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Fantasy Legacies: World at War - NPC Sheets

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Design & Code by Serobliss
Dragon Queen Venestrasza the Malevolent Lifebringer
Character by Kumii
Chapter I. Introduction
Malach - Main Theme (World of Warcraft)
Malevolent Lifebringer
Alliance of Dragons
Venestrasza
Profile
General Information
Race
Dragon
Gender
Female
Age
50,000+
Height
176 cm
Class
Nature Dragon (Elite)
Origin
Norheim
Description
Character Traits
Human Form;
Mainly used for hiding in plain sight.

Dragonkin form;
An alternate form which is used mainly for battle and is capable of temporary flight. Has dragon-like wings, hands and feet.

Dragon Form;
A full transformation into her dragon form. Capable of indefinite flight.

Fire Immunity;
All Dragonkin have an immunity to fire.

Sound Resistance;
All Dragonkin have a high resistance to the effects of Songs played via Sound magic.

Lifebringer;
Trait unique to Venestrasza. While in battle, Venestrasza passively heals allies for a small amount every 30 minutes as well as boost healing effects of healing magic for all allies nearby.

Malevolence;
Trait unique to Venestrasza. Venestrasza can weaponize her healing magic and have it deal damage instead of heal. Applies to both Traits and Powers. Can freely switch between Malevolence and Lifebringer.

Cold Weakness;
All Dragonkin have a naturally low resistance to the cold which, adversely, increases the amount of damage they'd take from Ice-based attacks. Thanks to this weakness, a Dragonkin will NEVER have an Ice typing.
Relationships
All Dragons/Dragonkin - Friends/Allies/Subjects
Alliance of Dragons - Friends/Allies/Family
Acquired Titles
Veneztrasza's Titles;
"Malevolent Lifebringer"
"Milady"
Chapter II. Combat Statistic
Awakened Element Type
Nature
Physical Examination
Strength Measurement
Skill
Mobility
Leadership
IQ
Control
Magic Abilities
Queen's Life Dew
Venestrasza drops a large-ish dew of water. When it impacts the ground, it explodes in a healing rain which heals ALL persons within its radius.
Radius: 250 yards in any direction.

Malevolence Effect;
A large dark dew drop forms and is dropped on the battlefield. When it contacts the ground, it explodes into an acid rain for 5 minutes.
Lifebreath
Venestrasza exhales a mist-like breath attack that heals ALL persons the mist touches by a significant amount.

Malevolence Effect;
The breath is a darker shade of green and instead scorches the skin on contact, causes blindness and is a powerful neurotoxin if inhaled. Effects last for as long as the person remains in the mist, until the mist dissipates or until Venestrasza runs out of breath from exhaling.
King's Seed
A 'Seed' is implanted into Venestrasza's target. After 2 minutes, the 'Seed' explodes within them and sends a strong and vigrous healing magic throughout their body, fully restoring any lost energy and healing any wounds, internal or external, as well as removing any negative effects.

Malevolence Effect;
A 'Seed' is implanted within her enemy. After 5 minutes, the 'Seed' blossoms within their body. Sharp branches jut out of their body from all directions. Causes instant death if not removed.
Chapter III. Background
A Forced Rise to Power...
Act I. Childhood
As a little Dragon, Venestrasza showed extreme promise in developing her skills as a Nature Dragon. Early into her childhood though, she suddenly underwent a change in her body that caused her to teeter on along the lines of 'Human' and 'Spirit'. This was a feat to some but scared others so the rest of the Nature Dragon clan attempted to exile her but before they could, she demonstrated that she could shift back into her dragon form. Needless to say, this absolutely astonished the Nature Dragon council.

Having no idea what to do with her, the Council ultimately decided to keep her within the clan but closely monitored. Venestrasza's parents didn't like that they were being so closely monitored, so they decided to leave the clan on their own, going off to form the Alliance of Dragons, where ALL dragons, dragonkin or Dragons stuck as Humans were welcome.
Act II. Early Life
Venestrasza's parents took it upon themselves to educate her, teach her useful skills and ultimately prepare her for ascending the throne of their growing Alliance. Soon after this though, a crisis came about where the Alliance had to deal with a civil war. Unfortunately for Venestrasza and her mother, this was where her father perished in battle. Venestrasza and her mother were left to reconcile after the war had ended and it's still recovering to this day... 32,000 years later. It was during this recovery where Venestrasza's skills fully developed and she was able to take over the Alliance leadership from her mother, who was very sick and dying.

She died to illness 31,600 years later...
Act III. Adulthood/Personality
Now, Venestrasza resides in the modern day world, flying high in the skies, looking after her Alliance. As an adult, Venestrasza can be quite cruel but this can be due to the deaths of her parents at such a young age warping her psyche. She doesn't rule with an iron fist but rather with kindness and generosity. The Alliance has begun to slowly recover but it'll still take quite a while.

Venestrazsa works diligently to ensure her Alliance is safe and prosperous, even if her own wealth and wellbeing are at stake. That said, she can and will defend her honor, to evil extents sometimes, if it's called into question or her Alliance family is attacked.
Trivia
Venestrasza is one of the only surviving members of the Nature Dragons species. The Alliance civil war wiped out 99% of them.
Additional Info
Venestrasza can freely switch between her 'Malevolence' and 'Lifebringer' effects but she cannot both at the same time. She must choose one or the other.
Malevolence effects cancel out Lifebringer effects and vice versa.
 
Design & Code by Serobliss
The Iron Flash
Character by Kumii
Chapter I. Introduction
The Wrath of Swords from FINAL FANTASY XV
High Queen Maria's
Royal Guard
The Iron Flash
Profile
General Information
Race
Human
Gender
Male
Age
75
Height
215 cm
Class
Royal Guard (Elite)
Origin
Gentry City
Description
Character Traits
Intimidation;
Due to his stature, height and bulkiness, he has an intimidating effect on people.

Prosthetic Arms;
Since The Iron Flash had both his arms cut off after his 'death', his armor serves as his prosthetic, which he can fill with mana to act as arms to swing his sword and raise his shield.

Heavy Armor;
The Iron Flash wears extremely Heavy Armor, granting him a 75% damage resistance and complete immunity to physical projectiles.

Heavy Tower Shield;
The Iron Flash wields a Heavy Steel Tower Shield in his off hand, granting complete immunity to physical strikes and projectiles when raised, empowered or not.

Overburdened;
You might think that because he has Heavy Armor and a Heavy Tower Shield, he'd be slow and you'd be wrong. The Iron Flash has a unique skill that actually increases his speed the more weight his has weighing down his body. How do you think he got the name 'The Iron Flash'. This is how. Inversely, if the Iron Flash has no weight weighing him down, he's extremely slow.

Immense Strength;
Due to constantly 'lugging' around his big and bulky armor and shield, the Iron Flash has incredible strength.

