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Fantasy Idas: Song of the Riftsea (Character Sheets)

Main
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Lore
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Character profiles are freeform, and you are free to use whatever format you so desire, from simple text to coded monstrosity. Just remember to include the following, at the very least:

-- Name
-- Age
-- Race
-- Appearance (if a picture is provided, this section becomes optional; see below for my thoughts on images.)
-- Personality
-- "Class" (some, if you so choose, might have full guilds behind them and be recognized for what they are. Others might just be an informal way of tagging a specific set of skills.)
-- Skills / Spells
-- Equipment / Weaponry
-- Backstory
-- Race / Societal Lore (if your character is from someplace specific and noteworthy, write about it. Custom races will also require their own lore to boot. For the sake of keeping your CS tidy, give custom lore portions their own section. If specific elements in your backstory require custom lore to make sense of, be sure to address such elements in this section.)

I don't particularly enjoy restricting what images people can and cannot use, so you are free to pick whatever image best fits your mental image. That said, do remember that our theming is that of a JRPG, so images that fit the aesthetics of such a genre are greatly preferred.

In line with the collaborative nature of this roleplay, you are encouraged to talk to others who might have characters heralding from the same place as yours, or who are the same race as yours, for the sake of ensuring consistency should you wish to develop new lore for a race / culture. Disputes can be brought to me for consideration.
 
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[picture to come eventually]

Fighter-Scholar
Kolu'luka Oondaemate
"What're we waitin' around for, eh?"



Age: 19
Gender: Female
Race: Human (Komun'jete)
Class: Barbarian / Delver



High Concept: Loud, proud, physically and cranially endowed?
Character Alignment: Chaotic Good.
Personality: Loud.

Okay. Fine. She's a little more than that.

When Kolu'luka is around, it's generally not a secret. Her happiness and enthusiasm, though perhaps not contagious, per-se, certainly burns brightly. An air of confidence, noticeable yet not overbearing, permeates her demeanor, and often extends to the company she keeps. If you're not as good as she thinks you are, then it suddenly becomes her mission to simply make you better. Her intensity of expression does not lie solely within the purview of her happiness, however; deep, unending sadness, as well as boiling anger, are also within her range.

Despite being rather intelligent, her habit of leaping headfirst into opportunities has the tendency to put her in tight spots, often without much (or any) preparation. When she actually takes the time to slow herself down and think, Kolu proves herself capable of making rather surprising observations and crafting extremely tight plans. Unfortunately, her drive for danger and adventure tends to keep her brain in the backseat until it's needed for delving knowledge or mechanical expertise.

Backstory: Kolu'luka was born as On'ta into a house already packed to the brim between her parents and five brothers. Despite being the youngest, Kolu took readily to the roughhousing of her older brothers, determined to prove to them that she could keep up despite being the family's "baby." Very physical from an early age, it was only natural that Kolu began to take note of Bente'tolo's delvers and warrior-historians. In time, she began hitting the history books with equal fervor as she did the training grounds, much to her parents' delight. Though her rambunctious and impulsive nature never quite left her as it was hoped it would, she still made great scholastic strides, refining her mind and body in equal measure even if her spirit remained entirely untamed.

In time, her trial came in the form of a minor dive of her own, which she passed with great enthusiasm, as well as a fair amount of scrapes and bruises. Yet, the fun of it all--the rush of plumbing the depths--left an impression upon the young girl's mind that refused to leave. To commemorate her success, she was given her true name: Kolu'luka, roughly meaning "Physically Strong, yet Far Too Loud."

With her trial out of the way, she began tagging along with any delvers that cared to have an extra set of hands, fighting, digging, and grappling through as many Menka as she possibly could. She gained experience, she gained knowledge, and she gained strength. After three years of nothing but delving, training, and studying, Kolu has finally struck out into the wider world in search of new knowledge and discoveries. Her ultimate goal? Find or do something so great that she ends up as a piece of history herself.



In the literal shadows of a once great empire live the Komun'jete, known by some as the Paradox People.

In the words of their historians, the Komun'jete once went by another name, and commanded a vast empire that stretched across the south. They were great magicians and artificers, and their works, unlike their empire, have stood the test of time. Despite all they had built, they eventually fell in the fires of war, though with whom, it is unknown. Here, histories diverge. Some say that their demise came at the hands of a more mighty empire; others say some otherworldly force was responsible. Others, still, say that the empire's downfall was, in fact, itself.

What all agree on, however, is that, somehow, the war shifted the once lush jungle landscape into a dry, arid land; sweeping, golden savannas sit atop high plateaus, while dune-laden deserts wind along the bases of great stone cliffs, wind and sand ripping life into nothingness and swallowing unfortunate travelers whole. The land's first name has long been lost to time and twisting sands. Now, it is known as Yulu'soba; High-Low.

Scattered throughout this two-part world are the Menka, simply "puzzles" in the Komun'jete tongue, ruins full of great magical and mechanical wonders, as well as great peril. Even those that brave their ancient incantations and ever-operational machinery oft fall prey to the dangerous, foreign flora and fauna of the Sobanu'kele--the Undergardens--patches of life which have adjusted to their new, submerged conditions, and which comprise the only remainder of Yulu'soba's former self.

Though many Menka have been swallowed in whole or in part by the sands, the largest, Bente'tolo, known in the common tongue as Greatspring, has enough above-ground portions to play host to a city. It is a multilayered metropolis, and home to many, stretching from the upper districts upon several bluffs, to the sandy lower quarters, sometimes reconstructed, sometimes salvaged, and sometimes built entirely anew. Bente'tolo, much like Yulu'soba, is a place of multiple extremes, as savage as it is sophisticated. Gleaming metal sits alongside simple stone and clay, crudely-made banners display complex, mathematical patterns, sandy streets surround a lush and blooming oasis, and refurbished automata service primitive huts and houses. Indeed, despite common belief, Bente'tolo translates not to "Great Spring," but to "Cobbled Together."

And that is, of course, to say nothing of the region's people themselves.

The harsh, unforgiving wilderness, coupled with the myriad complexities of the Menka and their treasures, have resulted in the creation of a people whose duality is reflected in their own name; a portmanteau of Komun, a word roughly translated as "fierceness of vitality" or "body-spirit," depending on context, and Je, a word which refers to a philosophical idea known as the "inner light," representing one's ability to think and reason clearly, with Te being a linguistic suffix indicating nation, tribe, family, or personhood. Komun'jete, therefore, is usually translated as "The People with Strong Bodies and Bright Minds."

And, indeed, they act the part, taking equal pleasure in physical activity and mental puzzles. It is not uncommon for their strongest warriors to also be among their smartest tinkerers or swiftest spellcasters--such is necessary if one wishes to enter a Menka and return alive. This cultural focus on both body and mind has led to the Komun'jete acquiring rather storied reputations as dungeon delvers and warrior-historians, arguing with each other over the shifting inflections of ancient inscriptions while fighting ancient guardians, or inscribing and drawing the details of great wars and battles while in the midst of them. Those who mistake them for simple brutes and try to take advantage of them are quick to find themselves on the receiving end of either a tongue lashing or a pummeling--or, perhaps, both at the same time.

The Komun'jete value differences, particularly those that are extreme enough to count as dualities. These differences are traditionally reflected in their traditional names; until each Komun'jete passes their coming-of-age trial, they are given a temporary name, usually consisting of their birth position (first child, second child, third child, etc), followed by their gender, with last names consisting of the names of one or both parents, a tribe name, or that of a fabled ancestor. On'to Kejeletu, for example, would translate to "First Son of Keje'letu;" Ai'ta Mkemate, on the other hand, would translate to "Third Daughter of the Mkema Family." Roughly around age fifteen, every Komun'jete is subjected to a trial put together by all those that know them, and upon passing, are given their "true name," comprised of what their community believes to be their greatest strength and greatest weakness. Munlu'tumut, for instance, means "Driven, yet Braggartly," while Jemun'amanka means "Sharp-Minded, yet Detached."



Weapons & Armor: Kolu's armor is a mish-mash of hardened leathers popular among delvers, Komun'jete cultural motifs, and repurposed metal plating recovered from Menkas. Her weapon, a spell-inscribed greatblade named Rukama (Spellburst), is her most prized possession. She also carries a much smaller and completely unremarkable sword, just in case she's caught in a tight spot, along with a standard bow that she seems to never use.

Items & Personal Belongings: On any given outing, Kolu tends to carry around the usual delver equipment--rope, flint and tinder, parchment, rations, maps, logbooks, and so on. Of particular importance is her Runelamp, a hardy, trustworthy delving item that seemingly never runs out of fuel.

Skills & Abilities:

-- Kolu is remarkably strong. In order to swing Spellburst around, she has to be. She's also quite hardy, capable of trudging through everything from sand to snow to boggy marshes without complaining, and shrugging off blows that others would certainly feel in the morning.

-- Though she may not seem so at first glance, Kolu is also quite smart, even if her mind can't quite override her impulses. Put her in front of a puzzle or the promise of new knowledge, however, and she'll be all over it.

-- Like many of the Komun'jete, Kolu is something of a mechanical tinkerer. Outside of her homeland, however, this might not see much use.

-- Kolu can read and speak a variety of languages, ancient and contemporary alike. Her diction isn't always perfect, and sometimes her comprehension leads to some mishaps, but she's still quite handy to have around when in the midst of a foreign culture.

-- And, speaking of culture, Kolu has a remarkable knowledge of history and various societies, some gained from study, and some gained from her own minor discoveries and theories unearthed while delving.

Spells & Magic:

-- Soburu (Deep Detection): Though now common among delvers, Soburu is believed to have originated among the Komun'jete for the sake of making the exploration of Menka less taxing. Deep Detection causes mana to ripple off of the walls or surfaces of a given space, giving the delver increased knowledge of their surrounding whereabouts. The more power put into the spell, the greater the uncovered area.

-- Anberu (lit. "Far-Hitting Spell,"): An entry-level adventuring spell that shoots blade-like arcs of mana from Spellburst. Kolu's large choice of weapon makes it difficult to switch to a bow and arrow on the fly, so she often uses Anberu in the midst of combat instead. Anberu requires Kolu to swing her blade, making the spell physically taxing in addition to mentally taxing.

-- Utility Spells: Kolu is mildly practiced in a few instances of "everyday magic" designed to take some of the burden off of traveling, such as making sparks from her fingers strong enough to light dry kindling, and condensing small amounts of water for emergency consumption. Usually, however, she'll rely on more conventional gear for simple tasks.

Weaknesses: In addition to being loud, impulsive, and compulsive, Kolu tends to get carried away. She knows when to hold 'em, but she doesn't quite know when to fold 'em, and has lost many a game of cards and chance as a result. Her emotions have the ability to rule her mind in many ways, and when her happiness breaks, it breaks. She'll never admit it, but she takes a long time to get out of moods that most people can generally pull themselves out of over the course of a day or so.

And that's to say nothing of her berserker rage.



Hobbies: Reading and writing. Shocking, I know.

Theme:
 
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Varis






BASIC INFO

Name Varis Theeil

Aliases The Swindler, The Magician

Age 20 years old biologically. Technically 150.

Gender Male

Race High Elf

Class Arcane Trickster

PERSONAL

Sexuality Heterosexual

High Concept The Grifter

Alignment Chaotic Neutral

Personality

Charismatic, flamboyant, and a firm believer of luck and chances. His clothing, how he walks, even the sly grin on his face are all signs of his arrogance (though he'd say it's his confidence).
He enjoys the company of anyone and wants to get along with everyone, he particularly enjoys using his flirtatious nature to tug at the heartstrings of the various women he works with. Though that doesn't necessarily mean it works on them; his sweet talking can only get him so far. While he can work by himself, he greatly prefers having the company of others; especially if they'll listen to his various stories and have general banter with him. Just don't be ugly. Or annoying.

It should be noted that he absolutely hates getting dirty. His clothes are much too fine and expensive to get dirt all over them. Moving a heavy object? Don't expect him to help. Don't call him 'ma'am' either, it bruises his over-inflated ego. In fact, all sorts of things can bruise his delicate ego. He's a bit of a drama queen, just one that can do some impressive work.
Backstory

Varis' origins are never consistent and typically changes between a small variety of stories he's crafted and made more and more believable through out the years. Sometimes he was a poor boy who was orphaned at at a young age and left to fend for himself, sometimes he's a prince of a far away land who has grown bored of the easy life of royalty. His 'true' origins are known to him and him alone; no one's been able to coerce him so far.

