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Fantasy Idyllic Journey - [Full / Closed] - CS

Birdsie

The God-Emperor of Mankind
~Navigation~
IC
OOC
Character Sheet
BASIC INFORMATION
Name
: (Their true name)
Aliases: (Other names, titles, nicknames, and aliases.)
Age: (Biological age. How long have you been there?)
Gender: (Male, Female, Genderless, or Hermaphrodite depending on Race)
Race: (You may create your own race, provided that you will write down a fairly detailed description of its physiology, specialization etc.)
Class: (Feel free to make your own, however, the basic, recommended list can be found here: Fantasy Character Classes - TV Tropes )

PERSONAL
Sexuality
: (Ships gotta sail, then sink each other.)
High Concept: (Sum up your character in a sentence.)
Character Alignment: (Lawful Good, Lawful Neutral, Lawful Evil, Neutral Good, True Neutral, Neutral Evil, Chaos Good, Chaos Neutral, or Chaos Evil)
Relatives: (People that are biologically related to your character)
Organizations\Affiliations: (Organizations, or people the character is affiliated with)
Personality: (At least 3 lines. Make sure the character has it's strengths and flaws.)
Backstory: (At least a solid paragraph, no more than 4 paragraphs. Keep it relevant.)

PHYSICAL
Appearance
: (Written, or a picture. If written, then at least a detailed paragraph of text)
Weapons & Armor: (Anything that the character uses for protection, or attack during combat)
Items & Personal Belongings: (Any other items that the character has, or belong to them)
Skills & Abilities: (Not magical. Include things like bartering, or the ability to pickpocket)
Spells & Magic: (Magical. Spells and magical abilities that the character has)
Weaknesses: (Weak sides of a character. Fears, inabilities, inexperience, emotional issues, mental issues, etc. Only ones that could be said to negatively affect the character)

FLUFF (Optional)
Hobbies: (What does the dark lord do in his free time, when not vying for supremacy over the world?)
Quote\s: (Notable things that the character has said, that may show off their personality or speech type)
Theme: (Musical theme)
 
upload_2017-8-18_13-39-10.pngName: Atla
Aliases: None yet
Age: 23
Gender: Female
Race: Human/Wendigo
The wendigo or windigo is a cannibal monster or evil spirit that appears as a monster with some characteristics of a human, or as a spirit who has possessed a human being and made them become monstrous. It is historically associated with cannibalism, murder, insatiable greed, and the cultural taboos against such behaviours. They are strongly associated with famine and starvation.

[Basil Johnston, an Ojibwe teacher and scholar from Ontario, gives a description of a wendigo:
"The Wendigo was gaunt to the point of emaciation, its desiccated skin pulled tightly over its bones. With its bones pushing out against its skin, its complexion the ash gray of death, and its eyes pushed back deep into their sockets, the Wendigo looked like a gaunt skeleton recently disinterred from the grave. What lips it had were tattered and bloody [....] Unclean and suffering from suppurations of the flesh, the Wendigo gave off a strange and eerie odor of decay and decomposition, of death and corruption."]

The Wendigo is seen as the embodiment of gluttony, greed, and excess: never satisfied after killing and consuming one person, they are constantly searching for new victims.
Humans who became overpowered by greed could turn into wendigos, however, humans could also turn into wendigos by being in contact with them for too long.
Class: Monster Knight (Barbarian)/Summoner

PERSONAL
Sexuality
: Heterosexual with some bisexual tendencies
High Concept: Good natured barbarian with a literal monster inside.
Character Alignment: Neutral Good
Relatives: Mother and father, both deceased
Organizations\Affiliations: None

Personality: Friendly and polite around people she isn't good friends with. Generally happy but a little shy. Once she decides that she likes someone, though (as long as she determines that they can handle it), she tends to be much more sarcastic and tends to give them a hard time, enjoying riling them up. She doesn't mean anything bad by it, and she tries to avoid anything that is actually hurtful, really it's just her way of showing that she cares. She fully expects those that she gives a hard time to to give her a hard time in return. She enjoys bickering to a point, as long as it is kept light-hearted, and is often contrarian just to tease her friends. She can sometimes come off as a bit mean to people on the outside looking in, but she actually is a nice person. If she doesn't like you, however, she'll be much more rude in conversation and will generally attempt to ignore you. Luckily, there are few people who she outright just doesn't like, more just people that she doesn't care for or doesn't know well enough yet.

Despite her friendly and polite personality around acquaintances, she does not take shit from people. You can insult her or her friends in a malicious manner, she will engage in an argument, which sometimes leads to physical fighting. Also, she really likes puns and bad/cheesy jokes...like, a lot. Telling such jokes is a quick way to get on her good side.

Backstory: Atla grew up in a civilization to the north that was mostly confined in the jungles and forests. It was there that she learned how to scavenge, how to hunt, how to move silently amongst the trees and the shrubbery and snow to sneak up on her prey. She learned how to generally avoid damage, and how to take a hit, and how to ignore pain and just keep going. Basically, she learned a lot about nature, animals, and her particular style of fighting.

Though they lived in peace with neighboring civilizations, Atla's village had its own hardships. Winters were particularly hard on her people, as food became more difficult to come by. During one particularly harsh winter, Atla's village was basically destroyed by famine. Crop yields had been low that fall, and hunts were coming back unsuccessful, causing many to suffer. Atla herself almost succumbed to starvation, her parents had already starved to death before her. Most of her village was dead...and those who survived became desperate. In her village, there were tales of creatures called Wendigos. It was said that those who were driven mad by famine and, in their desperation to stay alive, turned on their comrades and turned to cannibalism would sometimes become possessed by evil spirits of sorts, becoming a monster with an insatiable lust for human flesh...