Link to the Queen;
When protecting or nearby Queen Maria, the Iron Flash's magic instead draws from her power instead of his own, allowing for much better control of his magic. His "Passage of Light" ability also can be used while moving, making it an excellent advancement tool. It also can be used until Iron Flash and/or Maria run low on mana.
Relationships
High Queen Maria - Trusted Ally/Queen
Ironshire - Ally
Other Royal Guards - Allies
Gentry City - Ally/Hometown
Acquired Titles
No other titles. Simply called "The Iron Flash".
Chapter II. Combat Statistic
Awakened Element Type
Light
Physical Examination
Strength Measurement
Skill
Mobility
Leadership
IQ
Control
Magic Abilities
Shield of Light
The Iron flash concentrates his magic into his shield, boosting its overall shielding capabilities as well giving it a 50% reduction to all magical attacks while the shield is raised. If charging while using this, any enemy that is in the path, take extra blunt force damage from the charge.
Sacred Light
By charging his sword with light, he's able to perform a powerful slash that sends forth a wave of light as well as destroying the ground in it's path.
Passage of Light
The Iron Flash holds his shield out front of him as a pair of large wings of light fold out and spread behind him. For 20 seconds, ALL incoming attacks are deflected or blocked for anyone within the wings. The Iron Flash is rooted in place whil using this unless he is near Maria.
Chapter III. Background
A Duty of Protection...
Act I. Childhood
Not much is actually known about the Iron Flash. Perhaps he was a wandering mercenary who managed to win Maria's trust? Maybe he's the family of Maria herself? Who knows, one thing is for certain, he's probably the strongest and scariest Royal Guard.
Act II. Early Life
To be revealed...
Act III. Adulthood
To be revealed...
Trivia
The Iron Flash is probably the strongest Royal Guard.
The Iron Flash can throw his sword and it'll come back in the same way the Thor's Mjolnir does.
Additional Info
The Iron Flash's birthday is August 12th, 1262
 
Last edited:
Design & Code by Serobliss
Zara Illana, The Fiery Royal Guard
Character by Kumii
Chapter I. Introduction
Hellfire from FINAL FANTASY XV
High Queen Maria's
Royal Guard
Zara Illana
Profile
General Information
Race
Human
Gender
Female
Age
19
Height
162 cm
Class
Royal Guard (Elite)
Origin
West Gentry City
Description
Character Traits
Dormant;
In her 'normal' state, Zara has zero ability to use magic at all. She can't even summon the mana to cast a basic spell.

Flame Fairy;
When certain conditions are met, Zara will sprout flaming fairy-like wings and activate her ability to use magic and abilities. Condition 1; A friend or ally must be in danger or Zara herself must feel like she's in danger.. Condition 2; Zara herself must not be bound by a magic spell or feel unable to to do anything.

Fire Immunity;
While in her Flame Fairy state, Zara is immune to fire attacks.

Specialized Tactics;
When paired with fellow Royal Guard Ignis, Zara's powers become much deadlier and avoid allies. They also recharge much quicker.
Relationships
High Queen Maria - Trusted Ally/Queen
Ironshire - Ally
Other Royal Guards - Allies
Gentry City - Ally/Hometown
Acquired Titles
"Flaming Fairy"
"Maria's Rage"
Chapter II. Combat Statistic
Awakened Element Type
Fire/Wind
Physical Examination
Strength Measurement
Skill
Mobility
Leadership
IQ
Control
Magic Abilities
Fiery Winds
Zara simultaneously sends forth a strong gust of wind with her flames to send a scorching wave of fire toward her enemy. Deals both both wind and fire damage, so if one person is immune to one type, they'll get damaged by the other type.
Flame Serpent
Zara conjures a flaming serpent type attack, she can manipulate the serpent to fly around with her finger. She can also send it in for attack, it travels rather quickly and deals a lot of damage but vanishes after dealing its damage. Luckily, there's no real downside to using it as Zara can simply conjure another one. Think of this as her 'basic' attack.
Burn-Up
Zara's wings start to glow hotter and hotter and expand with fire until eventually she expends all stored fire win her wings in a scorching hot inferno. Using this attacks expends all of the heat within her body and wings for a day after using this and she goes back into her Dormant state.
Chapter III. Background
A Duty of Protection...
Act I. Childhood
Zara was born in West Gentry to peasant parents who struggled to make ends meet every week. So by age 6, Zara was put to work in order to help. She was incredibly overworked and exhausted but she knew why and endured it. Perhaps it was this that triggered that fateful day but one day, Zara's parents came out of their shack to see their fields had been scorched and a crying 7 year old Zara in the middle of it.

Confused, they rushed to her side and comforted her but all Zara could do was apologize to her parents. When they why, she told them that she burnt their fields but insisted it was an accident. Understandably, they got angry but never lashed out at Zara, instead they reassured her that everything would be okay.
Act II. Early Life
Zara and her parents had somehow managed to get their farm up and running again, this time it was doing even better then before. Perhaps because the fields got burnt or some magical force was sprinkled about their field but their harvest was 10 fold from before. Zara's family quickly were able to comfortably live. They had a proper house and farming equipment. Until one day... again they found their fields burnt but this time they saw everything. Zara had sprouted wings and released an uncontrollable flame around her. Her parents, confused, asked her what was going on, to which, a scared Zara replied that she didn't know. Her parents simply thought she was awakening her powers and decided to try and help her control it.

But they couldn't... no matter how hard she tried, Zara simply couldn't conjure the mana to use any spells. The whole situation was baffling but the parents brushed it off. They weren't too upset about the field though because they had made enough money to restart the farm again. At age 16, Zara was working the fields when some bandits approached her, demanding they give them her money or they'd kidnap and ransom her. Scared, Zara refused and, when one of the bandits went to reach for her, Zara suddenly sprouted wings and unleashed an inferno, scorched the bandits and the field yet again. Zara's parents saw this and finally understood that her powers only activated when she was in danger of felt like she was.
Act III. Adulthood
With this newfound knowledge, Zara and her parents made great efforts to keep her powers in check, throgub this, Zara learned control and was able to greatly control her power so that if she did change again, she didn't destroy everything around her. She eventually found out her powers were somewhat linked to her emotions too because if she felt scared, she'd have a much harder time controlling her powers but if she confident, she could control them without effort at all.

All this commotion drew the attention of a certain Queen, who made a visit to Zara's farm. Seeing the 18 year old Zara, the Queen took an immediate liking to the 18 year old, enlisting her help as a Guard at the palace. It was here that over time, Zara gained the Queen's trust and became one of the 8 Royal Guards.
Trivia
Zara and Ignis have a special relationship...
Zara is the youngest Royal Guard.
Additional Info
Zara's birthday is June 18th, 1318.
 
Design & Code by Serobliss
Ignis Solacion, the Genius Mind
Character by Kumii
Chapter I. Introduction
Apocalysis Magnatus from FINAL FANTASY XV
High Queen Maria's
Royal Guard
Ignis Solacion
Profile
General Information
Race
Human
Gender
Male
Age
26
Height
170 cm
Class
Royal Guard (Elite)
Origin
Ironshire
Description
Character Traits
Genius Mind;
Ignis has the mental capacity to damn near predict enemy movements with frightening accuracy, however there are two rather big limits. 1. If the enemy has a tactician/strategist of their own, Ignis essentially then plays chess with them, severely limiting his prediction capabilities. 2. Unpredictability, if the enemy moves unpredictably, Ignis has a tougher time calculating his next moves.

Calm and Collected;
No matter how bleak things may get, Ignis always remains collected allowing him to always make rational decisions.

Unassuming;
Ignis is the most unassuming member of the Royal Guard. Don't let this deceive you, he's considered the second strongest due to his Genius Mind and extreme talent with dual wielding Daggers.