For around thirty years, he's been moving from city to city and town to town; often leaving the places with a considerable amount of money and an angry mob behind him. Street performances, con jobs, and high class heisting are all tools of his trade; and his personality and charismatic ways keep him from going behind bars; most of the time anyway. The handful of times he's been caught and thrown in jail he's somehow managed to mysteriously vanish from his cell within a few hours. Some even claim to have watched him die, only for him to end up perfectly alive elsewhere.


PHYSICAL

Apperance [See Picture] It should be noted that Varis is ~5'5 in height.

Weapons & Armor
Elven Sabre: A long, sharp blade elegantly custom made for Varis to use with our without his gloves. Engravings line the flat the blade, and the hilt and guard are expertly crafted.

Leather armor: His armor is integrated with his armor, an attempt at providing him protection while not sullying his wonderful clothing with the clashing colors of black leather where there shouldn't be any.

Small, balanced daggers: Just as the names suggests. Meant less to protect himself in combat and more for setting a diversion or to set a trap in a place where no one would expect a blade to stab through the bottom of their foot.


Items & Personal Belongings
Burglars pack containing various thieving tools, a lockpick set, a few days rations, a waterskin, and a bedroll as well as a few other small trinkets.

A rather impressive amount of gold coins, stashed away in his pack.

Varis also carries a small pouch containing a large amount of ball bearings, and a slightly larger pouch with a large amount of caltrops.

A silver ring on his left hand, with small engravings lining the ring in an unknown language.
Skills & Abilities
Fencing: A rather obvious skill, as he carries a sabre. He's fairly skilled as well, able to parry, riposte, and disarm his opponent; as long as they aren't better than him.

Acrobatics & Flexibility: Running around cities and downs (with others on your heels) is something he's gotten quite used to. Squeezing in small spaces, climbing up things that really shouldn't be climbed on, and overall using his environment to get to places others can't is something he's certainly feels like he's mastered.

Lock-picking and various other skills that various other scoundrels posses: He's quite good at lock picking which shouldn't be a surprise. Being sneaky, staying out of sight for as long as possible goes hand in hand with it as well. Stashing things on his person through interesting means as well.

Charisma: I mean, just look at him. Who wouldn't trust a man like that? He can speak fluent Elven, the language of practically any beautiful rogue like himself.


Spells & Magic
Mage hand: A spell which conjures up a floating hand that he can control. He's been able to pick locks, open or close doors, and a large variety of other things with this.

Minor illusion: A spell that's seen much use from Varis. From making a sound out of thin air to blending a door with the wall it's connect to to make potential pursuers think he'd seemingly vanished into thin air.

Familiar: Varis is able to conjure up a familiar, taking the appearance of a small animal which he can command. Quite useful for looking ahead and planning what to do.

Mist: A small spell that creates a sudden cloud of mist to cover a small area.

Blinding Light: A spell with creates a sudden flurry of bright lights, typically used to blind his enemies.

Mirror Image: A spell which creates illusory duplicates of himself, though he's only capable of creating one a the moment.

Minor Creation: A spell which allows him to create solid objects out of thin air. Small objects mind you, like lockpicks. They don't last forever either, only lasting for a few minutes at the most.
Weaknesses
-His ego, quite easily bruised.

-He's not one who can fight groups of people, he's much better at running from them instead.

-If you aren't a fan of a flamboyant elf, you could consider his existence his weakness.


FLUFF

Hobbies
Drinking games are something he's quite a fan of.

He's a sucker for those absolutely horrible romance novels; they're so amazing cheesy. Not to mention, a good way to get one-liners.

There's quite a variety of things he enjoys, it'd be mad to fit them all in here.

Quotes "I can't alter reality to fit my needs, but I can make it look like I did."





code by cychotic

no slide
 
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Elijah Elrod
Appearance fadfcdf4c7b1b3c21f9c730dada0b824.jpg
Alias: The Prisoner
Age: 20
Race: Human
Height: 5'8
Weight: 118lb
High Concept: Way too nice
Alignment: Lawful Good
Personality:
Quiet is a good word for him, it defines him in a good way, being quiet himself gives him time to think and evaluate everything around him which lets him get a good idea of the environment he’s in. This perceptiveness is what gives him an edge in certain scenarios, being able to utilize every object around him to achieve his goal, whatever that may be. Elijah isn’t always present mentally, he’s consistentally lost himself in his head, whether it be just daydreaming or listening to Warden tell his stories.

Often Elijah is incapable of consistent loyalty, unable to uphold a promise and is easily distracted by the smallest of things. Elijah is generally kind and caring, incapable of holding a grudge for more than 5 minutes. He’s respectful to all and only asks that others also be respectful to him. He’s very trusting and loving of people, believing that everybody has this good part of them that never leaves, Elijah strives to be the person who lets people’s good side out and this alone leaves him vulnerable to disasters that hurt those around him or the betrayal of a close friend.

Elijah is fairly intelligent and can learn things in a quick pace given the materials to do so but he lacks a good memory and has trouble recalling past events.
Class: Summoner/Fighter
Skills:
Proficient in One-on-One Combat
Excellent Cook
Well Built and Physically Strong
Magic:
Warden (Guardian Angel?) -
After being given Warden by a man who went by Gabriel Lapiz, Ezekiel has formed a good friendship with the spirit and has Warden assist him with daily endeavors. A very convenient thing about the binding of Warden and Ezekiel is that no matter where Ezekiel looks, Warden will always be present in his view.
CE7D7400-6BE9-4C05-A368-A4F543165690.jpeg
Equipment:
Elijah doesn’t carry much on him, not including the clothes that he wears, he only ever brings a knife, pan, and book that acts like a reference sheet to various forms of fauna and foods that are either healthy or close to non-lethal.
Societal Lore:
Elijah comes from a nomadic tribe who most commonly follows the Dellian Road, this tribe has been active for 30 years since it’s conception when two young fellows stole a few donkeys and left their former tribe. The two young fellows decided to name their new tribe Who, it was a joke at the time but it gained traction as more people joined and traveled along with the tribe.
Backstory:
Born on the 10th anniversary of Who during a festival held at Kirqub, a small village south of the Calan Mountains, he was the only son of one of the two original founders of the tribe, the other unfortunately dying after an avalanche hit the tribe during it’s travel to Basquev for supplies. His birth was considered sacred as it happened right before the festival had started and was considered as a good luck charm for the future. Elijah’s younger years went without a hitch, he had a grasp on reading and took an odd obsession with watching his mother cook meals for the tribe, despite his father treating Elijah poorly as though he wasn’t his only son, Elijah knew he meant well.

His teen years were something different, Elijah was always in constant frustration because he could never cast a spell, no matter the amount of teachings he was given by locals or those in the tribe, he could never cast a simple spell or even make a rune without it blowing up right in front of him. His frustration was also that of jealousy, his father was always better at things than he was, Elijah strived better becuase of this but he grew a hatred for his father after being beaten black and blue during a training session. This grudge held for more than a few years, Elijah’s hatred for his father grew so greatly that he stopped attending the dinner to pass on the harsh words he would be told by his father, without being able to rely on his father for help, he naturally grew more accustomed to spending time with his mother while his father was out, being taught how to cook and preform household chores.

On a trek back through the Dellian Road, Elijah had come by a fortune teller who was sitting almost peacefully at a table on the side of the road, Elijah with an almost childlike fascination stopped the pulling of his load and latched it onto one of the many cows. He broke off from the group and sat down at the table, almost immediately the fortune teller had waken up from her brief adventure into dreamland and caressed the crystal ball in front of her.
“What is my future?” Elijah asked as the fortune teller rubbed her crystal ball.
Silence.
“Please I wish to know.” Elijah was almost gonna plead for his future to be told until the old woman raised her head, her face had a grim look on it and her eyes looked as though she had seen a ghost.
“What is it?” He asked with worry in his eyes.
“You Elijah will beseech yourself to something more greater than magic itself.” The woman seemed almost in fear of him.
“What do you mean?”
“I mean you should leave.” The old woman commanded with a shaky voice.
“But why?”
“Leave before I have to force you out of that chair myself!” The old woman seemed faithful to her words and Elijah had no doubt that she would throw him off of the chair in almost an instant.
Elijah said nothing as he left his chair, walking back towards the group that was farther ahead than he thought they would be, he looked back like a child being dragged away from a bouquet of seeets and wondered in his head; How did she know my name?

As Elijah grew into adulthood, the 30th Anniversary of his tribe grew closer and closer, as did his birthday. The nomadic tribe had begun a long and treacherous adventure to the hidden city of Balamar inbetween the Evita and Nikita mountains so that they could celebrate their festival in peace and learn about the city’s culture. During the preparations of the festival, Elijah was instructed to grab some water from the river stream not too far away, he grabbed two buckets and hauled them off in the direction he was instructed to go. While carrying his now full buckets of water, he noticed a small entrance into a mountain, the stone that made up the entrance was jagged and cracked upon closer inspection, mold had grown and vines extending down to ground level from the top of the entrance were also present. It was impossible to see what was inside the entrance, there wasn’t a door so he could easily just walk in but the vines and the overall darkness of the entrance made it hard to make out what was inside.

As the festival started with an extraordinary amount of beer made from the boiled water and barley that the tribe had gathered over the months. Elijah was present for a lot of the festival’s events, from fun party games to mock fights that showed off the fighting prowess of the nomadic tribe. But as the day started to wither and the night blossomed like a rose, Elijah had grown bored of the festival, he had done everything and had nobody he could accompany himself with, and so, in a last ditch effort to gain some kind of knowledge to compensate for the time he spent lurking around the ruined entrance, he decided to enter and face whatever dangers lied ahead of him. Elijah snuck out of the festival, sneaking past the guards that patrolled the festival’s area.

As he entered the decrepit entrance to the unknown, he grew more aware of his surroundings, not because he wanted to have a mental map of the place but instead out of fear that something would pop out in front of him. Elijah walked down stairs, and more stairs, only stopping to look into pots for valuables. After what felt like an hour of walking down steps, he arrived to a large room with great pillars with letters of a language that was unknown to him, the pillars also held torches that were conveniently lit and seemed almost like it was just put there recently. Elijah walked slowly and carefully, scared of what might come, whether it be a monster or dragon with an inordinate amount of gold in it’s possession. What came to him instead was a man wearing a white robe, the man looked to be in his late 60s, his hair had faded to gray and his body seemed more frail than that of a baby. He walked with the assistance of a cane and greeted Elijah with a formal but urgent tone in his voice as if Elijah had just arrived in time for something.

The man greeted himself with the name Gabriel Lapiz, he said himself to be a scientist who researched old artifacts left behind from the civilizations of old. Gabriel needed help with activating a certain artifact in the shape of a clock. Elijah was happy to help and asked what he could do but was told by Gabriel that not much could be done, the artifact had a reliance on highly condensed and concentrated amounts of magic energy in the form of a crystal, the only way to obtain a crystal of that sort was to venture into the Riftsea and create one. Elijah was upset he couldn’t help, he thought he could do something to help the man but he had no clue about how to enter the riftsea, let alone find an opening.
“I really wish I could’ve helped, I’m sorry.” Elijah sighed as he sat down on the cold stone floor.
As Elijah finished that sentence, Gabriel raised his head and stared at Elijah for a few seconds before being broken away with a thought. “Actually, there is a way you can help me.” Gabriel said, turning back around to face the artifact.
“In my possession I have a spirit, this spirit binds to things and acts as a guardian. This spirit is also a key to opening the Riftsea.”
Elijah perked his head up, listening to the man talk, intrigue filled his mind as did excitement.
“Sadly I cannot use this spirit or bind him to my body, I’m too weak and old to keep it for more than hour but you... You seem like the perfect choice to keep the spirit.” Elijah had no hesitation in deciding, he felt a strange bond with the old man and almost immediately accepted the offer.
“I’m glad your open to it” Gabriel said, “but in return for keeping the spirit with you, you must open the riftsea and obtain a crystal for me so that I can activate this artifact.”
“Must I go after getting your spirit?” Elijah asked.
“It depends, I am slowly dying as I spend my time here in isolation, I fear that I will be dead given a few years so I only ask that you complete this task soon so that I may rest easy knowing that I accomplished something during my lifetime.” Gabriel responded.
“I understand sir, is there anything else I must know before taking your spirit?”
“Well, the spirit’s name is Warden.”
Elijah laughed although he knew Gabriel didn’t mean it to be a joke.

