had finally found a crack and was able to come back to the mortal world, only this time, he was nothing more than a mortal himself, his magic suppressed, his immortality and emotions stripped away, the only thing Abyss wanted right now, was to get back to his real form, get back his original strength and finally destroy life itself.

Weapons & Armor: Scythe and his physical body

Items & Personal Belongings: A map and a pendulum that helps him track the artifacts that contain his sealed power.

Skills & Abilities:
-Abyss is unable to express any emotion, no one can force him to show the slightest bit of life in his expressions.
-Abyss can adapt really well, he might look physically frail and weak, but is quite the formidable opponent.
-Perfect control of his massive scythe, to him, it weights nothing. But to others, it's even basically an unbearable weight.

Spells & Magic:
Sealed form:
-Void Spears: Abyss can use his current Void Magic to create up to five spears which he can use however he wants.
-Void Bomb: Abyss gathers a certain amount of void energy in a single point. After a certain period of time, the gathered energy erupts and explodes. The remnants of the void energy floats around and deals damage on contact.
-Void Visions: Abyss can gather a small amount of void energy in the victim's mind, that'll cause them to start hearing a voice, the voice will question their beliefs and encourage them to abandon their beliefs and follow the void. It sounds easy to block but only the sharpest of minds and those who stand true to their beliefs are able to shake off the visions.
-Corruption: If Abyss manages to break the target mentally with his Void Visions, then he can corrupt their soul and use it as a fuel to strengthen his Void Magic, but once the soul is used up, the victim ends up dead.

50% Regained Power form:
-Upgrade: All of the above abilities receive a buff: Abyss can now create up to five thousand void spears. Void Bomb's explosion radius is wider and so are the scattered remnants of the void energy. Void Visions are now stronger and can be applied to multiple targets at once, the afflicted target starts seeing things, such as a pitch black figure talking to them and in rare cases they can even see Abyss in his true form. Corruption kills off the target much faster but now even the dead body gets turned into Void energy, empowering Abyss even further.
-Weapon of Void: Abyss now has enough magic to summon his scythe, so now he's able to fight others without using his void magic all the time.
-Ring of Belief: Abyss can cover an area with Void Runes, all who stand inside will feel an extreme gravitational force pulling them towards the ground. Abyss calls that force "doubts" and if the victim wants to break free, they must come face to face with their doubts and confront them, only once they are completely sure that they stand true to themselves and their beliefs, only then, they will be able to move.
-Eyes of the Void: Abyss can summon up to three eyes of the void, these eyes shoot void magic at the victims.

100% Regained Power form:
-Upgrade: All of the above abilities receive a buff: Abyss can now create infinite spears. Void Bomb's power is stronger. Void Visions now completely trap the victim in a state of illusion, someone has to help them snap out of it. Corruption now instantly kills the afflicted target, body and soul become void energy in a mere instant. Weapon of Void can now be used by Abyss telepathically. Ring of Belief now forced the victims to confront their deepest fears along with their doubts, making it harder to escape. Eyes of The Void now have more distracting power.

True Form:
Abyss's true form can only be fought in the void, that's how he's able to die. No matter how much he's hurt or killed in the mortal world, he can't die because his body is but a shell of his True Form.

*Quote\s: "Humans, such simple beings." "I envy your will to hold on to life." "Life must cease to exist." "Let me see you stand true to your beliefs."
*Theme:
 

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ilV3gOE5sXF-e6Ej3qa44WC0kEQFmQrI81OXOHlsl4wUwlXvR1mG5JlqSAbuqyV0jqce329dxEy1xArnyAeMwzUQX1QjYH2R3YlSiEuUATgO4uibbYtQqeqbQkcOHvLoIzS1EaIv
GilAge: 18
Gender: Female
Character Alignment: Lawful Good
Race: Human
Affiliations: The Church of Heavenly Ascent; Remsworth Convent; the Guardsmen of Gungvale
Guild Rank: Honorary Member
Class: Cantor

Personality: Although Gil is reserved, and a little thoughtful, she contains an undercurrent of playfulness. Perhaps it is in the eyes. She keeps her gaze low and to the side, but it flutters now up and then to meet yours. Her voice is breathy and you strain to hear it, but it’s the laugh that she ought to keep hidden. It rises like a dove struggling to fly.

Backstory: Gil set her course in life when she entered the fellowship of Elnor’s Cantors. Because of it, she holds certain convictions. The restrictive vows she took at night seal her heart: never to marry, never to worship another god, never to lie. The prescriptive vows she took in the day seal her mind: ever to love others, ever to praise Elnor, ever to seek the truth.
Around her sixteenth birthday, a spirit caught hold of her. Its ghostly form appeared in her dream. An inky blot with tendrils reaching out, taking hold, staining the light of her heart. She had thought it only a dream at first, but when the ceremony of the morning brightened the inner chamber, the shadow in the shape of a man clung to her.
The cantors couldn’t keep her in the convent any longer; they came to her weeping. Light has no fellowship with darkness; until Gil was pure again, she could have no fellowship with them.
She was sent out into the world as a light into darkness. “Perhaps Elmine will reward your good deeds!” Her sisters had urged her, but Gil was content to submit herself to prayer and await his will. Those days were pleasant, but the nights tormented. In shadow, the spirit took form. In dreams, he spoke to her, calling her “my love,” and trying to court her. He recited love poems about her hair, her nails, her neck… and no matter how she danced, he would not desist. A coldness had settled over her own heart that greatly disturbed her, for she had theretofore enjoyed a sweet blessing of comfort from Elnor’s own hand.
But when a boy came to her, weeping, blood covering his face, she remembered her calling. A series of murders had taken place in Gungvale, the city in which she was staying for the night. (As a cantor, she was often given free lodging.) The close proximity to this boy, who was a target of the murderer, set her hand against him. She investigated the corpses when they turned up, and the spirit aided her; wooing her with evidence and suspects. She worked closely with the guardsmen, earning their praise and an honorary place in the guild of heroes. She means to make it permanent.