Specialized Tactics;
When paired with fellow Royal Guard Zara, Ignis is able to quickly and efficiently conjure up new tactics on the fly. They also become more methodical and efficient. He also is able to use Zara's powers as his own to a small extent.
Relationships
High Queen Maria - Trusted Ally/Queen
Ironshire - Ally
Other Royal Guards - Allies
Ironshire - Ally/Hometown
Zara Illana - Close Friend
Acquired Titles
"The Genius Mind"
Chapter II. Combat Statistic
Awakened Element Type
None (Fire with "Specialized Tactics")
Physical Examination
Strength Measurement
Skill
Mobility
Leadership
IQ/Battle IQ
Control
Magic Abilities
Dagger Flurry
Ignis strikes multiples times over the next 5 seconds, inflicting as much physical damage as possible in an attempt to overwhelm his enemy. While he is performing this, his evasion and parrying are heightened, increasing the chance of him successfully dodging or parrying a counter attack.

While under the effect of 'Specialized Tactics', each strike also deals a small amount of fire damage as well.
Combined Tactics
Ignis combines his own dagger strikes with Zara's flame attacks while under the effect of 'Specialized Tactics' to overwhelm and pushback his enemy. This effect is empowered greatly if Zara also participates in the attack.
Flanking Maneuver
Ignis rushes his enemy, dodging any attacks they throw his way as he closes in he suddenly changes direction and appears on their flank, striking while they're unable to do anything about it. This maneuver is effective but can be costly. If the enemy knows what's going on, they can counterattack and leave him wide open as he regains his composure. This is very much a hail mary move.
Chapter III. Background
A Duty of Protection...
Act I. Childhood
Ever since Ignis was a child, he's displayed his genius level mind. Outsmarting the other kids when they played and even some adults. At the age of 5, Ignis found himself approached by some well-known Generals, requesting that when he turned 16, he'd enlist in the military as their General Strategist. Of course, his parents both had to think about it. Coming from a somewhat poor lifestyle, they mulled over all the options and they did so for 10 years until they finally declared that on Ignis' 16th birthday, he'd enlist if he agreed.
Act II. Early Life
By his 16th birthday, Ignis had happily agreed to enlist and put his Genius Mind to use. He rose to the rank of Commander in just a few years with his exceptional skill to lead his armies to victory. This also happened to catch the eye of one High Queen Maria, who knew she could trust him and asked that become a Royal Guard. He agreed.
Act III. Adulthood
At age 20, Ignis was in Maria's company when he felt a disturbance, something he felt connected to suddenly burst within him and he suddenly found himself drawn to the mysterious force. He began searching for it until a few years later, he found it. A 16 year old Zara, who Ignis was sure was the source of his pull. Reaching out his hand to the girl, he uttered a simple phrase to her, "I finally found you." He said. After meeting the girl and the two growing attached to one another, Ignis had to return back to the Queen but he made a promise to Zara, "I'll be back, I promise. Then I'll take you away from here, if you want me to." With that solemn promise, the days turned to weeks and the weeks into years. Until one day, two years later, Ignis came back and fulfilled his promise but he also brought the Queen herself, who promptly offered the girl a place in her Guard on the behest of Ignis himself.
Trivia
Zara and Ignis have a special relationship...
Ignis wields a pair of daggers which can use to strike multiple times over a short amount of time.
Additional Info
Ignis' birthday is June 18th,1311.
 
Design & Code by Serobliss
Victor Hapsburg, the Parry King
Character by Kumii
Chapter I. Introduction
Legend of the Eagle-Bearer from Assassin's Creed Odyssey
High Queen Maria's
Royal Guard
Victor Hapsburg
Profile
General Information
Race
Human
Gender
Male
Age
27
Height
173 cm
Class
Royal Guard (Elite)
Origin
West Gentry
Description
Character Traits
Precognition;
A trait wholly unique to Victor. His reflexes border on precognition, allowing him to parry (or dodge) almost any incoming attack.

Spear Master;
Victor is a master with a spear at both close and medium range.

Bow Master;
Victor is a master of the bow, striking at range with deadly accuracy.

Eagle-Bearer;
Victor has an Eagle companion which acts as both supporting attack and scouting. He can communicate with it.
Relationships
High Queen Maria - Trusted Ally/Queen
Ironshire - Ally
Other Royal Guards - Allies
West Gentry - Ally/Hometown
Acquired Titles
"The Parry King"
Chapter II. Combat Statistic
Awakened Element Type
Weather
Physical Examination
Strength Measurement
Skill
Mobility
Leadership
IQ/Battle IQ
Control
Magic Abilities
Spartan Leap
Victor uses the wind to propel himself into the air as he winds up to throw his spear which he imbues with the wind. At the peak of the leap, Victor throws his spear into the ground with incredible force powered by weather. Once the spear contacts the ground, it whips up violent winds which throws any enemy in range of it.
Long Arm of the Law
Victor nocks an arrow in his bow and pulls back the string to it's absolute max and holds it for a minute. As he's holding it, he's charging the arrow with weather magic, specifically the wind. You can guess what happens next. Victor releases the arrow and it flies out of the bow at sonic speeds as it flies towards its target. The range when using this is 10x the normal amount.
Sonic Spear Throw
Victor quickly charges his spear with weather magic and throws it with all his might. It goes flying towards his target and deals MASSIVE physical damage. Is able to pierce multiple enemies at a time.
Chapter III. Background
A Duty of Protection...
Act I. Childhood
If you were to ask, 'what would be the perfect image of a highly trained warrior who went through rigorous strength, survival and combat training from the age they could walk and carry a toy sword?' Victor would be the answer to that. From the age of merely 5 years old, Victor's father went through brutal strength and combat training everyday for 12 hours a day until he was 16 years old. Victor developed his skills fully by age 10 though and he quickly found himself defeated actual trained warriors in mere minutes.
Act II. Early Life
AT age 16 is when young boys become men and they're thrown in the middle of the harsh winter forest with nothing but a loincloth and their wits. If they survived and made it back alive, they're officially recognized as men and allowed to enlist in the local militia. Victor completed this, though just barely. To his father, if you barely win... you still win. A win is a win no matter the cost.
Act III. Adulthood
Victor's addition to the Royal Guard was recent addition, just 3 years ago actually. He proved himself a warrior and trustworthy in the eyes of Maria. To the Gentrians, this was seen as an honor and Victor quickly found himself as Her Majesty's Royal Guard, making himself Top 3 of the 4 strongest. They would go on to call themselves the 'Elite 4'.
Trivia
Victor tends to remain quiet but when he does speak, he speaks in truths only.
Additional Info
Victor's birthday is July 14th, 1310
 
Design & Code by Serobliss
Lulu Pullizter, the Quiet Siren
Character by Kumii
Chapter I. Introduction
Amazing Grace (Farcry 5 Ver.)
High Queen Maria's
Royal Guard
Lulu Pullizter
Profile
General Information
Race
Human
Gender
Female
Age
24
Height
164 cm
Class
Royal Guard (Elite)
Origin
Ironshire
Description
Character Traits
Uncontrolled Voice;
If Lulu speaks at any volume higher then a whisper, her voice gets projected in deadly sonic soundwaves, thus she's reserved to only speaking in a mid-high whisper, making it nearly impossible for anyone to actually hear her without being close to her.

Haunting Tune;
Every so often, Lulu gently hums a tune. It's unassuming at first, but if you get closer, you'd get chills and a sense of dread that washes over you.