The binding of Warden to Elijah went off easy, he had felt a slight burning sensation as Gabriel marked his back with letters and symbols but it was nothing compared to the pain he would receive during a training session with his father. After the bind was complete, Gabriel sent Elijah back up to the entrance, informing him that he would feel some back pains but that it was normal and would fade after a few days. As Elijah walked out of the entrance and into the dead of night, he walked his way back to the festival. The closer Elijah got to the festival, the quieter it seemed, there wasn’t any screaming or cheers, it was just silent. As he got a view of the festival, nobody was present, the festival was as dead as the night and everything just seemed abandoned. In a fit of worry, Elijah searched around the caravans and into the city, and to his surprise, the city was also empty, he searched around and found not one person.

Elijah spent about an hour searching just for one person but couldn’t find a soul, he gave up and sat down at a bench, he was about to start crying until something heavy sat down beside him, Elijah looked up with desperation and excitement in his eyes but the more he saw of the person, the more he dreadful he became. As soon as Elijah met eyes with the person, they put out their hand. “My name is Warden and I’m your new guardian.” Warden sat taller than Elijah and had a body of light so bright that he could be a star to light up a whole galaxy. Bright wings sat on his back, lowered as though Warden was being respectful to his surroundings. Elijah sighed and shook Warden’s hand before lowering his head and asking a question. “What happened to everybody?” Elijah was on the verge of tears before Warden put his hand on Elijah’s shoulder. “I wish I knew Elijah, I really wish I knew.”

Elijah gathered what he could from the city and caravans before setting off back to the Dellian Road.
 
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Basics
Name: Maribel Schwefel
Alias: Mari
Age: 18
Gender: Female
Race: Human
Class: Engineer


Personal
Sexuality: Heterosexual
Alignment: Chaotic Good
Affiliations: None
Height: 5'4
Weight: 107 Ibs
Hair Color: Dark Brown
Eye Color: Brown
Personality
Maribel is a technology enthusiast and a bit of a tomboy. She tends to have a deep fasination with technology and tinkering with it and is not afraid to get a bit dirty for the sake of creating new inventions of her own making or trying to get some old device working on her own. She can be a bit on the blunt side with people not really being one to carefully dance around something in order to stop from hurting someones feelings. She tends to take a very logical approach to problems keeping a level head rather then allowing her emotions to get the better of her. She tends to favor practicality over style, though she does concern herself with at least looking decent, and while she hides it she doesn't mind occasionally dressing up or being 'girlie' as many might call it.

While she can generally control her emotions, she can have a temper on herself if pushed too far causing her to act more brash. She hates being looked down upon often feeling the need to prove herself if someone where to hint the think less of her. She has a habit of becoming absorbed into anything she works on, often loosing track of time or forgetting things she is suppose to do unless she is actively reminded of it. She has a habit of not taking things too seriously when she should, having a bit of a carefree attitude that can sometimes be detrimental to herself. She can become quite competitive when challenged often easily swindled into situations in which she is at a great disadvantage.

Likes:
  • Machines
  • Tinkering
  • Ancient Technology
  • Sweets
Dislikes:
  • Technology being Abused
  • Being looked down upon
  • Snobby People
  • Losing Track of an Idea
Background
Maribel grew up in a decently sized mining village of Geiheer in the outskirts of the Empire. With her father being a miner and her mother a Baker. The mining operations in Geiheer allowed most of those who lived there to have generally a decent living able to have food on their plates everyday although far from lacking any sort of luxury. Her father was often absent most of the time working and her mother quite busy doing her own work providing most of the baked goods for the town. She often found herself left alone to wander around by herself only on rare occasion getting to be around other kids more often older then herself with her parents both working.

She grew to have a fascination with technology even in her early years. Having so much ancient technology littering the ground whether it was things waiting for the empire to pick up for their research and development purpose or simply left as scraps that were unwanted in the great scrapyards that stood tall like giant mountains in clear view of the town. Even when she was 8 she had a habit of experimenting perhaps in some part fueled from seeing her mother taking various ingredients in cooking to create bread and other food, she saw to replicate it with the various objects just laying around serving no use. While her early inventions were nothing more then art projects, it still ended up managing to pick up the eye of a woman named Theresia Eisen.

Lady Eisen as she was called by her own insistence (often times with a waving wrench) helped to teach Maribel a lot of the foundations of engineering learning how to work with some of the old scrapped technology laying around and getting an understanding of the mechanics of things. She acting as a teacher helping to educate Maribel. Soon enough the girl had begun to repair and create little gadgets of various uses (even if simplistic entertainment). The scrapyard that most saw as a towering behemoth of trash began a playground for her. While most girls her age might be playing with dolls she was putting together little mechanical creations of whatever her excited mind could come up with.

Getting older, Maribel began to get a better understanding of the world. While the Empire wasn't some all bad power, she saw many flaws with it as well. Seeing so much valuable technology being taken away and very rarely ever any returned back made her see it as a rather selfish power structure. While they had decent lives in her town of Geiheer, it felt like they should be getting more in return for what luxuries they likely provided to the captial and the closer regions within it. Rather then seeking to become an engineer for the Empire, she sought a path of her own wanting to strike out and do what she could herself and explore the world. While her mining town managed to extract plenty of interesting technology, she knew there had to be other places with plenty of inventions that she could only dream of witnessing or potentially uncovering from some remote location.

High Concept
Enthusiastic Engineer seeking to explore the world and retore and create new fascinating technology.
Relatives
Ellie Schwefel (Mother)
Anders Schwefel (Father)
Theresia Eisen (Teacher)

Items and Equipment
Weapons
EBPS Mk2 (Elemental Bolt Projection System)
Inspired roughly by Empire tech, the EBPS is a pistol devised to fire simple bolts of magic power at a target. The weapon itself is fueled by special magazines that are slid into place on the top of the pistol to be fired off. Each round can hold roughly 8 shots before it needs to be swapped out. The rounds themselves are fueled using a devise called the ECD (Energy Condensing Devise) with roughly 4 magazines being stored on Maribel at once.

Wrench
It is a sturdy metal tool so its something, right?

SID (Statifc Inducing Devise)
Effectively just a small cylinder that Maribel assumes was some sort of battery or a compositor in the far past. With some tinkering she wrapped a coil around it and 'overcharged' it. When a simple button is pressed it acts as a small grenade that can be tossed and after a short delay releases a burst of electricity that shocks anything in an area around it before completely frying the devise. She only has a limited number on her at all times, requiring her to find the base component in order to create more lacking the resources to properly recreate it on her own.

Armor
None, it get's in the way!

Items
Tool Kit
Contains various tools that Maribel uses to do her tinkering. While she can do some of the work without it, it makes her job a lot easier when tinkering.

ECD (Energy Condensing Device)
A mechanical devise in the shape of 'a brick' as most tech unsavy might describe it with a cylinder sticking out the top. The device itself was made to abstract raw magic from the air and condense it inside the device, often to fuel her EBPS magazines though it could be used for other objects of small enough size. The device itself is the 4th iteration with the earlier version being a much larger backpack that Maribel managed to shrink in size and increase its efficiency. The energy obtained form the device is typically in a very raw form although Maribel has found ways of enhancing it with Elements and harnessing it through help for a magic user channeling said magic into the device.
Abilities
Skills and Abilities
Mechanic: Maribel has incredible skills with engineering despite her age and lack of hands on experience with the Empires technology. She is capable of repairing many simple and even some more complex technology given some time and careful adjustments.
Tough: Despite not looking it, Maribel has quite a bit endurance about her able to withstand pain and handle herself. She is the type who could even get into a brawl if she had to, and while she isn't necessarily the type to win it she is likely to be at least one of the last few to be still around by the end of it.
Intelligent: Maribel ain't no dumby. In all serious she is quite knowledgable despite her lack of a formal education due to her master. In particular she has a pachant for thinking over things logically often able to work through situations like a puzzle to find a solution, at times even some rather strange ones to fix a problem she might encounter. Some of her ideas can get a bit.... strange after all.
Ancient Technology Knowledge: While lacking a lot of the resources of the Empires Research and Development division, Maribel still has quite extensive knowledge of how Ancient Tech works. She can generally figure out the function of various machinery to the point of having at least some idea how to deal with it, even if she might not fully understand how all of it works.

Magic
None
Maribel has no innate ability with magic, relying rather on harnessing it from the world around her. While its possible she might be capable of using it she lacks any form of training for it.

Weaknesses
Little Combat Training
Maribel has some ways of knowing how to defend herself, but she is far from being an experienced combatant. Her general free form of fighting can catch people off guard but she has little experience fighting with a sword or taking on foes who might have been formally trained. She relies a lot more on her equipment to support her.

No Armor
Due to the various devises she carries and equipment, as well as the clunkiness it would add to her, she is unable to use armor to support her in fighting. While she can have devises potentially pick up her slack, something simple yet incredibly useful like a set of armor is something she lacks to protect herself relying instead solely on her own high endurance.
 
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Name: Steven Farmer
Alias: Steve
Age: 16
Race: Human
Class: Swordsman
Level: 1
Alignment: Neutral Good
Sexuality: Heterosexual
Height: 6' 0"
Weight: 185 lbs



- Signed up for the Empire's Army.
- Had the first mission in Pyrr.
- Tripped over some girl's merchandise
- Accidentally joined an eating contest
- Got kicked off the Empire's Army
- Left for home sweet home
 
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Work-in-progress, because I need more time and im sleepy

Picture: stragosban.jpg

-- Name: Meryloin N. Dumblederp The Sixth (Also known as Lit Coat Meryloin)
-- Age: 300
-- Race: Human
-- Personality: Comedic, Lecherous, Uncertain, Forgetful, Selfish, Irresponsible, Greedy, Soft-Heart, and Penetrative in Oddity.
-- "Class": Mage of 1001 spells.
-- Equipment / Weaponry: Staff with a Green Orb at the top, Coat, Trouser, Tunic, Belt, Boots, Undergarments, Pointed Wizard Hat, Wizard Robe, Four Rings, One Necklace, and Two Wrist Bands. Basic Traveling Gear. Spellbook, Herbs, Potions, and the Usual Mage Stuff.
-- Backstory

Born in Village -> Wins magic aptitude contest -> Gets sent to wizarding school -> Graduates and has rival -> Founds the Mages of the Unlit Coats with his close allies -> Many missions later -> something, something goal arises -> he leaves the group on his own way with a band of adventurers -> something, something split up -> new group probably

-- Skills / Spells

Litmus Coatus: His coat shines brightly, illuminating the area around him. The color of his illumination changes according to the acidity.
Cactus Cataracts: Clouds his opponents' eyes with sharp cactus.
Biggy Fingy: Increases the size of an individual's finger to cause discomfort in the enemy's sword grip.
Screamith Cockith: In a hearty yell, a rooster appears out of his mouth to scream at the enemy.
Notus Mehs: Forces his victim to always look at him.

Many, many more. I'll add as the RP progresses.

-- Race / Societal Lore:

The Village of Bildern

A humble village with several cottages, a main manor, church, market, tavern, and other amenities. Inside the village, hierarchy begins with the Duke and his family; then onto the church; and lastly the knights. Those in the middle include merchants, artisans, farmers, and other types of peasant. At the very bottom there are slaves, outsiders, and foreigners. One kingdom ruled over the village; however, the village's location prevented the kingdom from incorporation the village in close-knit tasks. Therefore, it remained an independent village centered around its environment, which included mountains to the west; a river and forest to the east; a southern road that led to a desert; and a northern road to the kingdom that owned the village. In total, the village's population included a little under five hundred people. For architecture, it seemed rather medieval with its cobblestone and wooden buildings along fertile farmland.

As a typical feudal society, politics within the village's walls became clear cut to all who entered for refuge, work, or travel. All denizens followed the church and Duke. Those who dared to revolt were either killed, tortured, or a mix, as a means to deter others from betraying the village. Initially, the village began with the Kingdom's successful war for the territory, to which the victor incorporated its religion on their primary waygod alongside its feudal politics. A majority of the village's first citizens included people who surrendered after the war, and so resentment remained within the community. Notably, a rebellion occurred only a year after the village's settlement. Thus, the kingdom gave into the village's demands, as the territory's location proved problematic. A duke of the territory's blood was chosen, and the church returned to the old territory's teachings, under the condition that they supported the kingdom. Still to this day, the divide between the old territory and the conquerors remains. However, peace is kept only through mutual politics.