Weapons & Armor: None
Items & Personal Belongings: White robes, a hymnal, scripture, paper, quill, ink spool, pack donkey
Skills & Abilities: ceremonial dancing and singing, religious knowledge, rhetorical knowledge
Spells & Magic: dance of light, light spells, healing spells, comforting spells
 
Name:
Quinsir Tetramaz

*Aliases: N/A

Age: 23

Gender: Male

Character Alignment: Lawful neutral

Race: Human

Organizations\Affiliations: Guild of Heroes

Class:
Shopkeeper

Appearance:
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A tall man who stands at 6'7, muscular body and slightly tanned skin. slightly grayish hair and a back full of past scars and bruises. Nothing new in the rest of his appearance

Personality: Mature, strict and compassionate. Quinsir is one of the few people who takes things the old fashioned way. He prefers to act professional and rational around others, sometimes even in conversations. He will point out the wrongs and the rights of things which comes off as annoying but at the same time, giving the impression of a parent like attitude. He is also self disciplined and patient, never turns over the cold shoulder to anyone. When he does have to unleash his bad side. he gets angry for a good reason. He would not choose to be provoked by petty insults or things. Since his voice is so low for a man his age. His shout can really boom and pierce the ears and hearts of those who hear it, which is a bit scary for a human.

Backstory: Growing up in a small foreign land far from Albion. He spent most his days on another land. Where he had a normal childhood and a younger baby sister. He had a simple goal in life, to work and raise his family from poverty. He was a hardworking lad with a passion for cooking meals. At the early age of 15, he got his first official job as a cook. Although his payment was small but it was enough for his own family. Both of his parents were very old after reached 20's. He became a popular cooking figure among locals of the land. He served higher and higher authorities in dinners and he was always whipping it up in the kitchen. Just as things were finally going down the right way. His career was put to a halt when the last customer he had, who was a popular and rich person was poisoned by his own dish. Deep down in Quinsir's heart, he knew that the dish was poisoned by someone else and putting him on the blame. Unfortunately, the rich client had enough payment and power to cast them out of the land, not just him but his family too. Now, casted out from the land. He and his family was exiled. They were left with no choice but to move to Albion. Leading his old parents and baby sister out in the trails of Albion. They were attacked by a group of bandits who raided their goods and personal belongings. Now being the only physically fit member of the family. He did all he can to protect his small loving family. He fought all the Bandits alone and protected his sister as he remains standing with scars, cuts and bruises. Sadly, his parents died in battle as he tried to protect his sister from being kidnapped by them. He managed to escape the bandit's violence with his sister wrapped around his arms as he ran into the trails. After loosing them, he was greeted by the guild at the end of his running. They took him in as a chef for the guild which he agreed as a payment to stay safe.

Weapons & Armor:
None

Items & Personal Belongings:
*Single kitchen knife- He always carries a small knife around for whatever reasons.
*A piece of cloth- Cleaning purposes
*Dirty apron- Always worn

Skills & Abilities:
Advanced cooking skills- Almost nothing is impossible for Quinsir when it comes to serving a dish. He has the basic know-how to cook complex dishes and if it is something unheard of. He will get the said food served. Stew, Roast meat, Salads, Curry, Sweet cakes and more. He will surely get the dish done. He is a natural with the knife, going through speeds that could really cause a bad accident if he even makes a mistake once, plus he can multitask since he is Ambidextrous and attentive.

Knife throwing skills- A well hidden talent of his that he sees no point of exercising. Almost 4 out of 6 knives are often a hit in mid range. The closer the target the better. He used this skill during his battle with the bandits he met.

High heat tolerance- Working in a kitchen where the heat and fire always towers over the cooks. It's no mystery why he can stay in the hot blazing kitchen for so long without sweating too much.

Spells & Magic: none

*Quote\s:
"I'll have that ready in a few minutes, Sir/Maam. Please wait for a short while"
"I understand, i will hold on to that thought."
"Don't forget to clean your hands."

*Theme:
 
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Name:
Laine Tetramaz

*Aliases:
The Littlest Heroine, Munchkin Mage, Adorable Archer, Sweetest Swordsgirl or Tiny Thief

Age:
6

Gender:
Female

Character Alignment:
Lawful good

Race:
Human

Organizations\Affiliations:
Guild of heroes

Class:
None

Appearance:
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Dress is colored red, not because that she likes it. She is forced to. It's so that her older brother can see her in the distance. She is only 1/4 the size of her ideal age height and weight.

Personality: As pure and innocent like any other naive child. Laine spends most of her time being carefree and cherishes the life of a youthful child. Often likes to cheer others up and if possible would offer to play a game with them. The typical little girl behavior. Unlike most little girls, she has a strong motivation to become a hero herself, just like all the others around the guild. She is a selective genius. There are some information that she can absorb faster than others and there are some that she requires repeat it again. Despite that, she is quite teachable and disciplined as her brother formed her this way. She can be taught many things and she will quickly learn by the ropes. One of her developing skills is her critical thinking and puzzle solving which is quite rare for a girl her age to be thinking far ahead.

Backstory: Being born as a younger sister of her older brother. Laine was born a normal child or that is what at least she was before the bandit incident. During her time in the trail of Albion as her brother protects her precious life. Laine was blessed by his father who was secretly a former mage, given a blessing before he died. The blessing of a hero's soul. This was given to her before she was almost kidnapped by bandits at a young age. Luckily, her fearless brother saved her precious life. Now, she is just the token little girl who runs around the Guild who gives random items to anyone and pretends to be a "hero" by doing "quests" which in reality are just chores. The little girl who is often disregarded as a hero and more of just small annoying brat.

Weapons & Armor:
*A hard wood stick- Technically, it's not a official weapon for actual combat but rather just a plain old straight stick she got from an old broom. Despite it's quality, it can actually be a useful weapon to the hands of others, other than her own. When she holds it. It looks like a long sword.

*Pot helmet- As funny as it may sound. Sometimes, Laine runs around the Guild with a metallic pot or saucepan over her head that serves as a helmet to protect from whatever is trying to hit her.