Pacifist;
Lulu doesn't particularly enjoy or like fighting. She'll avoid it if she can but sometimes, with her voice, it's unavoidable.
Relationships
High Queen Maria - Trusted Ally/Queen
Ironshire - Ally/Hometown
Other Royal Guards - Allies
Victor Hapsburg - Love Interest
Lola Pullizter - Older Sister
Acquired Titles
"The Quiet Siren"
Chapter II. Combat Statistic
Awakened Element Type
Sound
Physical Examination
Strength Measurement
Skill
Mobility
Leadership
IQ/Battle IQ
Control
Magic Abilities
Sonic Scream
Lulu takes a deep inhale then lets out a fierce scream which, when combined her voice, creates a powerful sonic wave and strong winds.
Rallying Scream
(Currently unavailable. Requires; "Controlled Voice") Lulu lets out a scream that doesn't deal damage but instead rallies her allies. When used on one person, they also get a boost to their power.
Focused Sonic Soundwave
(Currently Unavailable. Requires; "Controlled Voice") Lulu uses all her focus to concentrate a scream into a focused line of pure sound. The damage this attack can cause is massive. It can shatter eardrums and cause buildings to collpase.
Chapter III. Background
A Duty of Protection...
Act I. Childhood
From the moment Lulu was able to walk, both she and her sister Lola were sold into slavery by her parents. From there, they went from 'market' to 'market' until finally finding their way into the hands into a slave owner, who promptly put the sisters to work. Everything from harsh labor to simple sewing, they did pretty much everything. While Lulu was 'content' doing what she was doing, Lola was not and she began learning various assassination techniques in order to kill their slavers and make a get away.

Lulu was opposed at first but after one day, she agreed and Lola went to work. Eventually their plan worked and they escaped, only to be captured a short distance away, at which point, Lulu let out a scream and blew all of them away, and kind of scared Lola but she shook it off and they ran away again.
Act II. Early Life
At age 15 and 17, the sisters Lulu and Lola both were living a safe but poor lifestyle, begging on the streets of Ironshire when one day they were kidnapped yet again. This time, they bound Lola's hands and feet as well put a gag in Lulu's mouth. They were prepared this time. Lulu, resolved at this point, decided not to fuss but Lola was ready to fight for them both. Luckily, Lola had been working on her fighting and was able to headbutt at least 3 of the 5 people there before she was subjugated.

They made a remark about how she was troublesome then dragged her off. Lulu didn't see Lola for 5 whole days and she lost complete hope but on the 6th day, Lola emerged. Covered in blood but shaking. Lola cut Lulu free and Lulu seeing her sister in this state, jumped up hug her. They embraced for a minute then made a second escape.
Act III. Adulthood
The sisters were 22 and 24 at this point and still begging, they couldn't hold down a job, Lola was too traumatized from their experience that she would break into episodes and she couldn't hold a job cause of it. Until one day when one Victor Hapsburg was walking around Ironshire and noticed them. He approached them and they jumped slightly but he reached his hand out to them, "Come on. You two look awful." He said. They took his hand and he lead them to Queen Maria, who was in Ironshire for some business and she took pity on them, offering them a meal and, most importantly, a place to stay.

They both accepted but soon after, Lola had disappeared, whether she was taken again for she felt their new life wasn't for her, she left her sister with the Queen. The Queen believes that Lola didn't tell Lulu because she knew Lulu would go with her and she just wanted to make sure Lulu was safe and sound. What better wayt o ensure that then to leave her with the Queen? And that's how Lulu came to be in the service of Maria.
Trivia
Lulu tries not to speak, but if she doesn't need to, she speaks in a whisper.
Additional Info
Lulu's birthday is December 15th, 1313
 
Design & Code by Serobliss
Michael Rambar VII, the Galactic Warrior
Character by Kumii
Chapter I. Introduction
Veiled in Black from FINAL FANTASY XV
High Queen Maria's
Royal Guard
Michael Rambar VII
Profile
General Information
Race
Human
Gender
Male
Age
26
Height
178 cm
Class
Royal Guard (Elite)
Origin
Ironshire
Description
Character Traits
Restraint;
Michael fights with extreme restraint. Otherwise, he'd decimate every enemy he fights. This is why he's fourth strongest.

Ruthless;
In the rare event he is forced to use his powers, he's extremely ruthless, often not stopping until his enemy is completely destroyed.

Merciful;
When he's not using his powers, he often shows an amount of mercy to his opponent, giving them a chance to surrender.
Relationships
High Queen Maria - Trusted Ally/Queen
Ironshire - Ally/Hometown
Other Royal Guards - Allies
Skyla Junia - Old Friend/Ex-fiancée
Acquired Titles
"The Galactic Warrior"
Chapter II. Combat Statistic
Awakened Element Type
Darkness
Physical Examination
Strength Measurement
Skill
Mobility
Leadership
IQ/Battle IQ
Control
Magic Abilities
Blackhole
Michael taps his cane on the ground and creates a dark sigil that covers both him and his enemy. He taps his cane again and forms a blackhole below his enemy, in the sigil which consumes his enemy completely.
Galaxy Tear
Michael jabs his cane into the air and pokes a hole. By slicing in any direction, Michael rips a hole in the air in front of him, causing a rift to appear. This rift summons small meteorites to pelt his enemy constantly.
Galactic Re-creation
When Michael gets serious, he'll tap his cane twice in rapid succession and cause a darkness to appear behind him. This darkness slowly crawl around him to form a sphere around him and trap any unfortunate soul caught within. Inside this sphere, Michael has COMPLETE control over what happens inside it. The sphere takes a full hour to completely form and while he's casting this, he's left vulnerable.
Chapter III. Background
A Duty of Protection...
Act I. Childhood
Michael was born to noble parents, so from the beginning he's had a prosperous life. When he turned 6 years old, his parents arranged a marriage for him when his bride-to-be turned 16. To prepare for this, and to make sure the pair were on good terms, Michael and his bride-to-be had playdates and they seemed to hit it off. However, this was just 6 months before the Great Tragedy of the Desert happened. Michael's friend and future wife would be lost, or so they thought, little do they know that his friend still lives.
Act II. Early Life
Michael first found out about unique powers when he turned 14. His family were a lineage of Light and Fire users, however Michael had the Darkness affinity, and only the Darkness affinity, not even Fire. At first, his family wasn't sure what to do with their 14 year old son, disown him for being different? No, because then they wouldn't have an heir and their lineage would die with them. So then they could make another child, right? No, because at this point, his mother was too old to make another child. His parents resigned to simply take care of their son in the end but Michael knew. He always knew.
Act III. Adulthood
As he grew older, Michael started showing more and more signs of being malicious and evil, perhaps due to the Darkness affinity he had or due to some traumas. His whole world turned upside when he found out that he was responsible for the death of his parents, who he had thought had simply disappeared one day. Apparently, in a fit of rage and hatred, Michael murdered his parents, but as her recalls, he doesn't remember anything about that night. The people who did see him that night, noted that his eyes were like that of mini galaxies in the whites of his eyes.

Ever since that night, Michael has sworn to never use his powers ever again. To combat this, Michael honed his fencing and sword skills to the point of being able to toe-to-toe with someone like the Iron Flash.

Queen Maria ran into Michael 4 years ago and he managed to win her trust in those 4 years, earning him a spot in her Royal Guard.
Trivia
When Michael uses his powers, the whites of his eyes turn a starry black, like a mini galaxy.
Michael walks with a cane that also acts as his sword and weapon.
Michael's raw sword skills are on par with the likes of the Iron Flash and Victor, if Victor were using his precognition.
Additional Info
Michael's birthday is December 23rd, 1311.
Michael is bisexual.
Michael is the fourth strongest Royal Guard, placing him in the Elite Four.
 
Design & Code by Serobliss
Luis Theodore, the Faithful Butler
Character by Kumii
Chapter I. Introduction
Demon Slayer: Yoriichi Theme (Extended)
High Queen Maria's
Royal Guard
Luis Theodore
Profile
General Information
Race
Human
Gender
Male
Age
31
Height
172 cm
Class
Royal Guard (Elite)
Origin
Westshire
Description
Character Traits
Excellent Service;
When supporting any other Royal Guard, Luis increases the power of their abilities by a factor of 2.