The culture of the village borrows ideas from the Kingdom and the old territory's traditions. Specifically, the waygod of sorrow. Every year, everyone in the village participates in the tear festival, where everyone cries into a bottle that they pour into their own makeshift lake. Over the years, the lake has grown a few inches, now allowing the baptism of children to cleanse their bodies with the sadness that held the village together. Several people are stationed to clean the lake, leaving it fairly clean. Those who drink or tamper with the lake are punished with death. In recent news, a newborn once peed in the lake, resulting in a small burial afterwards. The village places a ton of care into their traditions, as it's their only means to distinguish themselves from the kingdom. In the church, a Priest preaches to any who come at any day. Priests are held in high reverence, and even considered sometimes equal in power to the Duke, which is a relative of the Kingdom's nobility. Only those of the old territory's pure blood may become a priest.

Due to the village's location, there's an abundance of fertile land, even after the war. Therefore, food and trade are always plenty, hence why many travelers come to browse the wares, or seek jobs. Typically, the economy begins with the food trade, and then the lumber trade. Lastly, the merchants bring the fold together, exchanging their rich, exotic goods with the basic, raw food and lumber necessary to aid other villages in non-fertile lands. Also, the village's location acts as a trading hub, as it's a centerpiece for several different environments and other far kingdoms.

Most importantly, the village holds a yearly magic aptitude test in accordance with the kingdom's principles. The kingdom seeks to build a division of mages in order to abuse the riftsea, and allow further development. In particular, this test allows Meryloin to begin his adventures as a Mage. Three hundred years after Meyloin's birth, the village remains, but its tests are changed to accommodate the riftsea's change.

Old Territory (Previously known as Tyraeayrie)

Long ago in a war torn landmass known as Edipentalum, three kingdoms: Ishtan, Tyraeayrie, and Jerkinsain, all fought for control. Jerkinstan, a desert kingdom, kept to itself, only offering troops in battle against Tyraeayrie, which led itself in the center. Therefore, Tyraeayrie faced a war on two fronts against the desert kingdom, Jerkinstan, and the plains kingdom, Ishtan. Previously to its fall, Tyraeayrie's land occupied several lakes and rivers; however, the constant war for its resources resulted in a waygod borrowing sadness into its fertile lands. Anywhere that dared to sprout growth and abundance followed later with lamentations. Compared to the two other kingdoms, Tyraeayrie's military force lacked any ability to accumulate its forces for a central push. They mainly relied on small skirmishes to stall the enemy, but it didn't last long. Since, there was war on two fronts, the kingdom split into many tribes that distinguished themselves according to which side they fought against. The northern tribes settled in Bildern, and they were the closest to the lakes and rivers.

In the past, the economy consisted of trade, farm, and lumber. Mainly, they could grow anything in their soil, and once the other kingdoms surmounted their armies, it wasn't long before Tyraeayrie lost it all. As it was dabbed in the center, and blocked from pretty much everywhere, they couldn't receive foreign aid. The kingdoms in the north and south only cared for the old territory's resources, but this isolation allowed the old territory to have a national fervor that prompted successful rebellion for independent villages in both kingdom's captured territories. Much like medieval politics with a central ruling King, and then the church, yet with a twist. Due to the intense volume of trade within the area, many merchants who delivered prosperity to the nation obtained unique titles as nobility. Thus, merchants wore a noble coat of arms, known as the coat of trade decorated in special illuminated colors. Rather than an insignia, it was a literal coat.

Allowing merchants to achieve noble status caused instability in the kingdom, which may have encouraged its collapse. Either way, rebellion ensued in the kingdom as the Nobles attempted to regain their control over the state. The monarchy had to choose between the merchants or nobles, and unfortunately, the monarchy hesitated itself in the matter. One known merchant, Ashton the first organized a group of merchants to burn several noble manors. However, as the ordeal continued he sold information on the kingdom to the Ishtans in order to seek refuge away from the nobility. This betrayal caused the death of his family along with the destruction of his coat of trade from history's existence. Now in disarray due to one man, people turned to their own local leaders and religion as the sole providers of their nationality. Sorrow reigned true throughout the times, completely baptizing the people among flames, death, and disorder.

Jerkinstan

Essentially, a theocratic state who desired to spread sand along the lands for they are located in a desert. They wanted the old territory to create a new sandmark, a landmark made of sand. The six priests of sand and the nine musicians of song brought upon a realm of which the sandsongs echoed in the dunes. With each sound, the sand followed in tantalization, their destination set forth upon the firm sandstone. Everything, and everywhere remained sand. They all followed the Waygod of sand and all things grain, the rock kind, not the foodstuff. Without sand, they were blind, even if sand caused temporarily blindness. But still, they wished to cleanse the worlds in sand, and so in their captured territories of Tyraeayrie, they destroyed their enemy's lakes with sand. Such a travesty incurred rebellion, forcing the Jerkinstans to provide independent villages. However, they rewrote their religion in those villages to incorporate aspects of sorrow into their sand.

Compared to the other two kingdoms, Jerkinstan's land contained little resources, so the people adapted to the scenario. They incorporated sand into all aspects of their lifestyle, hence a heavy religious emphasis on the material. In fact, they ate sand, they slept in sand, and hell, they used sand to birth their children. Once human, they became their own amalgamation of sand people. Most importantly, they needed a way to travel the message of sand, so they developed two methods: song and war. Song healed the emotional wounds, while war brought forth wounds to the fertile soil, so that sand and dirt may become apparent.

The economy of the kingdom mainly holds itself with sand as its primary currency. It's either the foreigners integrate with the Jerkinstans or death. Basically, it's like communism, as everyone is able to find sand, if they're in the kingdom, they just need to worship one specific Waygod, and spread the sand. Their houses and castles and most of their architecture is built with sand. The huge fanatical aspect of the kingdom allows itself to grow as an Empire, since its order also stems heavily from its environment more so than any other kingdom. Secretly, they are plotting to overwhelm the further Ishtan territories, and so they've stripped a songstress completely of her sand to act as a spy. She's known as Sandy Toes. In order to save the world, one must first destroy it completely with sand.

The Kingdom of Ishtan

The magical kingdom atop a rather large hill overlooking the plains and mountains contains a population build with a variety of races. While the Jerkinstans stuck to a religion and forced their people to cover themselves in sand, the Ishtans embraced all walks of life, even during a time period for which they wanted to spread their own Waygod. However, past actions proved that they should incorporate others into their kingdom with their beliefs rather than risk additional attacks. Due to their location, the ocean and mountains separate the kingdom from dangerous threats, allowing them to build a stable military and economy. They also developed heavily into magic, incorporating reptiles into their fold as the primary source of magical energy. From their environment, the Ishtan Lizard seemed to hold untapped potential power from licking its backside. It's as if the riftsea coated their backs with magical drugs that induced magical energy. Therefore, they developed the Lizard Wizard Academy for only a select few in Ishtan to understand magic.

From the kingdom's inception, it became apparent upon two seafaring sisters who found the land and left their homelands to start a new. Quickly, they developed a sizable city based around magical drug lizards fueling their economy. Soon, the nation became autonomous and later synonymous with druggie mages. As the nation continued in its growth, it sought lands to the south, as it was the easiest path to transverse for expansion. Initially, the two kingdoms thought Ishtan incapable of successful rule, as their mages were often in a daze, or drugged to an extent that proved themselves detrimental. In order to solve this issue, mages were required to past a specific aptitude test to determine the inability to get high off the lizard. They transitioned their names from druggie mages to Lizard Wizards. Although, they borrowed magic from the riftsea it came from the lizard mostly, allowing for specific potency in spells compared to just accumulating magic randomly in the air.

In Ishtan society and culture, Lizards and Magic became idolized to an extent that doubting the Lizard caused for the person's tongue to be ripped out of their mouth. One tradition is every fall season to have the children dress in lizard costumes, as a means of increasing their chances to be chosen as Wizards for the ishtan Kingdom. Another tradition incorporates a trek up the mountains as a coming-of-age, for the lizards often migrating up the hilly landscapes to mate. It's also a noticeable area for teenagers seeking love. There's many other traditions, but like for every tail, they're often chopped up, and replaced with a new one.

The creme de la crop of any society mutters itself into the politics. Although, a king currently rules, for a time women held the kingdom to its highest regards. It only changed to a patriarchy once the founding sisters' family line fell to Ashton, who sought a seat on the throne. Despite being a traitor, he used his wisdom and status as a means to quell the uprisings of the old territory through compromise. However, as an outcast, he could never obtain a seat figuratively, but maybe secretly. And so, he became great friends with another family that desperately wanted power on the throne. They would rule in exchange for Ashton's family receiving preferential treatment, and allowing him to oversee political affairs. Success became possible with the character, "Sandy Toes," undermining the current government with scandals and intelligence collection. Therefore, the Ishtan kingdom had no choice but to change its power and political direction, which completely stalled the Jerkinstan's attempt for war.

Regarding current events, the Jerkinstan and Ishtan tension is at a rise, but the conflict has passed in only one swift battle that united the kingdom many years ago. So for an unbridled time, there appears to be peace between the kingdoms, even if tension can be cut with a knife. The peace of the kingdoms came at the cost of marriage between one of the Ishtan royal family and one of the upper religious families. However, the Jerkinstans demand sand unto the Ishtan territories, while the Ishtans want to quell Jerkinstan's advance, to prevent the loss of their fertile land. The divide between the two nations act as an important border.

Lizard Wizard Academy and Military

The Lizard Wizard academy was founded to train its druggie mages to adhere strictly. However, despite their tolerance to succumb to the drug, repeated usage of magic may result in hallucinations. The academy serves mainly to provide Military Mages rather than recreational ones. it's a strict, rigid training of eight years. The end result of the academy is to have the graduated students learn further on the battlefield or with their mentors, who may teach them magic in other methodologies. All military mages are dressed in green robes and green, pointy wizard hats. Despite the multitude of changes, the Lizard Wizard academy remains popular and able mostly due to its importance as a production system to grow the state's military. Only denizens may apply.

The student Meryloin graduated at the bottom of his class with a huge gap between the second lowest student. Fortunately, his marks were enough to graduate him as a Military Mage. Many were surprised by his ability to be at such a low score and pass, and believed he did it on the purpose. The truth; however, was that he spent many of his hours learning party trick spells in order to impress the ladies.

After his graduation, he served as a military mage, fighting it out in the first battle between Jerkinstan and Ishtan. For the first time in his life, he truly understood sorrow from his Waygod, village, and childhood. This contrast and events scarred him mentally, forcing him to use inconvenient, less-destructive spells; or destructive, goofy spells; rather than plain, useful destructive ones. His jester-esque behavior masked himself in his own hubris as a means to disguise the hidden pain underneath. Soon, he'd forgotten it all, upon setting eyes on a woman.

Mages of the Unlit Coats

After several years in service to the Ishtan military, the Ashton family faced a crisis, where they lost an immense amount of power due to the ramifications of a battle with Jerkinstan. Now ousted, Twol, a female descendant of Ashton, wanted to bring about a return to the coat of trades. She too was a mage, so she gathered other mages who descended from the old territories; this included Meryloin. Being a woman-lover, Meryloin gladly fled all responsibility to the military for a woman, Twol. Together they formed the Mages of the Unlit Coats, in which they acted as a dark, secret society bent on bringing about the literal coats of trade to the Ishtan kingdom. Initially, they were considered terrorists, but soon dropped the idea altogether once several members were brutally killed and tortured with sand for conducting missions in Jerkinstan.

The gruesome sight encouraged the remaining members to conduct secret operations for preserving the coat of trades, rather than inciting it throughout the two nations. And so, Meryloin alongside several others, held many odd adventures. One involved blue fireballs, another dragongrass that never stopped blazing, and one that incorporated a special spoon key to search the skeltan ruins. Their final mission ended with the Chuish Coffers, where they found the secret fraud behind the Ishtan Kingdom's cash flows. They were considered heroes for their endeavors, and all were offered important positions back into the military, with a promise for a coat of trades. However, while the group committed many operations, Meryloin learned to accept his spell to light his own coat, rather than acquiring one of his own. He also learned a great deal of his past and he sought to discover the secrets behind his own coat of trade. So in essence, he wanted a comprehension of his coat of trades, rather than accepting a flimsy, new one. For once in his life, he became inspired by something other than women.

Adventures of Hunkeld and Company

For the remainder of Meryloin's life, he worked with Hunkeld and Company, a band of adventurers which included Meryloin, Hunkeld, and Elfman; a male elf. Together they traveled the world in search of riches, fame, and women. Throughout the journey, Meryloin never found his coat of trade, instead enjoying his time adventuring and learning new spells. Happiness came to him sometimes, usually after he decided upon a venture from the local tavern. Yet, during one trip across the sea, a sea Serpent destroyed the vessel flinging the elderly mage, Meryloin, into the ocean.