*Small toy slingshot- A wooden toy slingshot that she actually uses to her own benefit. It functions like any other slingshots but it has been toned down because of it being a toy.

Items & Personal Belongings:
*A small schoolbag- A leather bag that can keep items like bottles and books. This bag often has fruits, flowers, or weird things Laine found outside.
*An apple
*2 Daises
*A health potion she took from somewhere

Skills & Abilities:
Problem solver- The most notable skill of this kid is her ability to solve problems despite being limited by current rules and situations. This skill is still yet to be sharpened for it is not as effective as it sounds.

Spells & Magic:
Hero Heart- A dying blessing from her father's side that has been passed on to generations. It is forever engraved upon Laine's soul and the way this works is that. She has been given the power and authority to use magic to her own benefit. She blessed with the chance to grow her power. The more she exercises and learns the more she increases her blessing. This blessing will only work to those who are good of heart, which is why it is not given to Quinsir. Her health and Mana energy will also expand upon exercising this power. For now she has three locked spells at her disposal. These Spells can only be unlocked if someone teaches these spells and demonstrate it to her. Unlocking the magic spell.

1. Basic Healing Magic (Locked)
2. Weak Lightning Magic (Locked)
3. Enhance Magic Spell (Locked)
*Quote\s:
"I will become a hero! Just like you!"
"Here! You can have this!"

*Theme:
 
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Vile and tainted, unfit of an angel of the high heavens, yet radiant, too pure for an abomination of the inconsolable abyss.
Auriel

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Name: Auriel


Aliases: Black Blossom of Torment, Knight of Ebon Petals


Age: 441


Gender: Female


Race: Fallen Angel


Class: Dark Knight


  • Sexuality: Bisexual

    High Concept: Fallen angel, corrupted by the darkness of the void.

    Character Alignment: Chaotic Neutral

    Affiliations: None as of yet.

    Personality: Auriel frequently comes off as cold and distant, due to her quiet nature and natural pokerface. She frequently wears an unwavering pokerface that never falters, where some even say that she is completely emotionless. While Auriel does not talk very much, when she does, she always speaks her mind, and gets straight to the point. Auriel does tend to show much more emotions when under the influence of alcohol, though many will quickly find an Auriel with emotions loose is much more than one can possibly handle.

    While Auriel still retains some sense of morals from her early days, she has since become much more lax when it comes to morals and ethics. For example, while she will not aimlessly slaughter people, she doesn't have any qualms about killing if she feels the need to. If provoked, those who started a fight with the Ebon Knight will soon find that her methods can be exceedingly ruthless, and even excruciatingly tortuous. She also holds a deep resentment for the other angels who she feels have betrayed her, though she generally attempts to keep that under the cover.

    Likes:
    -Alcohol
    -Kittens
    -Pizza. With mushrooms. Lots of mushrooms.

    Dislikes:
    -Other angels
    -Undead & Demons
    -Black chocolate
    -Coffee & Tea

 
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Raphiel Lustril

Aliases: Knowledge Reaper, The Lustrous Angel, Imperfect Angel
Age: 793
Gender: Female
Character Alignment: Chaotic Good
Race: Angel
Organizations\Affiliations: The God/Keeper of Knowledge, Astorath,
Sexuality: Pansexual
Class: Palladin(ish)​


  • Personality: Perhaps the most despicable "good guy" you could ever meet. Raphiel shows no regard for others' life unless it fits her whims or duties. She only cares about two things: Knowledge and Astorath's wishes. She will kill and mock people as she pleases in many cases, but she must have a reason to kill. Raphiel usually fits people into specific categories: Benefactor, Research, Sheep, and Scrap. Raphiel has an insatiable lust for knowledge to fulfill a certain design aspect her creator incorporated into her. If she finds something fascinating she will study it immensely until she is satisfied or finds something else to do. That isn't to imply she is unfeeling, curiosity often leads one to thoughts and feelings they never even considered.

    Raphiel, when not overcome by any of her darker emotions/desires, is rather odd. She can switch between formal and bubbly in a flash. Her excessive lust can make it commical as she drools...a lot.

    Backstory: Astorath had an itch when he was making Raphiel. He wanted to be able to create a powerful being that was imperfect. He thought that by incorporating imperfect behavior as well as a sin, he could create an angel that could learn and improve better than most. Astorath also thought that by incororating a sin into a holy being, he could allow them to use dark magic, effectively capable of hunting down traitors to the gods as well as upholding order. Astorath decided to use an angel of death as a template for his creation.

    Raphiel had received two missions after she was made, hunt down enemies to the heavens and collect knowledge. The sin of Lust was incorporated into her being to give her the drive to acquire knowledge and the heads of enemies. From then on Raphiel wandered the world, collecting books and spreading Astorath's versions of order.

    Hobbies:
    -Collecting the heads of "scrap"
    -Reading and investigating
    -Stalking anything that interests her

    Quotes:
    "Oh my~"
    "Hiiiii~ Welcome to your Nightmare"
    "Good day, scrap, I do hope you're ready to meet your end."
    "Lowly lifeforms love to think they're something greater, don't they?"
    "My Master's wishes are my own, if you have any wrath in your heart, you aim that wrath to a god."
    "There is nothing in the world that can triumph over knowledge, for it is the source of all power, the greatest of goods, the nectar of the heavens!"

    Likes/Dislikes:
    (+) The Unkown
    (-) Being Wrong
    (+) Learning
    (-) Knowledge being withheld
    (+) Fighting
    (-) Being robbed of a good battle
    (+) Any erogenous zone being touched ( ͡° ͜ʖ ͡°)
    (-) Traitors to the heavens


Theme:

Birdsie Birdsie Character 1/3 done.
 
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Solaire Anastor
Aliases: The Sun Knight, Sun Bro, Sun Boi
Age: 34
Gender: Male
Character Alignment: True Good Good
Race: Hooman
Organizations\Affiliations: Guild of Heroes
Guild Rank: Adept (Aiming for master)
Class: Palladin​



  • Personality: Jolly fellow who cares for everyone around him regardless of who or what they might be. Others often come before himself, he will cooperate in any way he can to see to the end of any challenge. To him, justice isn't about the deeds one committed, but it is about whether they are willing to change and see the light. As are the teachings of the sun.