Atla was desperate. Her parents were already dead, those in her village were already dead...She did what she had to in order to survive, and discovered first-hand the origin of the tales of the wendigo. She turned into a wendigo herself, and spent the rest of that winter as a monster, constantly hunting and constantly hungry...Kali was not fully possessed by the wendigo, however. After that winter had ended, she reverted back into her human form, disgusted with herself and what she had done. Now, she remains mostly human, and is generally not some sort of flesh-seeking monster. However, she gained a sort of summoning ability for these creatures, and a transformation into the wendigo monster of sorts for herself. Since her village was destroyed by the famine, Kali left, traveling south, away from the harsher winters, and looking for a way to redeem herself while struggling against her new taste for human flesh (though this is mostly kept in check, and she takes precautions against such desires, such as becoming a vegetarian when she can, etc.).

PHYSICAL
Appearance
: 5'6" in height. The picture is of the clothes she adventures in/goes into battle with, and often the clothes she travels in, though when she is in towns she will often wear different (slightly more conservative) clothing more fitting for the town she's in, though she doesn't like it.
A vague representation of her wendigo form. This form is 15 feet tall standing straight. Any sign of gender is gone in this form.
upload_2017-8-18_13-39-34.png

Weapons & Armor:
  • Staff: A long staff that is taller than her, enchanted so it does not break. Good for whacking people on the head (or other parts of their body) and defending against weapon blows. Also helps to focus her summoning, though it is not required for it, it just makes it easier.
Items & Personal Belongings:
  • Barbarian Clothes: Though it does nothing in the way of protection, Atla's clothing that she wears into battle does actually serve a purpose. Aside from providing freedom of movement, they are enchanted to enhance her speed and endurance, as well as her stealth, allowing her to move more silently. They are also enchanted not to fall off or become destroyed when she changes into wendigo form.
Skills & Abilities:
  • Endurance: She may not have much in the way of armor, but this means that she tends to have much more endurance than her foes. While an armored opponent might want to finish a battle quickly to keep from tiring out (after all, armor is a bit restricting in the whole breathing area), Atla would rather let the battle go on longer, wearing her opponent out and making it easier to finish them off while she is still going strong. She can also keep up a running pace a lot longer than most others, and just generally has good endurance all around the board.
    • Can take a hit - Atla can take a hit and keep on fighting, which is good due to her lack of defense.
  • Speed: She is decently fast in her human body, and dexterous enough to avoid most blows.
  • Hard Hitter: While she isn't the strongest person out there, Atla is still very strong and she knows how to pack a punch. Putting power behind an attack is good, yes, but it's also prudent to know where to hit to do the most damage. She has no qualms about dealing out several less powerful attacks in short succession -- paying attention to hit the most vulnerable parts of her foes -- in order to weaken her opponent before dealing out a stronger hit to send them reeling.
  • Berserker: In battle, Atla seems to get stronger the more damaged she gets, almost as if a rage comes over her body. If she is starting from her regular human form, she is still self aware enough for quite a while with this ability, but as time wears on and she collects more damage, her body slowly starts to transform more and more into a wendigo form, until she has completed the transformation and starts to lose her sense of self and goes completely berserk for a time. If she had already willingly transformed into the wendigo form previously, her power levels still rise, but she does not take as much damage before losing her sense of self and going into her berserk rage, but she also returns from such a state more quickly.
  • Survivor/Avoid Death: This goes hand-in-hand with her berserker ability, but if Atla is in her human form and is harmed enough that she would die (say, a sudden death rather than slowly building up damage and transforming), she is automatically forced into her Wendigo form, which is more difficult to kill. She has no conscious control over herself in such a case, being automatically thrust into her full berserk mode as well. If she isn't killed in this form, she will remain in it until she is healed (though good luck getting close enough to heal her), or able to feed enough to heal herself to the point where she isn't dying anymore, though if this takes too long, she might not be able to turn back to her human form, or at least not without great trouble, basically being lost to the wendigo.
  • Wendigo Form: [See above in appearance for picture reference] Atla begins to take on monstrous features, to a varying degree, in a painful transformation. In full wendigo form, Atla barely resembles a human anymore, but rather a monstrous, emaciated creature with impossibly long and skinny limbs and hands and feet that end in exaggerated claws, mouth more of a maw of sharp teeth, and sunken in eyes that are inhuman and vaguely glow in darkness. In this form, she is very, very tall, about 15 feet in height standing straight, though she is usually crouched and more animalistic in her stance. Partial transformations lead to only partial wendigo traits and benefits, but after a full transformation, Atla is left weakened to the point where she can't really even walk. Something like summoning the wendigo claws is relatively safe, but taking on the physical abilities alone causes much more strain, so on and so forth up to the full form. She also does not like to stay in this form for long, as the longer she stays in such a form, the more she takes on its monstrous tendencies and taste for humanoid flesh.
    • Tough Hide: Skin is hardened and becomes much more difficult to pierce and damage, leading to greater defense.
    • Natural Weapons: Teeth and claws are the natural weapons of the wendigo, and they are deadly. Her claws alone are hard as mythril, able to stop and deflect swords and blades.
    • Strength: A direct blow from a wendigo can send a grown man flying backwards through the air if unprepared. Surprising strength, for such skinny limbs.
    • Speed: Speed is raised, being able to sprint about as fast as a cheetah, though with similar stamina issues at such a speed, plus actual dexterity is decreased as it is more difficult to quickly change directions to avoid attacks. If not running at top speed, endurance is similar to her human form endurance running and battle wise, but greater when it comes to being able to take a hit and keep going thanks to the increased defense of the form.
    • Enhanced Senses: Hearing is enhanced, and her night vision is phenomenal, as wendigos prefer to hunt at night. Sense of smell is fairly normal, except when it comes to the scent of blood, then she can sniff it out from afar and track it back to its source.
    • Resistance to cold/More susceptible to fire: Icy and snowy forests are the wendigo's terrain. Cold does little to bother the wendigo's thick hide, and won't slow it down much, if at all. This means that ice magic is also less effective against the creature. On the other hand, the wendigo is more susceptible to heat and fire, and fire magics do more much more damage than they would otherwise. In some myths, fire is the only way to kill a wendigo, but really there are other ways, fire is just the easiest.
    • Healing Flesh: If a wendigo consumes humanoid flesh, they are able to use that energy to heal their injuries to an extent (though not as well as healing magic). Eating the flesh of the race that the wendigo originally was (in this case, human) is more efficient at healing than eating other humanoid races, so the wendigo usually seeks out this meal more than any other. Eating flesh may help to heal the creature, but it does not satisfy its hunger, leaving the monster wanting more and more. In this way, consuming flesh is incredibly dangerous for Atla (not to mention gross, anyway), as it could cause her to succumb to the wendigo fully.
Spells & Magic:
  • Summon Wendigo Familiar: While in her human form (or mostly in human form), Atla can summon a wendigo familiar to fight with her. This familiar looks much like she does in wendigo form, but a bit smaller, standing at around 10 feet tall. The familiar has many of the same benefits as Atla's wendigo form listed above, but to a lesser extent. This creature is dependent on Atla's orders, and therefore will not attack on its own. It is most powerful when it is summoned as Atla is in full human form, and becomes weaker the farther into wendigo transformation that Atla is in until it can no longer be sustained at Atla's current transformation level and simply disappears. It is also weaker (or unable to be summoned at all) if Atla doesn't have much mana. It takes a decent amount of mana to summon the creature, though, once summoned, it only takes a small amount of mana to maintain.
Later on, Atla will gain the ability to summon different forms of the wendigo creature with slightly different abilities, like this (amongst others):
upload_2017-8-18_13-46-39.png
She will eventually also be able to maintain two of these creatures at one time, though weaker than when she only has one summoned. Eventually, she may even be able to alter her own wendigo form into these variations.
Weaknesses:
  • Fondness of Children and Animals: She likes children, and is very protective of them, but she feels awkward around them, as if she doesn't know how to act. As for animals, especially furry ones, she feels a kinship and understanding towards them, and tends to get distracted by them fairly easily. Either way, if a child or an animal (who is not feral and/or trying to eat her or her friends or the like) are in trouble or are being harmed, Atla immediately goes into protective mode and will march in to save them, regardless of the situation. This can lead to her getting into some sticky situations, as she often charges headfirst without thinking things through in such cases.
  • Magic: She really doesn't have much of a defense against magic. The exception is cold magic in her wendigo form, but this also leads her to a greater weakness to fire magic.
  • Lack of Defense: Get past her dodging and her constant attacks, and hits can do a lot of damage on unprotected flesh. Especially susceptible to arrows, though she'll often use her wendigo familiar to block these long-range attacks. This is less of a problem in her wendigo form, which is more defensive, but it is still a problem.
  • Poison: Even her wendigo form can't do much against poison.
  • Threat of Becoming a Monster: Though Atla's alignment is neutral good, she is always at risk of succumbing to the wendigo inside. In human form and away from battle, she is usually just fine, but the farther into battle she gets, the more her deep-seated hunger for flesh grows...It also doesn't help that those who spend time around wendigos are more likely to become one, and she spends plenty of time with her wendigo familiars.
    • Danger to Allies: If Atla goes berserk, it doesn't matter if you are her enemy or ally, as she won't be able to tell the difference and everyone becomes a target. Because of this, if she is not going on a solo mission, she will often end up hindering herself by not using her wendigo transformation at all if she can help it, though she'll still use her wendigo familiar to battle.
  • Susceptible After Transformation: After having transformed into a wendigo, once Atla transforms back, she is basically a sitting duck. Both her mana and stamina will have been depleted, leaving her unable to even walk, much less carry on in battle. Depending on the circumstances of her transformation, she may or may not be conscious, and recovering from the event can take quite a lot of time.
  • Mana: If she runs out of mana, she won't be able to use her wendigo familiar, leaving her fighting options a bit more limited, and possibly forcing her hand when it comes to transforming herself.
FLUFF
Hobbies
:
  • Drawing
  • Reading
  • Petting animals
Quote\s:
"Hey, can you lick your elbow? Cause I can. Wanna see?" *Proceeds to lick that person's elbow instead of her own*