Kapitso

Her eyes contained beauty like no other, and her lush lips demanded a connection with Meryloin's own. Yet, no, he couldn't for his age, and her own separated in a huge gap, until she told him that she was a Waygod with intense beauty. She offered Meryloin pleasure and luxury and spells throughout many years. Until, Meryloin remembered his goals to reclaim the coat of trades. For a couple of centuries, his mind had been locked in the island with a single woman. He demanded far more than that, so in reality, his first thought was other women, but still, he too wanted his coat of trades in order to impress women. Nevertheless, he engaged in an intense battle with Kapitso, which put his own skills to the test. Unfortunately, he failed and now enraged, Kapitso entrapped Meryloin into a dungeon.

With nowhere to go, he contemplated on his life, allowing his mind to seep deep into the trauma that he experienced on the battlefield. He questioned, "Why did she want me here?" When he finally came to the conclusion, he broke free, for the lizard drugs had overwhelmed him immensely. He awoke on an island surrounded by palm trees and nothing. For the entirety of his isolation, he was under an intense drug. A two hundred year long drug hallucination. And so, he picked up his staff and enlarged his neck over a hundred feet to spot any passing ships. In this new world, he wondered how long he'd been, and once aboard a ship, the answer shocked him. He wondered how he'd survived so long, and if some parts of the hallucination were real or fake. He shrugged his shoulders, and began once again his journey.

Other:
 
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-- Name: Luna
-- Age 23
-- Race: Human

-- Appearance:
1537939536292.jpeg—High Concept: Basically an angst character, because you always need one angsty character in a JRPG.

-- Personality
Luna is a very cold and distant person, often tries to cover up her emotions often, not even flinching towards coming face to face with a monster. She addresses people with rude nicknames or “hey you” than their actual names and is very sarcastic to other people. Making her come across as apathetic and a bit intimidating. She is quite cautious and tends to second guess the nature of others. She often tries to plan ahead and often tries to look over all the details and tries to leaving nothing to chance and would definitely be a subscriber to the mindset of have a plan to kill everyone you meet. Despite all this she tries her best to care for the people around her though own way, such as how your actions are obviously stupid and you would get yourself killed and despite the fact that she’s very cynical, she would help out others in need as best as she can.

-- "Class": Summoner/Chemist

-- Skills / Spells

Waygod Summoner: This is her main ability that allows her to bring Waygods back to physical form though she must have the Waygod’s phylactery on her, to summon them and it only summons their physical form, they do not get their original power from before the sealing of the Riftsea. If the way god is defeated in physical form, they can not be summoned for a day.

Chemistry: Originally just a skill used to prepare regents for rituals, after her loss of magic she decided to use this part of her education to make up for the lack of power on her end. She can mix up toxins, potion, and even explosives to use against enemies.

Magical Knowledge: She is considered a Magical genius and has extensive knowledge of magic being able to identify any sort of spell within moments of seeing them. She can even modify spell and even create new ones, though this is mostly useless to her now as she can not cast magic anymore.

Summons:
Duyane: A god and protector of a hunting village. His most used form looks very similar to humans, as he was often mistaken for a local hero known as “the fire hunter” who was known to have killed the King of Fire and said that his spirit watches over that village. Is a fairly weak Waygod and seems to have a somewhat timid, yet honorable personality.
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Golem: He was tricked into becoming a guardian of an ancient tomb. Has a rather lazy yet clever personality and let the Luna take his phylactery, so he would be freed of his service. While somewhat powerful, but doesn’t tend to use his full strength due to his personality. He currently wants to find somewhere nice to stay and call his new home. His Phylactery is a gold coin, the size of a human palm, with the image of a dragon stamped to one side and a forgotten king on the other.
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Weaknesses: While her ability to summon Waygods is powerful, Luna herself is not. She is a mage who lost the ability to cast magic and as such, isn’t very physically strong and can be quickly overpowered if fought head on or by herself.

-- Equipment / Weaponry
Rapier: A simple sword, good for stabbing targets through. Picked out by Luna to take advantage of her knowledge.

Portable Alchemy Vat: Used by her to cook up potions, poisons, and chemicals to use in combat.

-- Backstory
Luna, formerly Luna Morgan Windsor Ashbridge was born as one of the twins to a noble family in the city of Aeaea and home to one of the greatest magic academies in the world, Ascalon. Aeaea was the home and birthplace of many powerful mages throughout the ages and had many of their workshops and homes scattered around the area resulting in the biggest collection of magical items, resulting in the city being dubbed the City of Eternal Magic, a title that seemed like a joke after the sealing of the Riftsea. Despite the waning magic over the years the city, kept up it’s ancient law that any children found to be able to use magic would be admitted into Ascalon Academy once they came of age. Luna and her sister Stella were both found to be able to use magic, which was no surprise, as the Ashbridge family was known to have been descended from the Archmage Asasorin, the founder of the city.

Luna entered the academy and was quickly found to be a genius in magic, quickly surpassing all her peers and some teachers, absorbing nearly every branch of magic. She became the school’s golden girl, being even considered a candidate for the title of Archmage, given to the greatest wizards and only being handed out every 20 years. Despite all this she wasn’t very popular, she was respected, but most were either envious or intimidated by her talents. She only had two people that she regularly interacted with was her sister and a boy named Leo who was her rival and her twin sister’s sweetheart. They butted heads quite a few times academically though they were on more friendly terms than Luna was with many of the students. This went on for years, learning and studying magic, Leo attempting to constantly one up her, and their resulting gloating coming from whoever was the victor. Though this would come to an end as they would all soon graduate from Ascalon, however, she lost her ability to use magic and was forced to leave the city after it was attacked by a monster. She decided to track down and kill this monster, even without her magic.

One day she collapsed on the foot of a village, barely able to move hungry and exhausted. She thought it was the end until the villager shrine maiden rescued her. Though she was more a caretaker of the local Waygod than an actual member of clergy. As the caretaker left to get some food, Luna heard crying, not from any human, but from a Waygod. Luna asked the Waygod what was wrong and he told her that the village was under the thumb of a gang of bandits who barricaded the path to the local city preventing any soldiers from helping and that the Waygod was a weak Waygod and couldn’t do anything about it. She sympathized, but she couldn’t do anything either, she shared her tale as well and they bonded. She ate and thought about what to do and came to the conclusion that she could only follow her footsteps and hire mercenaries to fight them off and she’d do it after she got some rest. Though as she turned in for the night, but at midnight the bandits rode in.

Through the thin walls she could hear what they wanted, the God’s phylactery and they would kill everyone until they got it. The god decided to hand it over and gave a shortsword to Luna to give to Bandits, however, as her hand came into contact with the phylactery the Waygod would manifest into physical form. She discovered that she had the ability to restore the physical form of a Waygod. The Waygod was weak, but he was still stronger than some random riff raff bandits and quickly defeated the group. Afterwards the soldiers broke through the barricade and it was decreed by the local lord that a garrison would be set up in the village so it won’t happen again. The village was now safe. Luna decided to leave a little after that, but now the Waygod decided to follow her on her journey introducing himself as Duayne and the former mage gained a chance at achieving her goal.

-- Race / Societal Lore
Aeaea: The so called city of Eternal magic created before the Riftsea sealing. It was said that before the sealing, Aeaea was a powerful country, however, after the sealing the country had waned and was absorbed into the Vatish kingdom. Aeaea makes its money on creating magical items, though due to the waning of magic Aeaea is currently looking to alternatives for their revenue. Despite all this the people of the city tend to very traditional and keep up the old traditions of the old city. They currently have close ties to two cities within the Vatish kingdom. Quintisa, who ships materials for rituals that the city requires and Ferron, which is known for blacksmithing and the two cities often interact to create magic items.

Archmage: The title of Archmage is given to mages in the city every twenty years. Originally the title was handed out as a military title as the face of the might of the country and is often told as being strong as an army. Though this is an exaggeration created by the city long ago to intimidate bigger countries to ward off attacks. Now a days the title is given to any mage within the walls of the city, no longer being a military title. Though they would still be expected to fight off invaders of the city. Nowadays two titles are given out. One title simply the Archmage is given to the strongest non Archmage at the time and the other is Archmage candidate, which is given to the mage declared to have the most potential. It’s basically a reservation for the title, given out as a way to motivate, the recipient to meet that potential and would be given the full title if they did.

Vatish Kingdom: A kingdom located on the coast of the western part of the continent. The kingdom is composed of remnants of former countries that were ruined in some way or another, by the sealing of the Riftsea. These Remnants were unified, by First king, Richard Vatish who spread a rumor that the kingdom to the north was going to invade and then funded every remnant that tried to militarize. This not only caused the the remnants to come together, it also put them all into debt to him, which meant his rise to power went nearly unchallenged. The Vatish kingdom is composed of multiple culture and traditions due to it’s background, which change depending on the area and held together by the first king’s laws. The main source of income for the Kingdom is production and shipments of goods, as having a wide assortment of workers and being near the coast, however, currently the Kingdom and their northern neighbors, the Yukar Kingdom are having a dispute that is going down the path of war. Both kingdoms are fighting over the Tilan river which borders both kingdoms. Both of them wants the river, due to the fact that it leads west allowing them to access new markets. Though this isn’t the only reason, for a country like Vatish to remain unified, a king must not allow their rule to be questioned, unfortunately for the newly ascendant king, Theodore the Third many of the nobles are questioning his leadership, mostly due to the fact that his father lead a military campaign to south and failed. As such, the current king wants the war to happen so he can prove himself in a military campaign, so he doesn’t have a civil war on his hands.
 
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[WIP]
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Maxie
Name
Maximilliana “Maxie” Grinstead

High Concept
Smarter than she looks.

Age
17

Race
Rhagakin

Appearance
Maxie stands at 5’2”, and is of the fox-based Rhagakin sub-race. This, of course, puts her on a smaller scale than a good other few of the other Rhagakin. She also sports a pair of fox’s ears and a tail with a snow-white tip.

Personality
Chirpy, excitable, curious, bright-eyed.

Class
Mage

Skills/Spells
Elemental Magicks:
Spells that wield the elements around the mage to destroy their foes or protect their allies. Maxie is very well-learned in this school of magic, and is capable of converting the magic around her into most of the conventional elements without issue.

Healing Magicks:
Spells that seal and treat wounds and afflictions. Maxie is learned in only very few of them, and none of them are very potent, and are only good for, at best, treating a bad graze.

Enchantment:
Spells that imbue a certain trait onto an item. Maxie knows a few basic ones.

Botany:
Knowledge of poisonous and medicinal plants and herbs. Maxie seems to be an expert in this.

The Preternatural:
Knowledge of the preternatural. Maxie has encountered ‘Those Beyond’, as she calls them. The fair folk, spirits, whatever people call them, her journeys with Master Grinstead have given her a good grasp of Those Beyond, and is well-learned on their habits and their behaviours. It is notable that she drops her cheery self whenever she encounters Those Beyond.

Equipment / Weaponry
Maxie’s Handy Dandy Notebook: A heavily enchanted leatherbound book whose pages are protected from fire and rain, but allows for Maxie, and only Maxie, to write in it. It is, in reality, the Book of Grinstead, but Maxie insistently calls it her Handy Dandy Notebook.

Backstory
The most recent addition to the Grinstead name is none other than Maximilliana Grinstead. She was, perhaps, the first Grinstead apprentice not to have sought out the precious Grinstead master for his teachings, and was, instead, picked up by him ‘at the side of a road’ when she was but a wee babe. He never gave any other explanation past that, and she never remembered any other family but Master Grinstead. Perhaps it was for the better. Because of this, however, Maxie never really had a Rhagakin upbringing, and grew up never experiencing her own culture or race. She was not raised as a Rhagakin, but a mage of the Grinstead name.

She grew up following behind Master Grinstead for almost her entire life, learning the art and trade of the Grinstead name. She learned quickly, and was considered a prodigy amongst the mages that the couple encountered on their journeys, though it may have been just the Grinstead's sink-or-swim style of teaching that allowed her to learn by her own pace instead of intense hand-holding.

Unlike previous Grinstead mages, she was not content with being a reclusive hermit, and she expressed this to her master. Unable to deter her from her path, Master Grinstead allowed her to roam freely where she pleased, but only within his ‘territory’ as it were. Perhaps this was, too, for the better, for both Maxie and the name of Grinstead.