    Backstory: Solaire reveals little about his past, but he will start with the time he became a follower to the sun itself.

    Every man has regrets, they have seen or done something they can never forget. Solaire was a warrior long before he was a Sunlit Warrior. A brave man taking on challenges in a quest to become stronger and stronger. That all changed when he finally realized that he had nothing to fight for. All the training he had done, and yet he was dying in an old building with a broken statue. His deeds had brought him so far, but as he bled in the old building he wondered what it was for.

    A small fire sat in front of the man, a warm fire that reminded him of a time when he was happy. A family, friends, companions, and joy. All had been thrown away in a reckless pursuit of strength.

    Dawn was nearly there, but a shadow blotted out the infantile rays of the newborn sun. A woman, with a hood and a beaten up dingy dress. She cared for his wounds and asked him why he was so crestfallen. She told him that he should move forward, give his gift for others rather than himself. In turn, she would give him a gift. A gift that allowed him to give to others as the sun generously gave its life to the world.

    Quotes:
    "If you are ever in need, I shall come rushing and we will engage in Jolly Cooperation."
    "Praise the Sun!"
    "The sun is a wondrous body, like a magnificent father. If only I could be so grossly incandescent."
    "I see no darkness, I merely see a shining light that has lost its way."
    "Life is a gift, and it is my duty to protect that gift for your sake."

Theme:

Birdsie Birdsie PRAISE THE SUN
 
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Kaze Tsunekitami
Aliases
: Shrineless Shaman, Trickster Summoner
Age: 23
Gender: Male
Character Alignment: Neutral Good
Race: (Fox)
A mortal race with animal ears and tails almost always of a mammalian origin along with some of the metabolisms. Fangs and eyes are less commonly inhereted, but can be nonetheless. Beastinari have incredible senses and natural agility. They do have some animal instincts though. Ex: Bears can get sleepy around winter, Rabbits are nervous and easily startled, and dogs can become super attatched to one person.
Organizations\Affiliations: None yet, (looking for the guild of heroes)
Class: Shaman​

Personality: Someone who's happy and outgoing with a sharp tongue sitting in their mouth. Tsunekan enjoys talking with people and assisting them, but he has a trickster nature which more often gets him in trouble with people. Tsunekan enjoys messing with people's heads, but not always in a bad way. He thoroughly enjoys confusing people more than pissing them off.

Backstory: A far off island land has an interesting policy with non-material beings. Guardian deities uphold order and harmony between the mortals and astral beings. It isn't a perfect system though. Guardian Deities commonly lose their land, and that's exactly what happened to Kaze's career as a Shaman to the shrine of a Sea Dragon.

Shamans had a simple duty, maintain the shrine and ensure the stability of the Guardian Deity. Kaze's mother could not leave that spot, so when he was three years old he was living with his father in the village. But due to his heritage and time in the shrine, he saw spirits and many other astral beings as friends where as the villagers were weary of them.

Kaze had a long relationship with a Nekomata known as Nenema. Kaze and Nenema often played pranks on others which ultimately got him in a lot of trouble as many could not see the deceased cat. On the other hand, Kaze did enjoy helping other people due to his unusual talents. Any kind of paranormal activity resulting from the supernatural was handled by Kaze talking with whatever Youkai or Ayakashi was causing trouble.

When Kaze was nine he went back to his mother who began teaching him things such as runic magic using talismans and how to control spirits. The first spirit he tested that ability on was Nenema who was actually quite happy to have Kaze as a master.

For the next seven years, Kaze performed shrine duties with his mother by cleaning and cooking. He would still wander down to the village to help others, but those seven years ended rather abruptly. A storm was rolling over the village which threatened it, the guardian deity attempted to keep it at bay, but ultimately the Sea Dragon lost the battle and the village suffered extensive damage. Once that happened, many left and the Guardian's power began to fade and fade.

The Sea Dragon did give Kaze a gift before returning to the ocean. An old friend, an Octopus Spirit named Calamari. Kaze contracted the spirit and left. His mother had long ago left with his father to a more inland area.

Kaze wandered around his homeland for only two years testing his crafts with his spirits. Helping people turned out to be a decent boon to keep him afloat. Ultimately, Kaze decided to leave after encountering a Kitsune named Flandre who was a former god and outcast. She accepted Kaze's invitation to leave the land if she was contracted, and it turned out that Flandre was ecstatic to have a place where she belonged. Kaze then left his homeland to see what the wider world had to offer.

Quotes:
"Well, I enjoy company, even if it is a little sour."
"Salt is quite a nice material, it's abundant in the ocean and sells quite well today."
"If you're in need of a massage, I know a nice way to get rid of that stiffness."
"Care for a drink? Sake always tastes better with people, the drink could use some more flavor after all."
"Bill this sorry sap passed out drunk, I have something better to do."

Items & Personal Belongings: Talismans for runic magic and some especially fancy talismans for his summons.
Skills & Abilities: (I'm gonna continue with some skyrim meme)
Speechcraft 70 - Able to persuade people quite easily and has quite some wits.
Agility 50 - Able to make good leaps and dodge quite well. Can even hop between trees quite well.
Cooking 60 - Pretty good at cooking food, also makes tea.
Perception 80 - Very alert and aware of surroundings and various movements. Good pair with speech to see body language.
Spells & Magic:
Alteration/Nature 75 - Easily able to screw around with physical properties of nature and can even move wood and vines so long as they are alive. Also able to create intricate traps with runic magic.
Astral/Summoning 90 - Able to effectively tamper with summoning techniques and structures and even has a pocket dimension.
Elemental/Destruction 40 - Able to make decent spells, but their energy and technique relies on the connections to his spirits. He mostly relies on talismans to do that job.
Restoration/Support 60 - Able to heal wounds, cure ailments, and give buffs to his allies or himself.
Illusion 70 - Able to create false objects one can fully interact with. He can even mess with presence or create telepathic links.