(In response to criticism on her battle outfit being skimpy) "Hey, you're just lucky I'm not out here fighting naked! ...Yet."

Theme:
 
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BASIC INFORMATION
Name
: Myhirus Prelati
Aliases: The Dark Knight, the Soulkeeper, Son of Darkness, The Dark Knight of Death, Black Knight of Rezis.
Age: 25
Gender: Male
Race: Human
Class: Dark Knight
_commission__black_knight_by_z_e_n_e_r_o-d7s6cld.png

PERSONAL
Sexuality
: Bisexual
High Concept: The nicest black knight and necromancer you have ever met.
Character Alignment: Neutral Good
Relatives: N/A
Organizations\Affiliations: N/A
Personality: Myhirus, on the outside, appears to always maintain a cool, silent persona. In reality, he is just extremely shy and introverted. Because he wears black armor and practices necromancy, people assume he is evil and comes to kill them, however, he is in-fact a very helpful, gentle, and kind person. He cares about other people and their lives but has difficulty communicating due to not being very fluid in the common tongue. He is also very cheerful and lively.
Backstory: Myhirus used to be the apprentice of Rezis the Soulkeeper, an evil necromancer who intended to create an army of undead soldiers to invade the country. In need of a powerful servant, Rezis had his thralls raid an orphanage and took one boy, who was the most promising out of the children there to serve him. Thus, Myhirus the Soulkeeper was born. Although he was eager to study from his master, he quickly understood the difference between good and evil and decided to oppose his adoptive father because of his motives. After a lengthy battle, Myhirus managed to take control of a part of the army and destroyed his master's phylactery, killing him permanently.

Since then, Myhirus the Soulkeeper traveled the lands in search of adventure until he came upon the most curious group...