At 17, Master Grinstead decided that Maxie would now complete her apprenticeship. To do that, as he had been, she was gifted with the Book of Grinstead, and sent on her way to roam Idas herself, with specific instructions to not return to her master until she was absolutely sure she had learned everything that the book had to offer. Overjoyed, Maxie set forth into the world of Idas by herself, ready to prove herself worthy to wear the mantle of a Grinstead mage.

‘Rhagakin’ refers to the beastial race that populates Idas. While certainly a sight when one first sees them, they are a staple in Idas’ lands, and the novelty wears off quick. They take traits from mammalian animals, particularly carnivores.

Rhagakin are mostly known for their sexual dimorphism. Female Rhagakin tend to appear more human, with only telltale animalistic features such as ears, tails, whiskers, animalistic eyes, and occasionally, even noses. Their very open features can be hidden, but this will be extremely uncomfortable for a great number of them. Male Rhagakin tend to appear more animal than human, bordering on being just bipedal animals, and their features are near impossible to hide. Their sizes also vary immensely, with giant cat-based Rhagakin towering over most at seven feet in height, to the more lithe and graceful fox-based Rhagakin. There are occasions, though extremely rare, that a female Rhagakin would be bestial in appearance, and a male Rhagakin more human.

The etymology comes from a now-dead language of the Rhagakin, with Rhaga meaning ‘beast’ or ‘animal’. An old wife’s tale recounts that this was the way the first pioneers of Rhagakin referred to themselves ages ago when they encountered the humans and had no idea how to communicate with them, though it is debatable whether the ‘kin’ was added later. Some historians debate that, in those ages, the Rhagakin would not know of the word ‘kin’, and would only add it later so that it would not sound so derogatory. There are multiple recorded texts of the encounter with other races, but most of them are ineligible, and what can be read are, as mentioned, in a dead language.

A line of hermitic mages who have distanced themselves from the Mages’ School. There is only ever one Grinstead mage at any time, and one Grinstead apprentice. They roam the world, ever-learning, ever-growing, and help those in need by brewing potions and panaceas, dispelling curses, chasing away beasts, and communing with Those Beyond. They do not tend to favour companionship (Maxie being an exception), and prefer to be alone in their thoughts, but they are generally known and seen as benign masters of thaumaturgy.

The first of the Grinstead mages was Maxwell Grinstead, a well-recognised mage amongst the magic community. Within the schools of Black Magic, he accused the other greater mages of hording power and nepotism, and detested the procedural and restrictive training of the other masters. He turned his back on them and was subsequently exiled from their community. He roamed the world, aiding others within his own capabilities. He was despised by other mages then, demonised by the others, where speaking the name of Grinstead was tantamount to spouting libel. That, however, did not stop him from garnering attention, and a student. When Maxwell was finally assassinated by unknown persons, he had already passed all his knowledge to his successor, who now carried his name and knowledge, leaving this world with his legacy forevermore.

The knowledge of the Grinstead Mage is passed down through the Book of Grinstead, a nondescript leather-bound book bearing the knowledge and experience of the previous Grinstead mage, from spellslinging to basic life skills to panacea-brewing. This book is chockful of enchantments, with never-ending pages which appear wherever and whenever its writer requires it to, fire and water protection, and extremely strong protective magicks that generally prevent it from being destroyed. It retains its notoriety amongst mages as a book that shouldn't rightly exist, but nowadays, not many mages care for it much. The path to becoming a Grinstead mage includes being granted this book to study, and only once they have mastered what the book teaches do they truly become a Grinstead mage. To this date, none of the five Grinstead mages have ever admitted to being a true Grinstead mage, despite their abilities, as the book itself preaches ‘Learning never ends’.
 
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__horned_girl_original_drawn_by_jaco__f404f180634d1cde05b2f73d44bb8b8f.jpgName: Pitah
Age: 19
Race: Rhagakin
High Concept: What doesn't kill you makes you stronger.
Personality:
A hardworking young woman with a misleading demeanor, Pitah is one of the Turr-Rhaga-Nuevo's precious few Shrine Maidens, and takes her duties quite seriously. She's not the most chatty of people, hardly possessing a sense of humor and much preferring to keep to herself in a crowd. She's much more used to dusty old monasteries and quiet mountain passes than she is the hustle and bustle of modern society, and is quick to retreat from a crowd to seek about somewhere still and quiet where she can gather her thoughts.

Her reserved and generally straightforward personality is one that much resembles that of a scholar, which unfortunately, she is not. While a definite hard worker, she's not a girl of natural talent; She's slow to pick up new concepts, and even with all the work she's put into becoming the best Shrine Maiden she can, she's not even among the top three of her generation. Her natural stubbornness and general inability to know when to give up helps her compensate for her natural slowness, but she still tends to be behind on the curve when compared to others, especially those who grew up in more modern societies or places of learning.

Class: Shrine Maiden
Skills / Spells:
Shrine Maidens receive their powers by using their bodies as a medium to channel a patron Waygod, usually one important to their culture or home villages. Because of this, while their abilities tend to be magical in nature, they are quite diverse, being based upon the Waygod's values and abilities, as well as the host's own interpretation of them. Pitah's patron is that of Pit, a Waygod of Warfare and Construction. His primary tenants can be interpreted as "construction through rebirth" or "rising from the ashes", placing a heavy value not on one's ability to build the greatest fortress, but instead their ability to engage in a constant cycle of destruction and rebirth.

Pitah's abilities are founded off of taking this concept and practicing it with her own body. Her combat abilities would most closely be related to those of a spell-sword, infusing her body with magical energy to 'surpass the limits of mortal flesh' and enhance her physical abilities, rather than using elemental, force-based, necromantic, or any other more traditional forms of magic.

Pitah has two primary classes of Magic, 'Sensory' and 'Physical'. The prior focuses on enhancing her body's natural ability to process information, while the latter is mostly comprised of physical buffs.
  • Physical, Bloodspark - A spell that, almost literally, sets Pitah's blood to a boil. It grants a sharp spike in strength by enchanting her blood with buffing magic; This allows it to spread quickly and effectively throughout her body, achieving greater effects that what it would if applied normally. This comes at the cost of the magic also damaging Pitah's body from the inside out, slowly cooking her alive so long as the spell is active.
  • Sensory, Deadly Predator - By taking mana and applying it to her central nervous system, Pitah is able to speed up the rate at which her mind processes information. By applying this to her sense of smell, she is able to raise her tracking abilities to the level of a bloodhound, ensuring her ability to track down a fleeing target. As with most of her magic, continued use carries with it the risk of adverse effects if overused, in this case, they are slowly building headaches followed by the loss of the enhanced sense for 24 hours. She's currently only able to enhance her sense of smell with this ability.
To compliment her magic abilities, Pitah has received a blessing from her patron Waygod. "Pit's Blessing" aids in her body's regenerative process, not by speeding it along, but instead by having her body's natural healing process work to improve upon the areas that failed it. A bruise will become more resistant to blunt damage, a cut will heal into a leathery scar, a burn will become more resistant to heat, so on and so forth. It's a slow process, however, requiring many cycles of damage and regeneration to see significant results.

Equipment / Weaponry:
A barehanded fighter, Pitah doesn't carry much with her by way of equipment. The only significant thing she owns is her "Kin Robe", a large, billowing black robe of religious significance to her people. Each member of the Religious Sect of the Turr-Rhaga-Nuevo is required to create their own kin robe, and to do so from the bodies of their respective "Kin Beasts", the animals from which their Rhagakin features come from. Pitah's, as such, is made from the hide of a bull, the strings made from its hair, and the buttons from its horns.

She also carries a set of ceremonial bells, that are said to repel evil and ferry the dead on to their next purpose in the cycle. They're each made of a different metal, melted down from weapons, armor, and etc. It's traditional for her to take of piece of equipment from a strong foe whenever she defeats them, and have a new bell made from it.

Backstory:
On the final day of a dying year, a girl was born to the Turr-Rhaga-Nuevo and as was tradition, named after the Waygod they revered. Being born on such a day to such a people, amongst other things, means to live a life with little freedom.

Pitah's childhood was one of strict study and training. Learning scriptures day in and day out, studying their meanings, training as a warrior, there was nary a moment to skip or play as expected of a child. To some, it might have been called a harsh life, but to Pitah as well as the most of the Rhaga-Nuevo, it was a satisfying one. Purpose was easy to find, and there was never a dull moment. Pitah was one of five Shrine Maidens and Shaman of her generation, and the fourth-most successful among their number.

In other words, she was something like a bland middle child, or at least that's what she'll tell you.

Regardless, she's not a girl who hungers to stand above others, and studied hard none the less. Slowly but surely she grew into a Shrine Maiden as capable as any, and a young woman who her tribe could feel safe in entrusting their cultural heritage too. Eventually, there was little left for her in the isolated home of her people, and it was time to ship off into the world at large. In order to not only preserve her people, but build them up higher and stronger, Pitah set off on a holy pilgrimage to learn all she could of the world and one day bring it all home; And, perhaps, to improve herself along the way.

Societal Lore:
Pitah's cultural origins lay with the tribe "Turr-Rhaga", roughly translating to "Turn Beasts", or in a translation closer to the original intent of the name, "Beasts of the Cycle". They were a nomadic tribe that originally prided themselves as a sort of defense force, aiding villages and tribes under assault in both defending themselves and recovering from attacks. Their modern descendants have since split into a number of smaller tribes and organizations, ranging from some that hold closely to their original values, to some that are, essentially, religious mercenary corps.

Among these groups, Pitah belongs to the "Turr-Rhaga-Nuevo", one of the larger offshoots that believes that the modernization of their traditional ideals is a necessary evil for the continued prosperity of their clan. They have, for the most part, segregated their builders and fighters into two separate sects, hiring each out to respective clients for a varying fee. Rather than charging based off of the volume of work, they instead valuate jobs based off of the 'moral integrity' of the clients. Someone who they judge to be a noble warrior or hardworking layman would receive heavy discounts, while a noble or someone they find contrary to their beliefs would have to pay top dollar.

Their segregation of fighters and builders is seen by their more traditional cousins as being borderline heretical. The key point of difference between their beliefs and traditional ones are the Nuevo's view of their tribe as a whole being one single form of worship, while others place emphasis on each individual holding up to Pit's values.

Pitah herself is one of the few members of the Nuevo who belong to a third Religious sect, one of priests and priestesses, who hold more closely to their more traditional beliefs. The Religious sect is comprised only of those born on the eve or day of the new year, and are trained either as Shrine Maidens (or in the case of a male, a Shrine Shaman), or a more traditional monk, based on their natural affinity for magic. Until the age of eighteen, they're raised quite stringently, being taught the ways of their Waygod, the history of their tribe, and are ushered into discovering their own pursuits of Pit's teachings. Once they come of age the Shrine Maidens and Shaman of the Religious sect are given a heightened degree of autonomy, and are free to come and go from the Home-Crater of the Rhaga-Nuevo as they please. Those in the Religious sect are taken from their families, and stripped of their family names, so to keep their 'closeness' to Pit as great as possible.

The Rhaga-Nuevo are based out of a place called 'Home Crater', a mighty pit that extends deep into the surface of the earth. It, supposedly, was once the site of an overwhelming tragedy that once almost annihilated the first of their people, and as such, is a place of great holiness according to the teachings of Pit. The pit is roughly 200 meters in radius at its opening, 100 at its base, and is 120 meters deep. The Rhaga-Nuevo have dug their homes into the side of Home Crater, with great, spindly bridges extending across its breadth. The base of the pit considered to be a holy ground amongst holy grounds, and is used only for ceremonies, and by the Religious sect.
 
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London Hunt
[div class="base"]
[div class="top"][div class="firsttext"][div class="secondtext"]Age:
19


Gender:
Female


Race:
Human


Class:
Monk/ Mage of sorts


Alignment:
Chaotic Neutral


Hair Color:
Black


Eye Color:
Blue


Skin Color:
Fair


Height:
5'5"


Weight:
110ibs


Breasts:
34E


Measurements:
Waist: 32in
Hips: 38in
Bust: 44in

[/div][/div]
[div class="top"][div class="firsttext"][div class="secondtext"]Strength:
40%


Dexterity:
80%


Constitution:
70%


Intelligence:
55%


Wisdom:
40%


Charisma:
55%


Magical Affinity:
50%

[/div][/div][/div]
[div class="top"][div class="firsttext"][div class="secondtext"]High Concept:
Excitable and hyper as if always on a major sugar rush


Personality:
Excitable and happy go lucky London is a girl who lives life to the fullest not caring what any body else thinks. She is extremely optimistic to the point where she believes that she still has a chance of success where there is a 100% fail rate. She is also a extrovert, often chating with others and she enjoys greeting others with hugs and a friendly smile. She enjoys having fun with her fights, never taking them overly serious, of course taking it a little more serious in life or death situations, but win or lose it doesn't matter to her because its all fun and games. Shes risk taking and very curious, shes the type of person to set off obvious traps just to see the effect, or to explore the path less traveled. She often expresses compassion to everyone around her and tries to see the best in everyone, additionally she expresses love or having feelings for somebody in very strange ways. She is often seen as very quirky for some of her strange and excitable behaviors.