Battlefield Cleaner;
When allied forces outnumber enemy forces, Luis gains a boost to his speed and his attacks becomes much more precise.

Live to Serve;
When supporting any other ally, Luis will take one attack meant for them and deflect or parry it.

Faithful Butler;
Luis will remain by the side of an ally until the end. His will is as strong as the ally he's supporting.
Relationships
High Queen Maria - Trusted Ally/Queen/Mistress
Ironshire - Ally/Hometown
Other Royal Guards - Allies
Acquired Titles
"The Faithful Butler"
Chapter II. Combat Statistic
Awakened Element Type
Ice
Physical Examination
Strength Measurement
Skill
Mobility
Leadership
IQ/Battle IQ
Control
Magic Abilities
Ice Shard
Luis covers his throwing dagger in ice and throws it. When it contacts a hard surface, it explodes and sends tiny ice shards flying in every direction. Able to shred the magical defenses of even the toughest mages.
Blizzard
Luis unleashes a flurry of ice and snow in a blizzard-like fashion in a large area around him. This shreds the physical defenses of the toughest armored knights while also slowing the movements of enemy troops. On top of that, this sets a thick haze on the battlefield when the power concludes, obstructing the sight of ally and enemy alike.
Ice Armor
Luis encases himself or an ally in a layer of ice, increasing both his or their physical and magical defenses and also granting an immunity to Ice but a weakness to Fire.
Chapter III. Background
A Duty to Serve...
Act I. Childhood
Despite Luis being born in Westshire, he comes from a family who has always served the Queen or King of the Rhythm Nation. So from an early age, Luis was taught proper manners and how to be the best possible butler he could be. He learned everyday until he was ready to properly inducted into the Queen's servitude. Upon graduating from learning, he's granted a throwing dagger for both his own and the Queen's protection. All of the Queen's Maids and Butlers were required this tool but were required to keep it out of sight while in the presence of the Queen herself. Luis chose to keep his within his sleeve for the easiest ease of access.
Act II. Early Life
Luis' first day wasn't the best, he dropped a platter of wine glasses and food before the Queen, but the Queen wasn't angry with him. Instead she picked up him by the shoulders and looked at him, who knows what happened between them in that moment, but some say the Queen felt an easiness when she stared into his eyes and she decided to make him her second Royal Guard. Luis protested but the Queen insisted and Luis accepted the role, giving his life a new and very important meaning.
Act III. Adulthood
The Queen entrusted future recruitment to Luis and, over time, the Queen's Royal Guard grew with the help of Luis, who recruited only the best and most trustworthy of wanderers which, more often then not, turned out to be peasants or the lower class with exceptional powers, with the exception of Michael of course.

Luis stopped at 8 as he felt 8 was enough to protect Her Majesty.
Trivia
Luis is often considered as the 'Leader' of the Royal Guard in Maria's stead.
Additional Info
Luis' birthday is January 1st, 1306.
Luis is just behind the fourth strongest Elite Four member in terms of strength.
 
Design & Code by Serobliss
Kieran Hunts, the Flashing Steel
Character by Kumii
Chapter I. Introduction
Spirit of the Wild - Main Theme
High Queen Maria's
Royal Guard
Kieran Hunts
Profile
General Information
Race
Half-elf
Gender
Male
Age
28
Height
168 cm
Class
Royal Guard (Elite)
Origin
Westshire
Description
Character Traits
Flashing Steel;
Kieran's rapier strikes are quicker then the eye can see. Seemingly making cuts appear as if nothing happened. The only indication something is coming is a faint flash of steel a moment before the strike comes.

Precise Strikes;
Despite the quickness of Kieran's rapier strikes, they're scarily precise.

Focused Will;
Kieran's will and focus is iron. Nothing can break is will or focus.
Relationships
High Queen Maria - Trusted Ally/Queen
Ironshire - Ally
Other Royal Guards - Allies
Westshire - Hometown
Acquired Titles
"The Flashing Steel"
Chapter II. Combat Statistic
Awakened Element Type
Fairy
Physical Examination
Strength Measurement
Skill
Mobility
Leadership
IQ/Battle IQ
Control
Magic Abilities
Rapier Secret Art: 128 Strikes
Kieran strikes his opponent 128 times with lightning quick strikes over the course of the next 10 seconds. The strikes themselves don't do much damage by themselves but the amount of strikes that get dished out add up quick. This ability is unavoidable once he gets you in range.
Power Jab
Kieran's rapier glows with a pink hue just before he strikes. The strike itself doesn't seem to do much damage but the actual is delayed by 2 minutes.

Effect after 2 minutes;
Target is knocked off balance and disarmed at the same time, allowing for a quick strike while they recover.
Minor Fairy Cataclysm
Centered around Kieran's rapier, vine tangle themselves around his rapier and, as he strikes, the vines shoot out and entangle his target.
Chapter III. Background
A Duty to Serve...
Act I. Childhood
Kieran was born in Westshire, to the middle class. Neither poor nor a noble, so he lived a relatively normal lifestyle. From an early age, he showed an aptitude in rapier and fencing, so when he came of age, his parents sent him through fencing school. However, before this, Kieran had to help around the shop his parents owned at the time. He was mostly a janitor but sometimes was a clerk. Some people say that he had a way with people and had manners that most middle classmen simply did not have.
Act II. Early Life
When Kieran turned 15, his parents pooled all the money they had and enrolled him at his town fencing school. Feeling an obligation and extreme gratitude towards his parents, he happily went to school for the next 10 years to learn fencing. When his 10 years were up and he was able to go home, he found his parents' shop-- and his parents, burned to ground and dead. Devastated he vowed to find the ones responsible and make them pay.
Act III. Adulthood
On that day, one Luis was watching a devastated Kieran vow revenge. So Luis approached him and offered him a deal, "You want revenge?" Asked Luis, "I can help you but, in exchange, I want you to serve the High Queen of the Rhythm Nation." Kieran was shocked but mostly didn't actually believe the this butler was servant to the High Queen, so he refused but Luis persisted for 6 months. Until finally, Kieran agreed and began his service to the Queen, little did he know at the time, that he would be her Royal guard along with 7 others.
Trivia
Kieran is the weakest of the Royal Guard but don't let this fool you, he's the weakest among a team of highly skilled and powerful individuals.
Additional Info
Kieran's birthday is January 3rd, 1309.
 
Design & Code by Serobliss
The Immortal King
Character by Kumii
Chapter I. Introduction
Cantata Mortis - DISSIDIA 012
The One True
King
True King Lutherd Eversteele
Profile
General Information
Race
Human/Avatar
Gender
Male
Age
Over 50,000
Height
189 cm
Class
Immortal King
Origin
Atheria
Description
Character Traits
Aura of Death;
Lutherd radiates an aura of Death, even before he stole Serena's power. This inspired fear in everyone.

Avatar;
After taking Serena's power, he became an Avatar. Changing his elemental types to Death and Darkness from Fire and Ice.