PHYSICAL
Appearance
: (One day, I shall make a face reveal... Maybe.....)
Weapons & Armor:
  • Armor & Weapons: Myhirus wears black, padded armor into combat. He wields a sword and a shield. None of these items have any mystical abilities.
Items & Personal Belongings:
  • Resurrection Orb: A necromantic tool of great power. A perfect sphere that fits within a closed hand. When activated, it shoots necrotic energy in all directions in the range of twenty meters. Dead bodies within that range will rise and enter the dark knight's control.
  • "Invincible": The wraith of a long-deceased warhorse. This noble steed can appear out of thin air whenever Myhirus requires him. Perhaps the most ironic aspect of this horse is that if his name's meaning was true, he would not serve Myhirus at all.
Skills & Abilities:
  • Raw Power: Myhirus' stamina, strength, speed, and general durability outshine those of ordinary humans. His skill with a sword is adequate to combat most knights.
Spells & Magic:
  • Necromancy: Back in the old days when man was still young, it was a common belief that only the Gods could manipulate the energies of life and death and that for a man to do so was heresy. Necromancy spells manipulate the energies of life and death. Such spells can grant an extra reserve of life force, drain the life energy from another creature, create the undead, or even bring the dead back to life. Such disciplines are usually viewed negatively and are usually exercised by megalomaniacal, evil sorcerers, but regardless what people believe, the necromantic powers may also be used for benevolent ends. Some of the necromantic arts are simple and straightforward, others, however, like raising the undead may in some cases require raw materials. It should be noted that necromancy isn't merely raising corpses and controlling them -- it is a refined discipline of magi worth of its own research. It can be used to shoot eldritch blasts that cause rapid decomposition of whatever they hit, or used to bind wraiths to ornate vases. It is as broad and diverse as other magics.

    Myhirus is still learning, although he is adept enough to raise and control up to two separate teams of several weak undead at the same time at moderate mana cost.
Weaknesses:
  • Holy Energy: Holy stuff, in general, tends to kill the undead. His minions operate at half-power on any sacred ground and will rapidly die from holy attacks.
  • Mana: If he runs out of it, say goodbye to necromancy, save for the resurrection orb.
  • Still Human: One stab wound to the pancreas. That's all it takes.
  • Concentration: Like all mages. It can stop him from casting spells or causing weird, unexpected effects.

FLUFF
(Optional)
Hobbies:
  • Digging through graves. He sees nothing wrong with it.
  • Robbing graves. They don't need it anymore!
Quote\s:
"..."
"Hello."
"Good morning."
"... *blush!* ..."
Theme: If I find something, I'll put it here.
 
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BASIC INFORMATION

Name
: Mary Gelta

Aliases:
"Bloody Mary"

Age: 28

Gender: Female

Race: Human

Class: Battle Nun


PERSONAL
Sexuality
: Heterosexual

High Concept: A Nun who saw the corruption and sin of the Holy Church and split off. Now she searches for her purpose and how she could truly serve the Goddess.

Character Alignment: Chaotic Good
Lawful Good, Lawful Neutral, Lawful Evil, Neutral Good, True Neutral, Neutral Evil, Chaos Good, Chaos Neutral, or Chaos Evil)
Relatives:
Adopted Father: Father Wiliam Gelta

Organizations\Affiliations: The Holy Church of the Goddess

Personality: Mary isn't exactly the most friendly of people, she's kinda sassy and mean. But her heart is in the right place though, as she has morals and principles that come with a believer of The goddess. She's what many people could say a Rebel, both in personality and in many of her actions. She's is a devout follower of the Goddess so if you want to talk Religion, well she's the first person you would go to.

She helps those who truly need it, free of charge. Whether it be a confession, help killing bandits, or just helping an old lady across the street while she pinches her cheeks. Yet that doesn't mean that Mary is perfect, she has quite a temper and her morals and principles do get in the way. So say someone gets murders by a party member, Mary will absolutely hate them and it may risk her leaving the Party.

Mary is also very religious so anyone who trashes her religion will not be her friend, especially if the trash talking is towards her.

Oh and she loves to make snarky comments like calling you stupid while she heals you.

Backstory: Mary was but a baby when she was abandoned in front of the Church. Her real parents long gone, but she didn't grow up without parental supervision though. A somewhat young man found the young baby, this was Father Gelta back when he was but a simple Brother. He took the child in and raised her as his own, teaching her the ways of the Goddess.

Mary grew up more hot headed than most of the Children, meaning she got into more fights than one can count. It was kinda the beginning to the nickname "Bloody Mary" though it more kid friendly as they were all kids. Though out of all the kids, Mary was the most Devout and the most loyal Follower of the Goddess.

Soon Mary reached her twenties, by that point she was a Nun. Well more of a Battle Nun as she was taught the ways of Combat and Magic due to her aggressive nature, which will serve her very well. Now that she was older, she had more responsibilities towards the Church.

She soon saw the deep seated corruption and sin of the church. Extortion, greed, pride, gluttony, these sins are but a few of the crimes many of the Higher ups of the church do. Everything she saw showed that the church mainly used the Goddess as quick way to get Wealthy, even the Arch Priest of the Church was extremely corrupt.

So one day she decided to leave, of course Father Wiliam tried to persuade her to stay. Sadly she was dead set on leaving the church, so her adopted father decided to give her some parting gifts, a Blade enchanted with a holy aura that hurts any and all evil creatures like undead, vampires, demons, etc. He also gave her some Hardened Leather Armor to protect herself, she isn't strong enough to wear some of that Full plate armor.

So for the next 7-8 years she roamed around, helping those who need help and punishing those who murder, steal, extort those who have nothing really. She usually traveled alone until she met a group of people whom she took a liking to.


PHYSICAL
Appearance
:
image.jpeg

Weapons & Armor:
Holy Blade: A sword enchanted to be extra harmful at all evil monsters and creatures.

Hardened Leather Armor with Nun Garb: Pretty much what she wears in the pic.

Cross Chains: Chains with very sharpe bladed Crosses on them. Used more at medium range.
Items & Personal Belongings:
Necklace Cross

Church ring: A ring that every religious person of the Goddess wears.

Some Medical supplies should she ever need it.

A couple of healing potions, should she ever need them.

A cloak

Skills & Abilities:
Skilled Swordswoman: Basically she knows how to fight with a sword effectively.