Backstory:
When she was a kid London grew up in the mountains training with a bunch of monks. Apparently she was found somewhere in the mountains by one of the monks who lived there as thus she was raised by the monks. Because they were a secluded society of all male monks they weren't exactly sure how to raise a small girl so they raised her the same way they would raise any small boy who was dropped off on their doorstep and taught her many forms of martial arts and forms of fighting. She was raised with good morals and taught the ways of the monks who lived in the mountains.

When she was fifteen she had learned all the monks had taught her and she decided to set out on her own after hearing the story of how she had been found, hoping to find some answers as to how she wound up on the mountain and who her parents were. She traveled to near by communities first hoping to fins out something about where she came from only for her journeys to end in disappointment. She then decided to set out to further lands where she continued to learn more about herself, the world, and how life wasn't always as peaceful as it was back in the monastery. The teaching she recieved from the monks help her to survive in the world and find some peace and clarity in the messed up world around her. Eventually she ended up in Idas where she learned some magic to go along with her monk abilities and she still continues to travel, accepting some small jobs for money, hoping to find out where she comes from and what her purpose in the world is.


[/div][/div][/div]
[div class="top"][div class="firsttext"][div class="secondtext"]Magic Abilities:
All of Londons Spells come from the body and as such must be accompanied by a strike of sorts


Fist of Unbroken Air: A spell that uses powerful wind magic to knock back oppenents and deal damage, always accompanied by a punch of some sorts and must be within 15 feet of the target.

Fist of Four Thunders: Downward strike to the ground accompanied by lightning magic, creates a wave of lightning magic hitting anything in a 15ft radius.

Eternal Mountain Defense: Makes the users body hard like stone

Sweeping cinder strike: Fire magic in the palms Burning the target on contact

Mist form: Turns the user into mist for a few seconds

Paralyzing palm: Lightning Magic infused to the palm, paralyzing the oppenent for a short while on contact

Skills/ Physically abilities:
Master martial artist: London is a master martial artist including all forms of martial arts and weapon martial arts.


She is good with some types of weapons, particularly monk weapons

Perfect defense: Defense without out the us of armor, because of her martial arts abilities she is able to block and dodge easily, giving her similar defense to someone with armor.

Equipment:
Nunchuka
Naginata (Bladed staff)
Tonfa
Gauntlets
Kusarigama
Wind and fire wheel (google it)

[/div][/div][/div]



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"Hot blooded? Yeah. I guess you could describe me like that."
- Nala "Fox Fire"

22a9b36208675da27803709f53125f5686b5e119.jpg
[Name]
Nala S Guon-Kon

[High Concept]
Accidental fire delinquent. Capricious and kind with something to prove.

[Age]
21

[Race]
Human

[Personality]
The try hard saint. The accidental devil. An honest girl and delinquent of fire. Try as she may, despite attempts to stay saintly and kind, trouble always finds Nala. Or maybe it's more accurate to say Nala has a penchant of running without looking into trouble. She so often loses regard of that which is acceptable when caught in the heat of the moment. In the aftermath of frivolous mistakes, Nala is always keen to right her wrongs. Or, conversely, swipe her misdeeds under the rug. No harm no foul, after all. With Nala's tendency to get fired up and passionate at the drop of a dime one can imagine how many misdeeds lie in her wake.

Now, why is it that Nala is so accident prone, enough so to be branded as a delinquent? She is no fool. Though her body may move faster than she can think, by no means is she uneducated or unintelligent. No, the issue lies in the fact that Nala is afraid of slowing down. In moments of calm introspection, she finds nothing but a cruel and solemn mind. She rushes so she may outpace the weight of responsibility, tradition, and inevitability. When such feelings catch up to her a haze envelops her mind. When she slows she stops and crumbles under the weight of it all. Worthlessness and self-pity, the failure to meet expectations and the notion that maybe her goals and ideals are for naught. These are the thoughts brought on by slowing down. They paralyze her.

So, maybe in a desperate attempt to find her place, Nala plays the saint. Helping and healing and butting into problems whenever she is able has become her creed. Constantly on the move and constantly doing right by her Waygod for the most part. In practice, one so far removed from a life of piety and tradition makes a horrible saint. Yet a woman that wishes to heal without recompense may be more angelic than the most pious. And maybe, just maybe, a woman such as that is worth forgiving when she drops the ball. If only from time to time.

"I should stop getting so riled up. I can't keep affording to burn my clothes."
43382c8fbc4bac1f1c10e5b75bdb8eed40f692cd.png
[Class]
Bloodletting Phenoix
Which is a fancy way of saying, suicidal pyromaniac. The blessing of her Waygod alters the way the body works, specifically the blood. The blood of those with the blessing turns into a combustible fuel. At the users will the blood can combust, becoming a blaze. Blood that is yet to combust may be used as fuel for already existing flames, keeping it lit and roaring for as long as the user may bleed. The blessed blood is thick and viscous in nature; sticky. Yet is able to flow through the body without a problem. Those with this blessing produce blood far faster than humanly possible. Yet the body will continue to produce even if no extra blood is needed. Regular bloodletting is required to avoid the dangers associated with excess blood. As an additional boon, those of blessed blood can heal physical wounds. One's ability to heal is tied directly to their magical energy. In Nala's case: she can heal her bloodletting and burn wounds, but not much beyond that.

[Combat Techniques]
Grand Finale - One Mass Explosion
A skill wherein Nala takes a large quantity of blood and causes it to combust all at once. The resulting flame is closer to an explosion, short-lived and brutal. Often used as a land mine. A puddle of blood, once stepped in, becomes a flaming sayonara.

Burn, Burn and Burn Some More
A simple move in concept. Nala simply has to get her blood on a surface. When the sticky resin lights the fire burns and burns. The crimson fuel holds fast to whatever object it attaches itself to. Her blood can stick to any surface, be it organic or inorganic, stone or flesh. The blood will always burn the same and the blaze persists until it is no longer fed.

Wake Up! - Useless God
Nala holds the Phylactery of her sleeping Waygod. In times of crisis, she is able to tap into the magic energy gathered within the box. Doing so would grant her a great deal of sudden magical energy, but is counter-intuitive to her goal. The energy gathered within the box is for her Waygod. Making this option one only used in desperate times. Yet even then, there is still hesitation.

[Equipment]
The Phylactery of the Fox
A small stone box that looks like a blue house with a red ribbon tied to the top. Her Waygod's Ashes are contained within however the box seems to be fastened tight by means she cannot figure out.

Bloodletting Pockets
Nala designed her pants with a method of quickly drawing blood. Her pockets are deep and lined with coarse material for the purpose of shredding her skin. The pockets cause mild to heavy bleeding, all depending on how many return trips Nala makes.

[Backstory]
A girl from a forgotten woebegone village.
She follows the sleeping Waygod, Suha.
Her seldom quest, to restore a past lost.
To awaken her God.

\More to come\

[Societal Lore]

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Baldric Gregory
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[div class="top"][div class="firsttext"][div class="secondtext"]Age:
36


Gender:
Male


Race:
Human


Occupation:
Former Knight Commander


Class:
Paladin


Subclasses:
Chef and Knight

Hair Color:
Black


Eye Color:
Blue


Skin Color:
Fair


Height:
6'0"


Weight:
200ibs


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[div class="top"][div class="firsttext"][div class="secondtext"]Strength:
70%


Dexterity:
40%


Constitution:
80%


Intelligence:
45%


Wisdom:
30%


Charisma:
85%


Magical Affinity:
20%


Sword Skill:
60%


Defensive Skills:
70%


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[div class="top"][div class="firsttext"][div class="secondtext"]Personality:
Baldric is a man with a strong sense of duty and a need to do the right thing. His duties lie with the people of the world rather than the empire and he is a strong leader. Baldric is a man who is very independent when it comes to his personal life but is a team player when it comes to fighting, Charging in first to draw his enemies attack while his team mates are able to get the jump. Baldric also has this other side to him where he likes to joke around a bit and horseplay with his team. He tends to do things by the book rather than taking risks and doing things out of curiosity.


Background:
Baldric grew up in the capital of the Thrall a small nation far from Idas. He grew up in the noble house of Gregory and often said when he was younger that he wanted to become a knight when he grew up. At the age of 15 he was able to become a squire to some high up knight and he began learning the ways of the knights. When he turned 20 his master had passed away and it was decided that he would move up a rank and become a knight himself. Baldric was pleased with the outcome of his training towards his knighthood coming through but soon after other people began to admire his talents with a sword and shield and his strong sense of duty. His leader ship skills and his team work skills soon developed when he began going out on patrols where sometimes things wouldn't go their way so he had to take the lead. He was a part of an order called the red branch knights, and while Thrall had many orders of knights each with a commander, the red branch knights in the past were one of the most notorious groups of knights in thrall for their strength, though over the years that strength dwindled down.

At the age of 27 he ranked up to a captain for his amazing skills with a sword and shield and the way other knights held him in high regard already almost like a leader of sorts. So he went on like that for a while and continued on his patrols, training his knights and making sure everyone was ready for battle at all times. around the age of 34 he was ranked up again to a commander of knights, which was a big accomplishment for some one of his age. For many years he felt as if he had been doing the right thing, but that was until the old king died and his young and foolish son was crowned king. Taxes were raised and the punishments for paying those taxes were raised. during missions to outlying villages he found people who were slaughtered or starved to death because they couldn't or wouldn't pay the high taxes set in place by the . Baldric was disgusted with this and decided then and there that it was time to resign from the knights so he threw away his rank a rode off. He left Thrall and rode to Idas where he believed he would be far enough from his past and from Thrall so that he may live a the life he wanted to live rather than taking orders from someone.


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[div class="top"][div class="firsttext"][div class="secondtext"]Weapons/ Gear:
Durandal: Durandal is a one handed sword given to Baldric upon him rising to the rank of commander of the knights with a black Titanium blade and gold plated hilt, the sword it self is fairly light weight and well balanced and is very durable.
latest


Shield of The Night Star: A shield crafted out of Dark Titanium and Steel, along with some gold plated inlays. Its a body sheild, meaning its meant to cover from head to toe. I also contains a sword scabbard that fits Durandal with in it for ease of mobility.
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Commander Armor: His armor is heavy set armor that covers pretty much every where on his body, aside from a few weak points and at most joints for movement purposes.

Skills/ Magical Abilities:
Swordsman ship: Baldric is a well renown swordsman among his people.

Sword Skills:
Perfect counter: An Instinctive Sword swing that follows after a block that knocks the opponent back slightly, other wise known as a perfect block (see below). Its a recovery attack to break chained attacks and help to gain ground. Also works with Shield Swing and Perfect parry (see below).

Perfect Parry: A Blocking technique that uses the sword rather than a shield. Unlike a Regular Parry it has to be timed just right at the point when the opponents swing is strongest (usually towards the end of the swing) to direct it away. The perfect parry is also capable of disarming certain weapons if timed right.

Cross slash: An X type sword slash that can deal damage to multiple small enemies or just one large enemy

Piercing blow: an Armor peircing attack, though powerful enough to pierce armor it leaves its user completely vulnerable for its use.

Onslaught: A combo attack that focuses purely on attacking your opponent relentlessly. The attack focuses 100% on offense and 0% on defense.

Taunting Blow: A attack that uses big movements but weak strikes to aggro the opponent and draw them in to attack you.

Shieldman Ship: Baldric is more well known for his shield skills than his sword skills

Shield Skills:
Perfect Block: A block that launches the shield slightly forward before the attack hits and knocks the attacking weapon back. The user may even dissarm some types of weapons.

Shield bash: A forward push of the shield with significant force to bash someones face in.

Shield Swing: A swing of the shield so the bottom edge of the shield that is aimed for the body or head of the opponent where the arm movement is similar to a well placed hook.