Spirits:
Kaze's spirits are typically allowed to come and go as they please, but they spend most of their time in their talismans nonetheless as it is a home for them. If they die they retreat back there, and it allows them to recover. They are dispelled from the talismans upon the contract being voided.
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Kaze's first spirit and an old friend. She's heavily tied to nature and can effectively control wind and plantlife. Kaze can control her actions when it counts, but not most of the time. Nenema's personality is rather mischievous
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An octopus spirit capable of changing size and great regenerative capabilities. Controll over water makes the beast rather dull in attack power, but Calamari's versatility more than makes up for that flaw. Kaze can control almost all of Calamari's actions. Calamari has a very curious and understanding/compassionate personality despite being unable to speak.
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Flandre is a Kitsune able to control fire and illusions, making her one of the few combat capable spirits Kaze has. She's very protective of her master and even shows signs of feelings for him. Kaze can only control very few of her actions though, making her a loose canon in battle or odd situations. Flandre has a rather mean mischeif-making personality. She will poke fun at people and play pranks on them with her illusions, but she may try to make up for this by attempting to give advice to people.

Weaknesses:
-
Poor physical defense
-Can't fight on the front lines
-Spirits can sap power from him if necessary
-Can't hold his alcohol well.

Theme:

Birdsie Birdsie I'm trying this one one again.
 
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Name: Aria Forlorn
Aliases: The ghost-knight, The Possessed Armour, The cold
Age: 19
Gender: Female
Character Alignment: Chaotic Neutral
Race: Inen
Affiliations: The Forlorn family (two remaining members), Guild of heroes
Guild Rank: Apprentice
Class: Magic Knight

Appearance:
grey darkmoon knight art.jpg
Personality: Appears cold and uncaring to those around, yet seeks attention through performing feats and appearing cool. In conversations she tends to speak regally with a sense of superiority and tends to drift back into topics that she finds more interesting, such as her story and her undying quest to find her brother. Helps those in need more out of personal gain and the sense of pride obtained from the praise of others.
Backstory: Aria was the daughter of a small family of invisible humans that lived in a remote mountainside to the east. The family consisting of four members consisting of the mother, father, son and aria, surviving in such a remote place by simply living off hunting with the natural magical gifts they had and the thriving rivers that made trespassing on the lands difficult.

The father had adopted wearing a sturdy set of armour from days as a knight, and passed on the tradition. While some other Inen chose to simply wrap bandages over their heads and wear normal clothes, Alron Forlorn chose to adorn himself in a full set of plated iron custom made, and had the same done for his wife, Ariel, their son, Arien Forlorn, when he reached his peak physically, then the youngest daughter when the same occurred for her.

Where Alron had earth-lightning abilities, his Ariel had the capacity of water-lightning. Following the trend, Aria was born with the ice-lightning, while Arien had fire-lightning, which they each frequently used for sparring and practising as a pass-time up in the pleasant weathered mountains of the east. They trained in weaponry, honed their bodies through rigorous exercise and spent their lives happily trying to one-up each other in this small dream world of theirs, content with nothing changing and nothing being too difficult.

This happy lifestyle, of course, as most stories tend to go, ended quickly and without warning.

An enemy Alron had made decades ago, a priest that had been stripped of his honours through malpractise of magic within church grounds that had been found out by Alron the great had not moved on with the anger and shame that had followed, and had furthered their studies in more dark arts in the hopes of obtaining revenge, most notably, illusionary magics.

The mage's first plan had been, after discovering his enemy's location, to manipulate him into murdering his own family, yet an opportunity for such an event never rose up, despite months of watching, when the thought occurred that if he was unable to manipulate his enemy, he could simply get to him by others means.

And by chance, each of the family members were fine warriors, and the weakest-willed of the bunch was none other than the foolish attention-seeking daughter, Aria.

The night was chaos as she went into a frenzy, her mind telling her a group of assassins had infiltrated the house, and had it been any other of the cooler-minded members of the Forlorn, They would've thought that would be a strange event, and that It was probably some sort of trick, yet instead Aria's first thoughts were ones of glory, the hope of receiving praise with dealing with the infiltrators from the others, and attention she had grown up earning her whole life, now turned against her.

She struck her father down first, unprepared, and killed her mother without remorse while in shock from what was happening, and only then did the guise give way. Her brother standing in terror of what his own sister had done as Aria herself tried to piece together what had happened, yet being unable, finding the only feasible sane explanation of such an event being that the assassins must have snuck into their home through her brother.

Arien fled his rampaging sister, whilst she gave chase, eventually managing to escape tracking capabilities, to Aria's fury.

She vowed to earn revenge for what she believed was her brother's transgressions and set out, seeking the cold trail of her sibling, joining the Guild of Heroes as a means of earning some income while continuing her search,

Weapons & Armor: Wields a basic longsword with heavy shining brass armour that almost appears golden
Items & Personal Belongings: A small locket containing a family photo
Skills & Abilities: sword-fighting and fencing capabilities,
high endurance
Combat-orientated mind (better planning and more cautious than most)
Racial traits: invisible (underneath the armour)
Similar to humans in every regard exempt of that
Spells & Magic: ice-lightning - lightning attacks that cause numbness in foes hit, causing frostbite, while also being capable of turning water into ice temporarily
Quote\s: "Have you seen this man?" "Shut it, your problems are your own," "I didn't have to help you, you should be thankful."
Theme:
 
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I always wanted peace, yet maybe I should help others to achieve my own peace
Hikari Yukishiro

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Name
Hikari Yukishiro

Aliases
The God of Dawn

Age
27

Gender
Male

Race
Kitsune
- The millennial race of the Kitsune. These creatures are known to be mischievous and thieves for humans and other races, yet they only like to have fun and most robbed things would get back to their respective owners without them noticing. Each Kitsune is born with the affinity for an element, these being 13 elements and can only perform magic around that element yet there are exceptions where a few of them are able to control two or even three at the same time. They grow a tail whenever their powers increase, going up to 9 tail, the tails of their hair color and can hide them at will,

Class
Brilliant Sorcerer (Inherited Gift)
- He's a Kitsune of the Sky, which makes him able to manipulate the light around him by using his mana to do such. With the power of light on his hands, he can be quite versatile, to the point of even being called a living god among men thanks to it. Those known as Brilliant Sorcerers are quite unpredictable as their spells differ from each one, yet with the same properties, many would often use their abilities as support but some would also use them for offensive manners.