Knowledge of the Church: Basically she's the best person to interact with any members of the High Church.

Skilled Healer: Due to being raised in the church, she was taught how to Stitch someone up. This was made better throughout her time traveling.

Natural Cook: She can make a very nice meal.

Acrobatic: Due to use her training as a Battle Nun, Mary is able to do some cool evades and dodges. One such thing it to roll over her opponent to attack from behind.

Speedy: Mary is naturally Fast, especially in Light Armor.

Skilled Fistcuffs: Basically she knows how to throw a good punch and some kicks. So just know she can also kick your ass at Unarmed combat.

Naturally Strong: Surprisingly, Mary is quite strong even if she doesn't look like it. Her punches have quite oomph to them and she is able to say lift a pretty big person with somewhat ease though she's not entirely that strong yet.

Spells & Magic:

Healing spells: Self explanatory

Holy smite: Mary can send a beam of light down upon her enemies to deal some Holy damage, has a chance to set target ablaze.

Holy Ward: Mary is able to give allies a boost defensively against Evil creatures and evil magic.

Holy Fight: Mary is able to temporarily enchant her allies to deal mor damage against evil and unholy enemies.

Holy Light: Basically a light source

And many other Holy spells that aren't really too Powerful.

Weaknesses:
Anger: She can become angry really quick.

You wanna Talk? Talk to my fist!: Basically she is not the best negotiator or socialite. Ties in with anger.

Glass cannon: Basically she hits hard but is very squishy against ver strong opponents.

Morality: She has a code and a vow that she cannot break due to her devout religious tendencies.

Devout: Gets really pissed if you trash The Goddess.


FLUFF (Optional)

Hobbies:
Praying
Cooking
Reading Religious Scripture
Singing
Dancing

Quote\s:
"Thank the Goddess.."
"Goddess you're a stupid person aren't you?"
"You're lucky I'm around to patch you up cause otherwise you'd be dead already."
"You're such an idiot."
"Goddess take you!"
"May your soul be judged by the Goddess!"
"To Hell with you!"
"You abominations don't deserve the Goddesses Forgiveness!"


Theme: WIP

Birdsie Birdsie
 
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full
Basic Information


Name: Pyra Ashfield
Aliases: The Lantern Wielder
Age: 17
Gender: Female
Race: Human
Class: Elemental Mage (Fire)

Personal


Sexuality: Heterosexual
High Concept: Bored Girl looking for something to do, and maybe burn a thing or two.
Character Alignment: Neutral Good
Relatives: Mother, Father, Alive, but not in contact
Organizations\Affiliations: None
Personality: A quiet and nice girl, Pyra is a young lass who's bored from the confines of her village. She likes to adventure a bit and have fun. Her innocent looking face and demeanor is one that lacks motive, if only to run by her sense of self preservation. Every once in a while, she'll show off her skills, but its the kinda of showing off that's more bite than bark. Some misinterpret her rise to actions as that of a silent dragon awakening to bring about some calm, but really she has been trying to do something to change the situation for a while, and her actions are the last measures she takes.
Backstory: Pyra was born in a small village squeezed into a valley. Its a small and calming place, with suitable avenues of adventure, such as the nearby cave system or the forests and creeks at the ends of the valley. Pyra would always quietly go on an adventure, exploring the places near her village. When she was really young, she explored further into the cave system into the mountains. She reached a point in the caves where it was lit by torches. Following them, she reached a small room with supplies, with rubble on the other end of the room. A dwarf laid by the supplies, carrying a lantern. After talking to the dwarf, who was tired out, she came to learn the he was attacked by a group of goblins and had been sealed off from the rest of his party by the rubble. So, Pyra ran out got some food and supplies, and came back to help the dwarf, heal him, and remove the rubble. Behind the rocks were a few goblins, who were killed by the dwarf's fire. They continued on like this, until they reached the dwarf's camp. In reward for helping him, the dwarf gave Pyra the lantern and began to teach her the basics of fire magic.

Several years later, the dwarves were no where to be found, but Pyra continued her magical trainings on her own. She helped with several village outings, defenses, and more. At the age of 15, she decided she would leave the village, against the wishes of her friends and family, and set out on an adventure of her own.

Physical


Weapons & Armor:
  • Infernal Lantern - A common looking lantern, but with one important difference, houses an inferno like flame that Pyra always has burning. Its kinda her power source, but should be more treated like a mage's staff, she can still do magic without it, but it makes her magic more powerful and more efficient.
  • Gloves - Gloves that nicely fit Pyra's hand and still provides a lot of flexibility. It protects her hands from the elements, primarily fire. It is also enchanted to allow her to more easily warp the form of fire with her hands.
  • Dagger - a dagger she keeps behind her back. It's nice.
  • Outfit - Most of her outift is a combination of leather and cloth, save for her chest piece, which is a combination of leather and light metal. It provides a decent amount of protection against a light sword. All of her clothes are fireproof, due to some ingenious coating.
Items & Personal Belongings:
  • Pouches on a belt - She keeps stuff in there. Stuff like gold and such
  • Earrings - Two blue earrings that she's had, given to her as a birthday present.
Skills & Abilities:
  • Fire Mage - She is use to fire, and magic, and fire magic. Fire is practically malleable to her.
  • Local Adventurer - She's always been one for adventure, while she is quiet, she isn't afraid to get down and do some dirty work.
  • Goblin Slayer - She use to be part of the town's militia. No qualms with killing monsters/attackers. Also has some use with the knife.
Spells & Magic:
  • Fire Mage - She can use, cast, and warp fire with her hands. Because of the way her lantern works, she can reach into the lantern and pull out fire and magic to cast.
    • Fire Ball - Your traditional fireball, she has great control over it, so she can make it either fly like a projectile or bounce and ricochet off things like a ball.
    • Dancing Embers - Small little flames hang in the hair, lighting a place up and acting as a minefield, setting anything that it touches on fire. She can make it follow her as a light source, but its redundant with the lantern.
    • Ignite - She can ignite a fire on anything near her. Its really a small fire, and is more like a small match.
    • Blossoming Flames - She points her hand to the ground and launches a fire in all directions, creating a beautiful yet dangerous pattern of flames in all directions, within a reasonable distance. Dealing damage to a lot of things. When used with the Lantern, it is even more powerful and more effective distance, creating a sphere of flames instead of a circle. The pattern resembles that of a flower.
  • Infernal Lantern - Provides its own sets of spells and magic, while also making Pyra's own magic more powerful.
    • Flaming lance - She can literally just point her lantern and it'll launch a series of fiery columns in the direction she holds it. She could make it fireballs instead too.
    • Enchanting Forge - Stick anything in it or right at its entrance and give it the proper intention and it'll temporarily enchant the object with flames and fire damage. She can cover her fists in fire like that.
    • Crucible of Health - A very specific and tiring spell. The flame turns blue and causes a lot of pain, but will slowly heal almost any wound, that is if the patient doesn't die from the pain first.
    • Non-stop Fire - One target will be set on fire, and they'll burn infinitely until Pyra says to stop. Only once a day.
Weaknesses: She's a fire mage. While her fire will more than overpower water, she is susceptible to other elements. She also is not so good with close combat, kinda.