Immortal King;
After stealing Serena's power, he become Immortal in the same way a Spirit is Immortal.
Relationships
Mateo Cabrera - Enemy
Skyla Junia - Enemy
Rai Ikari - Enemy
Kumii - Former General/Enemy
Maria Eversteele - Descendant/Enemy
Nikki Eversteele - Descendant/Enemy
Harlequin - General/Ally
Loki Ariyo - General
Cerah Junia - Former General/Enemy (Deceased)
All of Atheria - Enemy
Acquired Titles
"Immortal King"
"Iron Ruler"
"The Headmaster"
Chapter II. Combat Statistic
Awakened Element Type
Pre-Immortal King; Fire and Ice. Post-Immortal King; Death and Darkness
Physical Examination
Strength Measurement
Skill
Mobility
Leadership
IQ
Control
Magic Abilities (Abilities are Pre-Immortal King and no longer apply)
Fiery WInds
Lutherd summons a flaming wind. This wind is different in that if you're caught moving or performing any action when it comes off, you'll get scorched.
Freezing Winds
This is the same as Fiery Winds except with freezing cold ice and snow. If you aren't moving or staying active when this goes off, you'll take ice damage.
Dance of Fire and Ice
Lutherd ignites his sword with fire first then performs a series of slashes and cuts, alternating between fire and ice elements with each slash.
Chapter III. Background
Former True King of Atheria...
Act I. Childhood
Born a few thousand millennia before modern society, Lutherd was born to a pair of 'useless' parents as he states. When he came of age, he killed both of them in cold blood. From the moment he was born, he was overcome with bloodlust. He had no remorse in the action, stating only that he wished he could've savored it more. He truly was a coldblooded baby.
Act II. Early Life
Despite this, he was able to bring the entire world of Atheria together under one banner. He was an effective ruler at least because he was regarded as an Iron Ruler. A dictator. A megalomaniac. He executed any who stood out against him, even his own kids if he needed to. He inspired fear in those under his rule which forced obedience but he also wasn't stupid, he knew to rule with fear would surely lead to his death. So, in response, he sought out the Goddess of Death. Serena. Once he summoned her, he managed to take her power with an ancient forbidden power and became an Immortal King.
Act III. Adulthood
As an adult, Lutherd got even more coldblooded. He eventually employed the 'help' of four different Generals who because his strongest members of his army and quickly become feared as powerhouses. Some people calling the 'Four Horseman of the Apocalypse'. It was deep into his rule that Atheria began to revolt against him, first the Desert Nation, then Rhythm then Oghma and so forth. All five sovereignties becoming their own separate nations and own rulers. Due to this revolt, Lutherd grew to hate all of them and when he tried to force them back under his rule, they swiftly dealt with him and sealed him away in Syracuse Citadel.

For about 10,000 years after this to the present day, Atheria knew peace. Now... he remerges to take back what is rightfully his.
Trivia
Lutherd's weapon pre-Immortal King was a sword. Now it's a scythe and sword.
Additional Info
Lutherd's birthday is unknown but it is long before modern society.
 
Design & Code by Serobliss
Infantry Captain of Ironshire
Character by Kumii
Chapter I. Introduction
Fire Emblem: Three Houses - The Edge of Dawn
Beast of
Ironshire
Céline Crawford
Profile
General Information
Race
Human
Gender
Female
Age
25
Height
171 cm
Class
Warrior/Knight
Origin
Ironshire
Description
Character Traits
Warrior Strength;
Céline is a bit of a bodybuilder. She has an athletic build so she can wield her greataxe. This also give her considerable power behind her attacks.

V's Flames;
Céline is said to have the flames of the Goddess V herself.

Hot-blooded;
You'd be forgiven for thinking that this means she has a short temper. No, it means that her skin is very warm to the touch. She needs to have specially-ordered clothes and armor so that her clothes don't burn or her armor doesn't warp.

Temperature Regulation;
Céline regulates her body temperature through focus. She can release this focus to become extremely hot to the touch, sometimes even to the point of causing steel blades to melt.
Relationships
Albert Crawford - Younger Brother
Kiko Mateas - Idol/Hero
Acquired Titles
"Beast of Ironshire"
"Captain"
Chapter II. Combat Statistic
Awakened Element Type
Fire
Physical Examination
Strength Measurement
Skill
Mobility
Leadership
IQ
Control
Magic Abilities
Flame of Sparta
Céline swipes her hand and throws flame into the air. This flame can deal damage but Céline can also strike through the flame in a pseudo-surprise attack. DOing this also ignites her axe with flames.
Draconis Ignis (Céline ver.)
Céline uses her axe as a staff and channels a stream of fire at her enemy, burning them in a jet of flames.
Fortis Ignis
Céline unleashes her inner flames and temporarily takes on a flaming appearance. Heat radiates off her body and her axe takes a magma-esque look as opposed to it's normal silver axe appearance.

All of Céline's attacks are empowered and she becomes resistant to water. Immune to fire and weak to ice.
Chapter III. Background
The Life of a Captain
Act I. Childhood
When Céline was born, she inherited her father's affinity for Fire right off the bat. Doctors say that she was incredibly hot to touch or hold for an extended period of time. So for a while, her parents never touched her. Until Albert was born a year later, she was allowed to hold him. She recalls that the moment she held him, he looked her in eyes and felt an immediate connection. It was this moment where she resolved to become a Knight to protect Albert.
Act II. Early Life
As Céline got older, she was able to control her surface temperature a bit better, going from extremely hot to mildly warm but she could never fully get rid of it completely. It was also around this time that Albert ended up leaving, which devastated Céline but she continued with her Knight training. She lifted weight with the boys and became one of the strongest female warriors in Ironshire. However, when Céline joined the guard, she met Kiko and she immediately idolized her. She couldn't use powers but could still fight better then anyone who could use their powers.
Act III. Adulthood
Céline now works as a Captain of the Infantry of Ironshire. She also spends her time searching for her little brother based on Mercenary rumors throughout the world. She's narrowed her search area down to Luminosa and Westshire.
Trivia
Céline's weapon is a silver greataxe.
Additional Info
Céline's Birthday is June 24th, 1312.
Céline and Albert share the same birth day (June 24th).
 
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Design & Code by Serobliss
Divine Red Crane
Character by Kumii
Chapter I. Introduction
Let the Living Beware
Deity of
V
Gu'huan, the Red Crane of Wisdom
Profile
General Information
Race
Crane Deity
Gender
Female
Age
Ageless
Height
462 cm (in Base Form)
Class
Crane
Origin
Atheria
Description
Character Traits
Reincarnation;
Being the only Deity capable of dying by either mortal or immortal means, Gu'huan can reincarnate indefinitely. Much like a Phoenix can.

Flaming Aura;
Gu'huan is constantly surrounded by a visible flaming aura, which causes trails of fire to follow behind her whenever she moves or flies. Purely for cosmetic effect.
Relationships
V - Master/Creator;
Gu'huan seems to have a very close relationship with her master and Goddess of War, V.

Halazzi the Mighty - Friend;
The two seem to share an amiable bond, both being deities who were created by their masters at some point. They like to divulge much information with each other.

Lupis - Acquiantance;
With Lupis being the Goddess of Lightning's deity and with the Goddess of Lightning predisposition of the Gods', Gu'huan and Lupis don't seem to neither hate nor like each other but the other will come to the aid of the other if need be.

Asraeth - Neutral;
Asraeth being the Goddess of Death and Darkness' deity, Gu'huan doesn't have much to say about them.
Acquired Titles
"Red Crane of Wisdom"
Chapter II. Combat Statistic
Awakened Element Type
Fire (Partial Control)
Physical Examination
Strength Measurement
Skill
Mobility
Leadership
IQ
Control
Signature Abilities
Surging Fire
Gu'huan expels a tremendous amount of fire from every angle of her body in, what she calls, a Divine Firestorm.