Tower of Stone: A skill that focuses 100% on defense and damage absorption and focuses 0% on attacking

Counter Break: Opposite to the perfect counter the counter break is a way for paladins to reduce the damage of counter attacks through shield wielding and being able to defend easier

Magic Abilities: Baldric Knows two defensive spells

Max Aggro: Aggravates Surrounding enemies to focus their attacks on him while his team mates attack their weak spots

Castle of Stone: A spell that lasts 15 seconds in which the person using it becomes 100% invulnerable but also cant move at all or be healed by any means. The user takes no damage but can deal no damage.

Cooking skills: Hes also a really good cook.

Mount: Daemon: A War horse that Baldric had used during his years as a knight. The horse is well equipped to carry a lot a weight and its fur is black as night with a tail and mane that was white.
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[div class="contentBox infoContent"][div class=scroll]Nickname: Nic
Age: 20
Height: 5'10
Weight: 138 lbs
Race: Human
Sexuality: Heterosexual
Class: Sword Dancer
High Concept: Anything can be solved with violence!
Alignment: Chaotic Neutral
Equipment:
  • His custom sword
  • Money Pouch
  • Small bag with spare food and water
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[div class="contentBox personaContent"][div class=scroll]Personality: Nicolai is a fun loving, does what he wants type of guy. Nic doesn't let anyone or anything get in his way of a good time. Fun is the name of the game and he's gonna play. That's why he frequents the local taverns and has fun drinking and playing games. Sometimes he'll dance to the music in the tavern and pick up an extra buck or two. Do to this "Fun comes first" mentality people mostly see him as a lazy person, even if he travels all the time. Nic says that all he wants is to have fun, and for the most part that's true, but the true meaning behind that is a little different. Nic loves to fight, and always found it to be beautiful looking. This is why he took up dancing, but specifically dance fighting. Sometimes he'll purposely say he wants to do something just to start a fight. For example he'll see someone playing a dice game and go over and ask someone to leave just so he can start a conflict.
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[div class="contentBox skillsContent"][div class=scroll]tumblr_n48ovpwOF91tz1b1ro1_500.giftumblr_o2c5rgSjGz1tkwxdao1_500.gifSkills:
  • Capoeira: A style of Martial Arts that looks like dancing. --->
  • Heavy Fencing: A practice of using heavier swords to parry and strike.
  • Dancing: Pretty obvious but also something to write.
  • Acrobatics/Parkour: Pretty good at jumping over and on top of stuff.
Spells:
  • Feather Feet: Quite simply he becomes lighter.
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[div class="contentBox bioContent"][div class=scroll]Biography: Long story short, he was left at an orphanage and trained his dance fighting all throughout his life until his late teenage years when he realized he didn't care about anything and just wanted to have fun. (This is brief and undetailed on purpose, I will explain everything IC when it's brought up.)
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[/div][div class=selectionBar][div class=tab][div class="arrow infoArrow"][/div]Basic Info[/div] ◦ [div class=tab][div class="arrow personaArrow"][/div]Personality[/div] ◦ [div class=tab][div class="arrow skillsArrow"][/div]Skills[/div] ◦ [div class=tab][div class="arrow bioArrow"][/div]Biography[/div][/div][/div][/div][/div][/div]
 
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Name
Durgan Göransson

High Concept
“If more of us valued food and cheer and song above hoarded gold, it would be a merrier world."

Age
228

Race
Dwarf

Appearance
Durgan stands (relatively) tall at 4'11, with a stout build very common among dwarvenkind. The Göranssons all possess hair white as tundra snow, and Durgan is no exception, with his thick snowy beard covering a good deal of his upper body.

Personality:
There's little to distinguish Durgan from your garden variety dwarf at first glance; hale and hearty with a love of stiff drink and a good scrap or two. Though his experience and path in life has left the dwarf much more introspective and lonesome then one might expect, not that he'd like anyone to know of course. Dwarven tradition places a great deal of emphasis on contribution and societal unity, making him honest and quick to draw attention grievances and disputes, with the intent to settle grudges and arguments as efficiently as possible. In the eyes of others however, it often just makes Durgan come across as tactless and even condescending on occasion.

Time away from his home has dulled the edges of his typical dwarven xenophobia and mistrust, though it's not uncommon to hear him scoff at the wares of human merchants. He's also a believer in allowing a greater degree of integration between races and cultures, an almost transgressive sentiment amongst the older dwarven community.

Class
Shieldbreaker

Skills/Spells
Shieldbreaker Training

Prior to his departure, Durgan was a member of the Shieldbreakers, the elite shock infantry of Dwarven military, most commonly sent in at the forefront of armies to pierce through and disrupt defensive formations. Unlike the regular dwarven warriors, Shieldbreakers are trained as lone fighters instead of being taught how to fight in formation and are often sent in distanced apart from one another to cover more area. They usually arm themselves with large, two-handed weapons, which are most suited for smashing through shields and breaking the shaft of pikes, but aren't bound to using any one weapon type, and it's quite common to see a variety of different armaments in the hands of Shieldbreakers. Their training as solo combatants also made them a popular choice as caravan guardsmen and for accompanying dwarven scouts into hostile territory.

Armsmaster
Durgan has extensive training and experience with a wide variety of weapons, and is at the very least proficient with most of them. That being said however, he's still the most comfortable with hammers and axes like most dwarves.

Dwarven Physique
Dwarves are built tough and Durgan is no exception. Though short, his skin and muscle tissue are denser and harder than those of other races, giving him a great deal of physical strength and stamina. Dwarves can also harden their skin temporarily to become as tough as stone, though doing so lowers their mobility and is extremely physically draining.

Extensive Agricultural Knowledge
Durgan has wandered Ida for years in order to learn the various techniques used by the other races in agriculture. From horticulture to husbandry, crop rotation to cattle migration, Durgan intends to use all of his knowledge in order to revolutionalize and change the dwarves' rudimentary practices and indifferent attitude in agriculture.

Cooking
Coming from a race of notoriously poor cooks, Durgan has made the effort to break away from this racial stereotype and study the cuisine of other races. Though he fancies himself as a rapidly improving student in the culinary arts, he's still got a long way to go on the road to making a palatable dish.

Equipment / Weaponry

Thaumite Axe and Hammer

Durgan's wife and mistress, his runed one handed axe and hammer have been with him since his days as a Shieldbreaker and they continue to be his preferred weapons. They were prised from the still warm hands of a slain dwarf commander during a civil war and they've remained alongside Durgan ever since. The runes give the hammer the ability to disrupt the molecular bonds of whatever it touches giving it powerful armor piercing capabilities, whilst the axe has been enchanted to allow it to cut ethereal foes.

Dwarven Greataxe
A steel greataxe sometimes used in combat by Durgan, but kept more out of sentiment and to honor its previous wielder. It belonged to his Shieldbreaker mentor, who died after falling headfirst into the forge furnace. Respecting his last wishes, Durgan lied and told the entire fortress he perished to the flames of a wyvern in glorious combat.

Dwarven Armor
Durgan's armor is made from dwarf forged steel, the standard wear of most dwarf soldiers. It consists of a winged helmet, a cuirass, gauntlets and leggings. Undergarments are optional and usually considered unnecessary.

Survivalist Satchel
With no proper home currently, Durgan survives off the land (or more commonly, off human taverns and eateries), and his trusty satchel contains all he needs to help him do so. It contains many survival supplies, extra clothes for when he bathes every few months, and of course, copious amounts of dwarven alcohol.

Backstory
Born on a wintery day (just like every other day there) in the Northern fortress of Nul Badur, Durgan's childhood was quite different to that of a normal dwarf, for hIs parents were a pair of merchants who specialised in trade and dealings with the other races of Ida. His father was a famed dwarven runesmith and his mother ran a trading post several miles from the fortress, trading livestock and grain for the hold in exchange for dwarven armaments and antiquities. The pair led eventful lives as the trading post boomed in popularity and reknown amongst the various communities and bastions throughout the North, and they groomed their son with the intent of making him their successor. Durgan however, was much more keen on making a name for himself within the ranks of the Dwarven military, and left the trading post behind and retreated to within the walls of Nul Badur.

Durgan proved a capable combatant, earning the right to join the ranks of the Shieldbreakers, which he served for many years. His last day as one came during a botched expedition, which left him on the brink of starvation and stranded within the depths of an uncharted forest. He only survive due to the aid of some hunters he chanced upon, who led Durgan back to their settlement, where they fed and clothed him. The hospitality they showed him and his own observations of their lifestyle as settlers had left a profound impact on him, making him question the dwarven beliefs that had been instilled in him for decades.

Returning to Nul Badur, Durgan's desire to improve the agricultural practices of the dwarves grew day by day, as he observed just how lacking their cultivation and husbandry methods were compared to those of men and even (gasp) elves. Unsurpsingly, his concerns fell on deaf ears with many deriding the very idea of adopting human techniques as laughable and unbecoming of a dwarf. Undeterred, Durgan soon departed from the fortress, using his parents' various merchant connections to secure himself safe passage into foreign territory. In pursuit of the goal of one day revolutionizing dwarven farming practices, he wanders Ida to this very day, stopping by all manner of cities and hamlets in order to educate himself.


Sturdy, bearded and stocky, the dwarves are one of the oldest (self-declared) and proudest of the Upright Races in Ida. Smaller in stature to men and elves, but far hardier and stubborn, Dwarves originally hail from the mountainous regions and are known to construct their fortresses in the most inhospitable locations in Ida in the single minded pursuit of valuable and rare minerals and gems.

Dwarven society is divided into various clans and tribes with each occupying their own fortress of varying size and location. These fortresses, known as a Burcht in their native tongue, are scattered throughout the realm, with the hardy dwarves managing to adapt to all manner of different climates and environments. A number of these fortresses lie abandoned however, be it due to invading forces, infighting or simply due to the harshness of nature herself. Within the fortress walls dwarves maintain an extremely insular society, jealously guarding their riches and technology. Few non-dwarves have ever gotten the chance to gaze upon the mighty walls of their fortresses from the inside, and only the staunchest of allies and occasionally diplomats from other races are allowed entry. The largest and most well known Burcht is Kar'thümarak, which is the central hub for a large amount of dwarven trade with other races.

Dwarves revere their ancestors, believing they descend from the Ancestor Waygod (the only existing god as far as dwarves believe) known as Ulmar. A war god in constant battle with demons, the dwarves believe they were hewn from stone by Ulmar himself in order to raise an army to follow his charge. Because of their beliefs, the one thing that dwarves detest above all else is demonkind, and view any form of association with them as the greatest form of heresy imaginable.

Outside the walls however, dwarves are perfectly willing to cooperate with the other races, though often not without a price. Dwarves and humans have had steady relations for eons, seeing themselves as a sort of father figure to the sloppy and shoddy humans (a sentiment not shared by the humans themselves of course). Elves on the other hand, are seen by many dwarves as foppish and skinny wimps, though they do possess a sort of grudging respect for them as another of the long lived races.

Dwarven society values food above all else, and the trade deals struck with the other races almost always involve livestock and grain of some kind. Gold, gemstones and trinkets do not interest a dwarf in slightest, for they likely pale in comparison to the riches found within their own fortresses. However, the underground nature of the fortresses and the often harsh locations they reside in do not make ideal locations for agricultural developments. The dwarves' own warlike and traditionalist culture also means that the idea of a dwarf farmer or chef is practically unheard of, after all why make it when you simply have the means to procure it from others? The food they do make themselves, usually from simple grain and meat from the local fauna are notoriously bland and almost inedible by the other races, meaning that oftentimes a dwarf's favorite pasttime is gorging himself on foreign cuisine. The sole exception is when it comes to the craft of brewing, with dwarven spirits being prized all over the world.

Dwarves are craftsman without compare and their works are heavily prized among even other races. Using dwarf-made weapons and armor is a prospect that is far too expensive for the common soldier and dwarven jewellery is looked upon favourably even by the uppity elves. They are however, perfectionists to an almost psychotic degree, and will forge and reforge items for bearing even the slightest defect. Hence the production rate of their craftsmen is painstakingly slow and merchants often find them far too much of a hassle to deal with.

Unlike the other races, dwarves cannot simply utilise the magic flowing from the riftsea. Dwarven bodies are unable to even sense the presence of magic and it often has a diminished effect on them, be it for health or harm. The only way they can utilise magic is through the use of runes, which involves smiths stabilising magical energy and imbuing it into an embedded letter, which forces the magic to behave in a predictable and stable manner.
 
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