Additional Notes


Hobbies: Playing with a flame in her hands. Exploring.
Quotes: "... I guess I should say something..."
"Fire isn't that dangerous... You just have to respect it..."
Theme:

Additional Notes:
 
BASIC INFORMATION
Name
: Camille Forsche

Aliases
: Dancing Viper, First Mate

Age
: 26

Gender
: Female

Race
: Human

Class
: Swashbuckler/Pirate


PERSONAL
Sexuality
: Homosexual

High Concept
: Former Pirate looking for a fight worthy of an epic.

Character Alignment
: Chaotic Neutral

Relatives
: Captain Swain Carlyle (Foster Father), Marianne Forsche (Biological Mother - Deceased), Mikhail Forsche (Biological Father -
Deceased)

Organizations\Affiliations
: The Golden Kraken (Former First Mate)

Personality
: If Camille learned anything from growing up with pirates, it is this, never put your trust in anything abstract. Faith, love, friendship, honor, these things may sound good, but in the end they are abstract, they have no substance. Faith can be twisted, love can be corrupted, friendship can be tainted, honor can be broken. Sure, one could argue that even material things can be lost, stolen, or destroyed, but they can be replaced easily. She indulges in things like friendship and love, but she never relies on it or places her trust in it. That's just how she is.

Camille loves a good fight. Be it a duel, a brawl, or an all out fight, as long as she gets to punch someone in the face or stab them in their gut, it's all the same to her. It gets her blood pumping and adrenaline flowing through her veins, it gives her a high that no narcotics could. She's not like those bersekers in the north that goes crazy the more they fight, becoming more beast than man, she just loves to fight. Of course, what is fighting if she gets her ass handed to her? Camille rarely, if ever, fights fair. So long as she's the only one standing, a few dirty tricks is fine by her.

Camille does have a bit of temper, especially when drunk. Even the pirates knows not to mess with her when she's had a few drinks, lest they get knocked out for the rest of the day. She also has quite a venomous tongue, she's not above cursing or talking smack when she's fighting or just whenever she feels like it. Well, it's not surprising really considering that pirates have their own colorful dictionary solely for cursing and trash talking.

Camille also loves adventures. Whether its plundering a merchant ship, or hunting down ravenous beasts, or participating in great wars, she would readily join in with a wide smile on her face. Of course, she'll be expecting to be paid for it, her services aren't free after all. Money, food, equipment, your body, as long as it meets her standards, she'll take those as payments.

Backstory: Camille was born on the pirate ship The Golden Kraken. Her parents were pirates serving in the crew of Captain Swain Carlyle, also known as 'Gold Eye' due to the golden orb he uses as a replacement for his missing eye. Her parents were both dreaded pirates as well, though not famous enough to warrant their own nicknames. They were good friends with the captain and had been part of his original crew. Due to a terrible storm however, both of her parents were killed just weeks after Camille had been born. Heart broken by the loss of his friends, Captain Swain decided to raise their daughter as her own.

As Camille grew up, it was obvious that she'd been influenced a bit too much by the other pirates. Her vocabulary was rude and improper and she even moves and acts like the rowdy pirates. She's even started drinking with them at a young age, thankfully the pirates she's grown up with only saw Camille as a daughter otherwise things may have gone differently. The pirates taught her lots of things as she grew up such as swordfighting, firing a gun, gambling, sailing, singing shanties, reading, writing, one of them even taught her ballroom dancing. The pirates all acted like overprotective and eager moms and dads, and no one was more fond of her than the Captain himself.

Camille soon grew up to be a splendid pirate, both beautiful and deadly. The pirates were filled with pride whenever they see their daughter boarding a hapless merchant ship with the intent to plunder. Indeed, she was born to be a pirate. The young woman soon earned the nickname 'Dancing Viper', a pirate known for her beauty as well as for her deadliness. At a young age of 20, she earned the right to be the Captain's First Mate through her merits. Of course she was proud of it, and so were her burly and rowdy moms and dads.

Camille wanted more, she wanted to become more than a pirate. She soon found plundering ships a bore, she no longer found it fun terrorizing the high seas. She wanted more, she wanted to drink more kinds of rum, she wanted to go to more places, and to fight more people and creatures. And so, she decided to become a mercenary, which wasn't that different from a pirate other than that they travel the land more than the seas. It was a strange day that was, to see a ship full of crying pirates as they waved good bye to their little girl. And that is how Camille's tale has begun.