This melts any barriers put up with the Ice element. This also cancels and overpowers any other Fire element attack.
Surge Ahead
Gu'huan performs a flaming flyover, scorching the land below her as she flies overhead.

This also weakens Water based attacks for a short time.
I Will Have Order!
Gu'huan darkens the skies above and calls down a large flaming meteor from the sky to deal massive damage in a large area.

(The impact of this meteor does NOT cause a shockwave to spring forth.)
Chapter III. Background
The Life of a Merc
Act I. Childhood
Gu'huan was created by V when V felt like she needed a challenging fighter. Imbuing Gu'huan with some of her power, Gu'huan and V quickly became both fierce rivals and fast friends. The two share an unshakable bond, with Gu'huan being considered one of the closest beings to V.
Act II. Early Life
It was some years after Gu'huan's creation which she began to gain an incomprehensible amount of wisdom in a very short period of time. Gu'huan quickly became renown throughout the world for her infinite knowledge and wisdom, with the particularly peculier Desert Nation taking an interest in her. Going so far as to setup a place of worship for the Deity of Wisdom.
Act III. Adulthood
Up until its downfall, the Desert Nation revered Gu'huan as it's Deity. Gu'huan took a keen interest in the military strength that the Desert Nation had and so, she struck a deal with the Nation. In exchange for the continued worship the denizens of the Nation had for her, Gu'huan would grant them 6 Geoculus Stones. Which served both as the city's defense and kept it from being swallowed by the fierce sands of the Seramine Desert.

This deal was upheld up until the Nation'd downfall.
Trivia
Gu'huan is said to possess a wealth of knowledge and wisdom.
Additional Info
Gu'huan and Halazzi share an amiable bond with each other.
 
Design & Code by Serobliss
Emerald Terrorshroom
Character by Kumii
Chapter I. Introduction
Gerudo Valley
Forest
Dweller
Emerald Terrorshroom/Emerald Strider
Profile
General Information
Race
Terrorshroom
Gender
N/A
Age
N/A
Height
275 cm (9 foot)
Class
Creature
Origin
Queenland Forest or Seramine Desert
Description
Character Traits
Strong Legs;
The Emerald Strider is able to reach amazing speeds due to its strong legs. It's strides allow it to cover long distances in a short amount of time while also conserving stamina. It also gives it some powerful kicks.

Sharp Beak;
The Strider has a beak made from tough Cartlidge that is also sharp. It's an omnivorous creature. This gives the Strider a powerful peck attack as well.

Fury;
If the Strider takes enough damage, it will enter its 'Furious' state in which one random attack get upgraded and is forced to be used. The downside is that after that ability is used, it leaves the Strider in a state of total paralysis for about 10 seconds where it cannot move or counter against attacks made against it.

Adaptibility;
The Strider is able to quickly adapt to it's environment. In the maze-like layout of the Queenland Forest, it's developed a keen sense of direction and a strong internal compass. In the Seramine Desert, it's developed specialized padding on its feet that allow it to tread over the dunes with grace and speed.

Tamable;
Although tough, taming a Strider can prove fruitful for the person who tamed it as they are excellent ground mounts as well great battle companions.
Relationships
No relationships as of yet.
Acquired Titles
No Titles.
Chapter II. Combat Statistic
Element Type
Nature
Physical Examination
Strength Measurement
Skill
Mobility
Leadership
IQ
Taming Difficulty
Signature Abilities
Drill Peck
The Strider gathers Nature energy into it's beak and performs a running peck attack.

Furious State;
Under the Furious state, 'Drill Peck' becomes 'Rapid Pecks'.

Rapid Pecks;
The Strider gathers Nature energy into it's beak and performs a series of four aimless and powerful peck attacks. After this is used, the Strider becomes paralyzed for 10 seconds.
Bountiful Kick
The Strider gathers Nature into its body for a second before performing a back kick.

Furious State;
Under the 'Furious' state, 'Bountiful Kick' becomes 'Wild Stomp'.

Wild Stomp;
The Strider rapidly gathers Nature energy then performs a series of 3 stomps before ending with a final 4th stomp that released an explosion of nature energy. After this is used, the Strider becomes paralyzed for 10 seconds.
Spore Bomb
The Strider's tail feathers begin to glow a bright green and it begins to form a spore-like ball above itself. It then launches the spore ball towards its enemy. When the spore ball contacts a hard surface, it explodes in nature energy.

Furious State;
Under the 'Furious' state, 'Spore Bomb' becomes 'Spore Barrage'.

Spore Barrage;
The Strider charges up nature energy then releases it in the form of tiny spore balls. Each of these balls act like miniature Spore Bombs. The quantity can be up to 20. After this ability is used, the Strider becomes paralyzed for 10 seconds.
Chapter III. Background
The Life of a Merc
Act I. Species Information
The Terrorshroom are a species of large chicken-like creatures native to both the Queenland Forest and the Seramine Desert. The females are typically larger then then the males. The males satnd at about 205 cm (6.7 foot) tall while the females stand at 275 cm (9 foot) tall. Though the females give birth, the males are the ones taking care of the hatchlings while the females hunt and bring back food because of this, the females are usually brighter in color and far more vibrant then the males.

The females are typically a bit more aggressive when it comes to defending territory or defending their chicks and will use their tail feathers in a threatening way by puffing them out and making them glow with a green hue while roaring fiercing and stomping their right foot repeatedly.
Act II. Diet and Biology
Being natives of both the Forests and Desert, the Strider has become a bit of an omnivore. It eats the plentiful berries and plants of the Forests and the tough creatures of the deserts. It'll challenge other creatures for their kill if they're hungry enough but will often choose to avoid confrontation in possible.

When a Terrorshroom becomes frightened or feels threatened, it'll puff out it's tail feather as if it's acting defensively but it's roars will be a bit more meek. When it's backed into a corner, it'll become 10x more aggressive in order to escape.
Act III. Adulthood
When a Terrorshroom hatchling is born, it's no bigger then a common household kitten. As a hatchling, they're quite noisy and energetic, they maintain this energy through into its teenage years. After which, it'll begin to mellow out into adulthood.

When a Terrorshroom reaches adulthood, it's parents will see it as a threat and chase it away as Terrorshroom are solitary creatures until mating season comes around.
Trivia
The Strider goes by either Terrorshroom or Strider.
Additional Info
Female Striders are more vibrant and much larger then males.
The process of taming a Strider is a bit arduous but it can be done. Once done, a Strider is a loyal companion and will die for it's master.
 
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Design & Code by Serobliss
Sisters of Fate
Character by Kumii
Chapter I. Introduction
Swirls of the Stream
Sisters of
Fate
(Names Unknown)
Profile
General Information
Race
Humans (Both Sisters)
Gender
Females (Both Sisters)
Age
24 (Left Sister) & 26 (Right Sister)
Height
5'5" (Left Sister) & 5'4" (Right Sister)
Class
Mage (Left Sister) & Dancer (Right Sister)
Origin
Desert Nation (Both Sisters)
Description
Character Traits
Left Sister Traits:
Persistent Flames;
After each attack, the Left Sister's flames persist on the ground regardless of the surface they're on. Requires a 'wick' of sorts. Essentially means that her flames require something flammable.

Sisterly Bond;
While the Left Sister remains nearby to the Right Sister, both sisters gain a boost to protective spells and abilities as well as the ability to telepathically communicate with each other. The Left Sister gains the ability boost the Right Sister's attacks.