  • Sexuality: Homosexual
    High Concept: A fox person who wants to learn the truth about himself
    Character Alignment: True Neutral
    Affiliations: None at the moment

    Personality
    Hikari is quite sweet with other people around him, to the point of helping them without any pay and just for the sake of giving a helping hand. He loves to make friends, although he might be seen as extroverted, he's actually introverted as he can be quite shy, but he'll loose slightly and then he finally would treat you as a friend.

    Likes
    - Singing
    - Watching the sunset and dawn
    - Rain
    - Music

    Dislikes
    - Crying
    - Sadness/Grief
    - His past
    - Himself (secretly)

 
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[div class=flex][div class=textarea][div class=header]Basic Information[/div]
Name: Julet
Aliases: Jule
Age: ?? (True), 11 (Loli Form), 23 (Adult Form)
Gender: Female
Race: Latnian
Class: Mesmer Fateweaver

[div class=header]Personal[/div]
Sexuality: Heterosexual
High Concept: A young Fateweaver sent to learn about Fate itself.
Character Alignment: Chaotic Neutral
Organizations\Affiliations: The Fates

Personality: Julet's personality can change with her age, or so it appears to be, but that isn't really the case. It's more like when she displays herself at a certain age she acts a certain way. After all, what eleven year old would drink and talk about adult things? Her core personality remains the same though; a curious creature who wants to have fun. If you get on her bad side you'll experience the darker side of her personality which isn't above letting go of a grudge or revenge.

Backstory: Julet is a Latnian, though a very "young" one in the sense that she hasn't existed as long as the others. The Latnians are servants of the Gods of the world whose main job are to be the playwrights of fate for mortals; basically she's one of the Fates. Before she can truly become involved in this business of writing out the lives and deaths of mortals for the entertainment of the Gods, she has to witness the power of fate itself and live in the mortal realm for a number of centuries. During this time she is meant to study how fate is intricately woven to understand how to weave one herself.

[div class=header]Physical[/div]
Weapons & Armor:
  • Cloth 'armor'
  • Wand (focus)
  • Deck of Fate Cards
  • Chromatic String
Items & Personal Belongings:
  • Magical clothes that shift with her physical changes.
  • The Infinite Grimoire (basically a book that never runs out of pages.)
  • Infinite Ink (ink well that never runs out of ink.)
Skills & Abilities:
  • Fate Reading
    • Able to read one's fate using her cards.
Spells & Magic:
  • Ageshifting
    • Able to change one's own physical age., not permanent and eventually actual physical age will have to be reverted to after a period of time.
  • Fateweaving
    • Able to minorly change one's fate.
  • Matchmaking
    • Able to encourage a potential relationship between two or more people. This is for any type of relationship; hate, love, friendship, etc.
  • Mesmer
    • Able to conjure very believable illusions.
  • Card Casting
    • Uses various cards to cast various spells.
  • Card Summoning
    • Can summon cards that she can cast.
  • Card Creation
    • Can make magical cards to add to her special decks.
  • Fate's String
    • Use her chromatic string to bind others physically.
  • Woven Cocoon
    • Defensive spell, chromatic string weaves itself into a magical resistant barrier.
Weaknesses:
  • Fate Reading Inaccuracies
    • Julet is still learning and also only has limited tools in the mortal domain resulting in possible inaccuracies in her readings.
  • Card Casting
    • Julet's magical abilities are confined to using cards, string, or her wand. If she has none of these items she cannot cast effectively and can only use a basic magic missile skill.
    • Cards that are destroyed will cease any spell and will have to be re-made for Julet to use them again.
  • Woven Cocoon
    • Physical attacks can rip right through it.
  • OOC Note
    • While her ability to interfere in someone's fate may seem strong, this will only ever be done with the GM's approval.
    • Matchmaking is mostly just for fun and if two players aren't interested or comfortable with being matched by Julet, no problem. Additionally, if two players want to be matched, also no problem.

[div class=header]Fluff[/div]
Hobbies:
  • Weaving
  • Card Readings
  • Writing
  • Observing
  • Being a damn Loli
Quote\s:"Don't tempt the fates, and by that I mean don't tempt me."
I'll add something here later, maybe.
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code/design by Fable Fable
 