PHYSICAL
Appearance
:
8c0667716571e4c56c01ea3c224a5974.jpg


Weapons & Armor
:
  • Kraken's Fang - A gift given to her by the Captain on the day she left, it is Camille's most beloved possession. An enchanted rapier they plunder from a wealthy merchant, the rapier was enchanted with the power of the seas. When magic is applied to the rapier, the blade will be wrapped by water that takes the form of a blade. The water blade can extend, giving it more reach, or be flexible like a whip.
  • Double Cross - Camille's trusty blunderbuss. The blunderbuss is usually used in conjuction with her rapier. It earned its name since Camille often whips it out during duels and whenever her opponents leasts expects them.
  • Storm & Tempest - Twin rapid-fire pistols that her parents used to own. The guns uses mana as bullets and are named due to their fast rate of fire. The damage is quite weaker due to the rate of fire and type of bullets used and is best used for distraction or cover fire.

  • Viper's Kiss - A small spike hidden on the knuckle of her right glove. The spike pops out when she clenches her right hand. The spike is covered in poison that causes sluggish movement and blurred eyesight.

Items & Personal Belongings
:
  • Gilded Compass w/ Elaborate Art
  • Miniature Carving of The Golden Kraken, complete with a golden figurehead
  • A case full of maps and navigation tools
  • Quill and Journal
  • Pouch filled with gold
  • A couple of necklaces
  • A pair of earrings
  • Spare clothing

Skills & Abilities
:
  • Swordsmanship - Camille is well versed in her own style of swordsmaship. She relies on quick slashes and nimble dodges while aiming for the opponent's vitals. She includes dirty tactics to her swordsmanship.
  • Marksmanship - Camille is used to handling guns. She uses it in concert with her swordsmanship, either as a distraction or to deal the finishing blow.
  • Gambling - Growing up around cheating pirates made her a damn good gambler. Whether it be cards, dice, or bets, Camille is confident in hustling you out of your money.
  • Sailing - Despite being the beloved daughter of The Golden Kraken Camille is still expected to pull her own weight and to help out with the chores, which involves helping out the crew with the ship. She's nit an expert when it comes to sailing but she is passable.
  • Singing Shanties - No pirate or sailor worth their salt can't sing shanties. She can sing pretty damn well, be it shanties with fast rhythm or slow ones.
  • Intimidation & Bluffing - One of the most useful skill a pirate has. While it seems useless at first, being intimidating and good at bluffing can really save your ass in a fight.

Spells & Magic
:
  • Water Walking - A useful spell for a pirate. It allows the caster to temporarily walk on water. The downside is that the spells just allows one to walk on water, so it's still not quite the same as walking on solid ground and can take a while to get used to.
  • Underwater Breathing - Another handy spell. Allows the caster to temporarily breath underwater. Lasts for 10 minutes.
  • Ocean's Blessing - The spells grants the caster, and his entire ship, safe passage through the seas. Storm will steer clear of the and the wind will always provide them with mobility. It would even save them should they be shipwrecked, safely carrying them to the nearest shore. Requires a hefty offering of two cattles before sailing and offering a tenth of the plunder obtained when landing, with a lengthy prayer both before and after sailing.
  • Shroud of Mist - Casting the spell covers the caster, and his ship, in a dense cloud of mist. The mist spreads further and grows denser the more mana is supplied to the spell. The drawback is that even the caster is subjected to the limited visibility and must only be used if your crew possesses an excellent navigator lest an accident occur.
  • Magelight - An orb of light that follows its caster or sticks to a designated position. It remains lit until the caster cuts of its supply of mana.

Weaknesses
:
  • Eaily Lost - Due to having spent most of her time at the sea, Camille is easily lost on land. She gets easily confused and may confuse one landmark for another. She bought maos and a compass to somewhat compensate for this, but she still gets lost often. Does not apply when sailing.
  • Aggressive - Camille is mighty aggressive, some of her pirate crewmember even avoid arguing with her. She'll get annoyed and angered easily, even at the most minor of things. She once started a brawl in bar when she found out that the ale has been watered down. She even broke a man's arm once for even looking at her lustily.
  • Cheating Fiend - She can, and she will, cheat every chance she gets, be it with a game of cards or with her current lover. She rarely never cheats and this would undoubtedly piss a lot of people off.
  • Lacks Strength and Endurance - Due to her build and form of fighting, Camille is quite vulnerable against stronger and tougher opponents. She has a hard time fighting against heavily armored opponents


FLUFF (Optional)
Hobbies: (What does the dark lord do in his free time, when not vying for supremacy over the world?)

Quote\s
: (Notable things that the character has said, that may show off their personality or speech type)

Theme
: (Musical theme)
 




Basics

Name: Sera
Alias: Depends on Disguise
Gender: Female
Age: 21
Race: Neko
Alignment: Chaotic Good
Class: Rogue/Trickster


Physical

Height: 5'2
Weight: 108 Ibs
Hair Color: Dark Brown
Eye Color: Green
Blood Type: AB+
Sexuality: Heterosexual


  • Sera is a upbeat and devious girl. She tends to keep a positive demeanor about her, even if she has to fake it. She knows how to put up a front in order to match into any crowd she is in, able to throttle her own personality to better fit the situation. She is a master of disguise knowing how to blend in and keep a low profile as needed. She has the ability to generally read others with ease. She has a habit of shrugging away any of her 'misdeeds' going so far as to deny them even when it is obvious she has committed the act. She enjoys teasing others a bit being a little playful with those who she is a bit closer to.

    Sera has a natural desire to obtain anything that is shiny. While having some moral restrictions on her thievery, she isn't above steeling from those she views as having 'plenty'. She is a talented manipulator, going so far as to even use her manipulative tactics unintentionally out of sheer habit. She has trouble trusting others, while being friendly near other people she tends to be cautious about giving away any of her secrets or trusting others around her things.

    Likes:
    • Gold
    • Expensive Foods
    • Gambling
    • Festivals
    Dislikes:
    • Being Poor
    • Losing
    • Boring People
    • Paying for Things
 
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Calo Velivis

Aliases:
(None to the commonfolk), (Underground reputation) Laughing Shadow, Loki​

Age: 25

Gender: Male

Race:
Elf (Common)

An agile and perceptive race that commonly lives in woodlands with varying properties. Elves are renowned for their resourcefulness, spirituality, and craftsmanship. These elves have no distinguishable age difference from most other races aside from keeping their youthful beauty longer for often about a decade at maximum. Due to their slender and flexible physique, elves are very talented at gymnastic and athletic feats, but are less enduring to getting hit or any form of activity that requires resistance. Elves are highly spiritual, so they have a more natural affinity for magic, magic resistance, and unique types of it, but not all elves practice magic and their ability doesn't really surpass any other common race. Elves can be strong (physically), but commonly in small feats and wouldn't be able to stand up to a human warrior in an arm wrestling match.