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--diagonalColor: #F4C2C2; --primaryBoxShadow: -2px 2px 40px 3px rgba(0, 0, 0, 0); --transitionFunction: 0.3s ease-in-out 0s; --textTransitionFunction: 0.8s ease-in-out 0s; --columnOneWidth: 50%; --columnTwoWidth: 40%; --primaryBoxWidth: 85%; --primaryBoxHeight: 75%; --mainFlexContainerWidth: 100%; --mainFlexContainerHeight: 100%; --contentHeight: 92%; --diagonalAngle: rotate(-12deg); --bgHexImage: url(); --bgHexPosition: center center; --bgHexSize: auto; --bgHexRepeat: repeat; --bgHexOpacity: 0.25; [/class] [div class="variables"] [div class="aspectRatio"] [div class="root"] [div class="mainFlexContainer"] [div class="primaryBox"] [div class="noOverflow"] [div class="diagonal"]@Lexielai[/div] [/div] [div class=hexRender][/div] [div class=infoFlexContainer] [div class=menuContainer] [div class=menuFlexContainer] [div class="menuButton menuText"] [div class="tabName"]oneTAB[/div] Cover [/div] [div class="menuButton menuText"] [div class="tabName"]twoTAB[/div] Personal [/div] [div class="menuButton menuText"] [div class="tabName"]threeTAB[/div] Physical [/div] [div class="menuButton menuText"] [div class="tabName"]fourTAB[/div] Fluff [/div] [/div][/div] [div class="coverContainer one"] [div class=profileContainer] [div class=profileImageContainer] [div class=invisibleText]Lexielai[/div] [/div] [/div] [div class=characterInfoContainer] [div class=characterNameContainer] [div class=characterNameText] Hallelujah [/div] [/div] [div class=characterInfoBox] [div class=characterInfoText] The Primrose Knight [/div] [/div] [/div] [/div] [div class="scrollbox infoContainer two"] [div class=mainHeader]Personal[/div] [div class=mainSubheader]"I will make this world beautiful."[/div] [div class=mainText]
Name | Sir Hallelujah Violo Gracille Aliases | The Primrose Knight (Official Title) / Knight of Flowers / The Beautiful Knight / The Cursed Knight Age | 30 (Looks in his early 20s) Gender | Male Race | Human Sexuality | Heterosexual (Aromantic proclivity) Class | Lord / Magic Knight Character Alignment | Chaotic Good Organizations \ Affiliations | The Faerie Realm / Guild of Heroes Guild Rank | Honorary Member Personality | A jolly, chivalric fellow, Hallelujah—Sir Hallelujah if addressed properly—is predominantly driven by his desire to make the world "beautiful." What this entails to him is to typically act in the fashion of a knight or hero, spreading justice and goodness to wherever he may travel. Unfortunately, this does not usually work out for anyone involved in his harebrained escapades. While he genuinely means to do good, Hallelujah is a delusional sort who often overinflates a situation and then goes about solving said situation with reckless abandon. As a result, Hallelujah ends up leaving things worse than they began. He takes a cavalier approach to the laws of the land anywhere he roams, sometimes downright ignoring them if they prevent him from acting out his particular brand of heroism. This has landed him a number of times in the local dungeons and, since he's terrible with money, he is unable to pay the fines for his freedom. He'll either resort to shamelessly beg for money/release in these situations or consort with his fellow prisoners—no matter their accused crimes—to formulate an escape plan. In general, Hallelujah is quite friendly and approachable, allowing him to make allies easily. He has a fine appreciation for beautiful things and a repulsion towards the ugly. This does not necessarily mean he hates everything with an ugly exterior. If he can find something inherently beautiful, his value of that beauty will almost always outweigh its other perceived ugliness. Hallelujah is inflicted with a curse that prevents him from feeling or understanding love as well as prevents him from enjoying many worldly sensations such as tasting good food or feeling certain pleasures and pains. He finds it to be a dreadful curse and wishes to be rid of it by any means. Backstory | "Have you ever heard of the realm of the Faeries? It is a place of unimagined beauty. Where the sands of time cannot reach you or me. There, we can live in the light of the sun forevermore..." Born of noble blood, Hallelujah Violo Gracille is the sole surviving member of the Gracille family name—a once powerful family who's existed for centuries only to be wiped out by a curse brought upon by arrogance and selfishness. As a child, Hallelujah spent his life in the lap of luxury being groomed to take over as the eventual patriarch of the family. His mother and father loved him dearly, especially his mother who doted on him and would, every night without fail, read to him the tales of the Faeries and their world. Those stories filled Hallelujah with a sense of wonder and curiosity. Regrettably, his mother would pass away soon after his tenth birthday. It was a crippling blow to the family. She was a beautiful woman of unknown origins with a kind heart and wisdom beyond her years. Her death embittered Hallelujah's father who became a shut-in as a result. He sent Hallelujah away to become a squire and to mold him into a respectable man while he wallowed in his own sorrow. Even under the harsh scrutiny and training over the years with his Knight master, Hallelujah remembers his mother every single day and the last story she read to him about the Faeries: about how you can live in eternal youth in their world. Hallelujah would return to his home as a full-fledged knight (without titles) at the age of 22. His father had grown weak and tired, and their manor unkempt; most of the servants were gone. Overgrowth of vines and flowers had enveloped the manor, making it appear almost abandoned. One day while wandering through the ancient woods near his home to collect some materials for paint, he found a young woman who looked to be about his age. She was stricken by Hallelujah's beauty and revealed herself to be a Nymph—one of the classifications of Faeries. The two formed a friendship over the coming months but the Nymph would find herself falling in love with Hallelujah. The latter had other plans however. He wanted her to take him to the Faerie realm. She explained that it was against the rules of the Gods to do such a thing, but Hallelujah was insistent. She finally explained that it would kill her to do so. Hallelujah cared not for the consequences and manipulated her to do so. She told him he needed the eyes of a Faerie to see their world, and so she took out her own and "gift" them to him, bestowing him sight to see. She then told him he needed the heart of a Faerie to live in their world, and so... With the last gift, she collapsed onto the ground. As the grass grew over her body, a single primrose bloom from her buried corpse. Hallelujah looked around him to see all manners of magical creatures now visible to him. He was finally here: the Faerie Realm. But he had angered the Queen of the Faeries for he had allowed one of her daughters to sacrifice her life for his own selfish desire. She cursed his family name—those with Gracille blood flowing through their veins were stricken with an incurable illness, killing them in a matter of days. As for Hallelujah himself, she cursed him to never feel love or worldly pleasures and pains; locking his Faerie heart in a gilded cage. She told him that in order to free himself and pay for his sins, he must "make the mortal world a beautiful place." She then pluck her daughter's primrose and transformed it into a rapier, telling Hallelujah to take it with him as part of his atonement. Hallelujah was angry at first but soon grew to understand that his punishment is just. Years passed and now Hallelujah's tale and exploits are of legendary fame—or infamy depending on who you ask. He's traveling the lands, spreading justice and goodness wherever he goes. He's even become an honorary member of the Guild of Heroes for his feats of slaying certain extremely dangerous monsters. While he's nowhere near the end of his journey, he knows that at the end of it lies redemption, nothing more nobler a fate for the Primrose Knight.