Class: Ninja/Assassin/Nightblade

PERSONAL
Sexuality
: Heterosexual

High Concept: A mischievous and easygoing person who deals with oddjobs that are commonly illegal.

Character Alignment: Chaotic Neutral with a tinge of good.

Relatives:
Older Sister (Whereabouts unkown)
Father (deceased)
Mother (unkown)
Uncle: (homeland)
Cousin: (elven city somewhere)
Younger brother: (apprentice to a court mage somewhere)


Organizations\Affiliations: The underground

Backstory: Born in an elven town in the woods, he was raised in a far different environment. His mother was an herbalist/apothecary and his dad was a ranger/hunter. According to his elven culture, each elf had a right to choose their own path, so he ended up helping his mom with her herb and apothecary work and his father with hunting and keeping the town safe. His sister left when he was ten to pursue her own path.

When he was fourteen, he was more like a trapping ranger. He wielded a dagger, a bow, and was good at setting up traps in the forest. One night however, his village was raided by slavers who killed all the adult men and kidnapped everyone else. Because he wasn't considered adult by human standards, the slavers took him and his mother and younger brother. They remained in auction for a month before his mother was put into the cycle quickly as a sex slave. He and his brother stayed on the market for five months before he himself was bought out by a nobleman to keep as an assistant slave. The noble was harsh and kept him as a secretary of sorts that doubled as a beating bag when his master was angry.

For three years he was like this. Three years changed though. His master was more tolerant and a little kinder, but it didn't change his hatred. THis manifested later in the form of a natural affinity for shadow magic. It was then that he was caught for his more...stealthy skills that he practiced in secret. His lord became terrified that his servant would betray him and sold him off to a rather shady individual by the name of Umbris who was a freelance mercenary and hitman. Umbris bought him on the promising potential and developed Calo's abilities further. Calo quickly became a master of stealth. One day, he was given the mission to break into his former lord's mansion to steal documents pertaining to corruption and trafficking.

By luck it turned out the mission was given by a court mage who happened to have taken his younger brother as an apprentice. His brother was thrilled to see him. Umbris heard of this and asked his own apprentice what he wanted to do. He now had the opportunity to flee the dark world, and after a long discussion he decided to go off. He decided he would operate in the underground. His old mentor and he parted ways, and he felt better about his situation. Now he was truly free. He had for once made a decision for his life on his own accord. He could now look at his life with a more optimistic view.

Personality: He is very mischievous, joyful, and confident. He has a long history of a prankster nature which originally got him into traps as a ranger and into poisons and medicines. He is very thoughtful due to his varied background. He is able to manipulate people psychologically and physically. He loves emphasizing his powers of stealth and manipulation to others. This is so much so that he will go to some pretty extreme lengths to get a laugh. He is surprisingly friendly and outgoing. He will happily explain things to people he can trust or needs to trust. He takes pride in preserving his heritage too by crafting items and medicines from his village.

PHYSICAL

Equipment: He wears some light leather armor because in combat he typically relies on not getting hit and mobility. He also is able to wield some small blades singally or dually which are like a mixture between a dagger and a shortsword. He also has two separate knives. One for being used as a multipurpose tool and one for poisons. He also has a bow, a hidden dagger, several pouches that are almost indistinguishable from each other and hold various items, vials with elven labels on them so mostly he can read them, throwing knives, and a blowdart gun. He is armed to the teeth with tools.

Personal Belongings: A ring from his mother before they departed. It was the ring his father gave her.


Skills & Abilities: Lockpicking, pickpocketing, trap making, crafting, cooking, holding people down in locks, you get the idea.

Spells & Magic: Adept Command over the following elements: Shadow and wind. MINOR control over these elements: Ice (mixed with wind), water, and lightning.

(Shadow Spell) Shadow Mist: A spell that creates a smoke screen in which perception and senses are dulled and scrambled.

(Shadow Spell) Shadow Manipulation: Able to manipulate shadows and even bring them into the physical world, but it's quite magic and concentration heavy.

(Wind Spell) Wind Manipulation: Able to finely manipulate wind.

(Shadow Spell) Shadow Birth: Able to birth objects from pure shadow or create shadows. Like shadow projectiles or beasts, but vanish to intense or prolonged exposure to light.

(Wind Spell) Gymnastic Enhancement: Using wind magic to make one lighter, more gymnastic, etc. It can be applied to himself or others.

(Lightning Spell) Nervous SHock: Using a strange pulse of lightning to paralyze or render a target unconscious quickly. [Must be physically touching the target]

(Water/Arcane Spell) Internal Warding: A spell taught to him and created by his sibling. It prevents severe internal damage from applied force, lacerations, etc. It can also strengthen clothes/armor. It does not protect the internal organs from stab wounds. It can also break, but if you're trying to slash his guts out it won't work. It also protects bones from cracking and stabbing, but that's more of a side bonus on the crack part.

(Shadow Magic) Illusion: Can cast harmless illusions with shadow magic. He can also make people the only one to see the illusion.

(Shadow Magic & WInd Magic) Conceal Aura: Lowers his presence, noticeably, etc. Is broken when vast attention is called to him. It even prevents some mages from sensing his magical energy trace until it's broken.

Weaknesses: Sometimes a little too much of a prankster, no good endurance for taking hits, sometimes reliant on complex plans.

FLUFF
Hobbies: Mixing drugs, cooking, crafting, and hunting.

Birdsie Birdsie I FLUFFING POKE YOU WITH THE FLUFFY STICK OF SWEET DREAMS!
 

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