[/div] [/div] [div class="scrollbox infoContainer three"] [div class=mainHeader]Physical[/div] [div class=mainSubheader]"Ugh, villainy. How inelegant..."[/div] [div class=mainText]
Appearance | An extraordinarily handsome and beautiful man, deemed worthy of even a Faerie's love. Rose pink hair worn in a long ponytail and pools of emeralds for eyes. Clad in expensive armor and robes. He stands at 6'02" tall. Weapons & Armor |Princess: A magical rapier fashioned from the primrose that grew from a Nymph's corpse. It's blade is supremely sharp and also acts as a stalk, meaning magical flowers of all kinds can bloom on the blade seemingly at random. Those flowers can be picked and will wilt and fall off before the sword is sheathed. ✿ Lord's Armor: A set of royal armor left to Hallelujah by his late father. A mix of steel, silver, and gold, it's mostly a ceremonial piece. It's lightweight so it's good for maneuvering in combat but offers less protection than standard knight's armor. Items & Personal Belongings | ✿ A white steed named Fancy who can seemingly be summoned from anywhere with a good whistle. Also surprisingly good at climbing hills and mountains. ✿ Various supplies needed for a traveling knight. ✿ Soap. Lots of it. While personal hygiene may be a low concern with many travelers, Hallelujah can't stand being dirty. ✿ A pouch with about 20 gold pieces and 15 silvers give or take. Hallelujah doesn't actually know and at this point he's too afraid to check. ✿ Leather-bound journal, quill pen, and ink to make records of his glorious adventures as the Primrose Knight. Skills & Abilities |Bonafide Knight: Hallelujah's status of knighthood is recognized in all lands. He even has "Sir" in front of his name. With that knighthood comes the know-how of knightly combat, knowledge of all things knight-related, an initially positive impression on the average villager, and knowledge of the laws of a land. ✿ The Eyes of a Faerie: Having been bestowed the eyes of a Faerie, Hallelujah can see their hidden realm and the magical creatures who call it their home. He can also speak and interact with them although since only those with Faerie eyes can do this, he looks like a madman while he does this in the presence of other people. ✿ Blessed is the Beautiful: Being overwhelmingly beautiful, people are naturally drawn to his splendor; even magical beings aren't safe. This allows him to access information and things more easily from people with less willpower to resist his face. Obviously, people who could care less about this aspect are resistant. ✿ Blessed is the One Who Walks with Faeries: The Queen of Faeries actually has a stake in his journey's success so she'll allow him the occasional help from Faerie-kind. Typically the deus ex machina to save his pretty behind from certain doom or to grant him really, really good luck. Also grants him his youthful appearance. ✿ Cursed is the One Who Angers the Faerie Queen: While mostly a bad thing, sometimes the curse comes in handy especially the clause about how certain pains don't affect Hallelujah including some physical pains. This increases his fortitude, allowing him to fight through various injuries. Spells & Magic |Flowermancy: His rapier, Princess, allows him to use magic related to flowers. Slashing his sword, he can plant seeds onto most surfaces that will instantly bloom into a patch of various flowers, ensnaring those who stumble into it. He create a shield of flower that absorbs magical attacks. Send a wave of flowers toward a foe that is strong enough to blast through stone. Princess' blade can transform into a tendril whip for long-range attacks. Create cherry blossom petals that explode on impact or after a certain amount of time, and much more. It's a very versatile type of magic. If Princess directly hits a foe, a magical flower will spring forth from their forehead. The flower in question determines the effect. All flowers will lose their effects if picked off or destroyed. Some notable ones include:
  • Rose: Mind control beings of lesser intelligence/willpower.
  • Primrose: Emotion manipulation. Those of higher willpower can resist it but it gradually alters them toward that mood nonetheless.
  • Orchid: Saps the energy of the target and transfers it to Hallelujah/Princess, making them stronger in combat while weakening the target.
  • Sunflower: The target absorbs sunlight, increasing their physical and magical might depending on the intensity of the sun and how much sunlight is absorbed.
  • Hyacinth: Absorbs rain or clean water to heal the wounds of the target. Can be picked off and consumed at a later time for the same effect.
  • Lily of the Valley: Gradually poisons the target, inducing nausea and vomiting all the way up to a coma if left for long enough.
  • Narcissus: Creates an almost life-like illusion to distract the target, usually of a figure. Those with higher willpower can resist it.
  • Nymphaea: Gradually makes the target drowsy and induces pleasant dreams.
  • Morning Glory: Makes the target invulnerable to damage as long as they are standing completely still and are holding their breath.
  • Cherry Blossom: If not taken off immediately, more cherry blossom flowers will bloom across the target's body within seconds and explode simultaneously, causing major damage.
  • Daisy: ☠ D E A T H ☠ (has a 1-in-10,000,000 chance of blooming).
Basic Hydromancy: Hallelujah knows some basic hydromancy spells like conjuring rain or a jet blast of water. Nothing too fancy as he's still a novice learner. Weaknesses | ✿ His curse prevents him from ever understanding love or feeling it. He can't experience certain worldly pleasures and pains either. ✿ A proclivity for delusions of grandeur. ✿ Doesn't wear heavy armor like a standard knight so he's easier to injure in combat. ✿ Notoriously bad with money; he is often destitute or close to it. ✿ A bit narcissistic and prone to be won over by compliments. ✿ Hates being dirty or interacting with dirty things.
[/div] [/div] [div class="scrollbox infoContainer four"] [div class=mainHeader]Fluff[/div] [div class=mainSubheader]"This shindig needs a hero or two!"[/div] [div class=mainText]
Hobbies | ✿ Painting ✿ Thrilling heroics! ✿ Brewing ale ✿ Reading ✿ Horse racing Quotes | ✿ *Village destroyed* "I've done it again. I saved the day!" ✿ "Excuse me, darling, but how can you do something that's not beautiful?" ✿ "This shindig needs a hero or two. And lucky for you, I'm a hero worth two." ✿ "Listen fiend, I've killed people I liked more for less." Theme |
Coding by Lexielai
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