Right Sister Traits:
Unyielding Nature;
The Right's Sisters nature attacks are highly resistant to burning, freezing, shocking or other attacks that might destroy them. They serve as wicks for the Left Sister's flames.

Sisterly Bond;
While the Right Sister remains nearby to the Left Sister, both sisters gain a boost to protective spells and abilities as well as the ability to telepathically communicate with each other. The Right Sister's attacks become extra flammable, with some attacks becoming explosive when triggered with the Left Sister's flames.
Relationships
Left Sister Relationships:
Right Sister;
The 'Sister' of Left Sister. They share a very close relationship with each other. It is unknown if they are actually related or not.

Right Sister Relationships:
Left Sister;
The 'Sister' of Right Sister. They share a very close relationship with each other. It is unknown if they are actually related or not.
Acquired Titles
"Sisters of Fate"
Chapter II. Combat Statistic
Awakened Element Type
Fire (Left Sister) & Nature (Right Sister)
Physical Examination
Strength Measurement (Both Sisters Combined)
Skill
Mobility
Leadership
IQ
Control
Signature Abilities (Both Sisters)
Signature Abilities (Left Sister)
Ring of Fire - The Left Sister conjures a ring made of fire and makes it spin around herself. This ring deals damage and also ignites any wicks it passes over. If it ignites Right Sister's wicks, the ring of fire releases a small explosion and spawns 1 Fire Core.

Phoenix Divebomb - The Left Sister conjures a phoenix made of fire to perform a divebomb. When the phoenix contacts the ground, it explodes and sets alight any wicks in the area. If Right Sister's wicks are set on fire, it spawns 5 'Fire Cores' over the course of one minute.

Fire Core - Fire Cores are spawned when Left Sister's flames come into contact with Right Sister's nature wicks. Fire Cores can be picked up and use by Left Sister to either boost Right Sister or to throw at a 'Nature Core' spawned by Right Sister.
Signature Abilities (Right Sister)
Floral Dance - The Right Sister performs a dance that causes various flowers, thorned vines and other nature to blossom. All of these serve as wicks for the Left Sister. When the dance is complete, 2 'Nature Cores' are spawned.

Hoop Dance - Right Sister enlarges her chakrams and spins them around her body and arms in an enticing fashion. As they pass over the ground, vines grow whip nearby enemies. When an enemy is whipped, it spawns a 'Nature Core'. If the vines are ignited by Left Sister's flames, they spawn an 'Ignited Nature Core'.

Dance of the Twin Sisters - Both Left and Right Sister perform a synchronized dance, whirling Nature infused chakrams and flame whips all around them in an enticing manner. Each successful hit spawn 1 'Ignited Nature Core' and 1 'Fire Core'. When the dance ends, 5 'Nature Cores' are spawned and thrown out in random directions.

Nature Core - Spawned by Right Sister's attacks. After a few seconds they explode in nature energy, dealing damage to nearby opponents or restoring the strength of one of the Sisters if they are nearby. When a Nature Core is touched by a Fire Core, it becomes an Ignited Nature Core. Nature Cores can interact with each other.

Ignited Nature Core - Achieved by special attacks or touching a Fire Core to a Nature Core. An Ignited Nature Core will explode with fire after a few seconds, dealing a high amount of damage to both enemies or the Sisters if they are caught near it.

Bloomed Nature Core - When two Nature Cores touch each other, they fused and bloom and begin to deal pulsing nature damage to everyone around the Bloomed Core.
Protective Abilities and Ultimate Ability (Both Sisters)
Left Sister;
Flame Bubble - The Left Sister erects a bubble of fire energy around either herself or Right Sister. This bubble increases protection against magical attacks and renders Fire attacks completely ineffective against the bubble.

Right Sister;
Chakram Nature Shield - The Right Sister throws her chakram in front of an attack. It enlarges itself and forms a shield made from nature energy inside the chakram to block against one attack.

Ultimate Ability;
Dance in the Dry Sun - Both Sisters take off their blindfold and reveal their glowing eyes (Left Sister's eyes glowing a light red and Right Sister's eyes glowing a light green). The Right Sister throws her chakram in to the air and the Left Sister ignites it. Right Sister begins to dance with it throwing it occasionally. It creates a flame trail where it's thrown. The ability ends when the chakram is thrown into the air as the Left Sister charges the chakram to fire a beam of fire from it.
Chapter III. Background
The Life of Two Sisters
Act I. Childhood
Natives of the Desert Nation, Left and Right Sister were forced out of the nation after the Collapse. They held resentment towards all members of the Royal Palace and both believe that the Nation can never rise again unless all members are eliminated. Though it would seem that there more to this goal then meets the eye.
Act II. Early Life
They currently co-lead a prevalent gang within the Desert Nation known as the Sand Dragons. They currently possess two of the remaining 3 Geoculus Crystals and are after the third which is the possession of Harly the Kid.
Act III. Personalities
Left Sister's Personality;
Left Sister seems to be the calmer of the two, she's more calculated and articulate and is considered to be the brains of the two. Right Sister fully acknowledges this and lets her do her thing. Left Sister loves Right Sister very dearly and cares about her well being. She's shown a wealth of knowledge and battle IQ, commanding her sister in battle with frightening skill to outsmart and outplay allies and enemies alike.

Right Sister's Personality;
Right Sister seems to be an opposite of Left Sister, she's more outgoing, bubbly and friendly seeming then Left Sister is. She's actually quite sadistic though, she revels is delivering pain unto others and has proven to be the backbone of the damage between the sisters. Right Sister's dancing is enticing for a reason, it serves as a distraction. Her attire is also this way as well. She's not as smart as Left Sister but she's proven to have her moments of battle genius as well.
Trivia
Left Sister is the sister with the light red hair and Right Sister is the sister with the light green hair.
Left Sister wields a book as her catalyst for spells.
Right Sister wields a pair of Chakram that she uses to dance with.
Additional Info
Left Sister was born August 15th.
Right Sister was born august 16th.
 
Design & Code by Serobliss
Icy God-slayer
Character by Kumii
Chapter I. Introduction
Exponential Entropy
Icy
Fate-weaver
Shin Hiragimi
Profile
General Information
Race
Indeterminate
Gender
Male
Age
Indeterminate
Height
5'10"
Class
Astrologer
Origin
Ironshire (Presumed)
Description
Character Traits
Fate in the Cards;
Shin's cards have the ability to predict the future through tarot readings he performs. This helps him to better prepare for what might come and prepare for most outcomes.

[Error];
Shin's [error] can boost the damage of his [error] when he takes [error].

The North Wind;
Shin's Ice is as cold as the icy Northern Winds.
Relationships
Sand Dragons - Allies
Sisters of Fate - Co-leads/Allies
Acquired Titles
"God-slaying Fate-weaver"
Chapter II. Combat Statistic
Awakened Element Type
Ice
Physical Examination
Strength Measurement
Skill
Mobility
Leadership
IQ
Control
Signature Abilities
Signature Abilities
Draw - Shin creates a card from ice. It has a random sigil on the front of it. (See below for what sigils do.)

Imbue - Imbues the card created from Draw on himself, an Ally or a weapon of his choice. Effects changes depending on what Sigil was imbued.

Icy Spear - Shin holds his hand out in front of him. A Sigil of 8 cards appear in a circle for a moment before a sharp chunk of ice in launched from it.

Card Slice - Shin creates cards from ice that have sharp edges and throws them to slice anything in their path.

Specter Flow - Shin temporarily becomes transparent and invulnerable to damage and dashes forward a few feet. When he regains a physical form, he immediately creates 10 sharp cards and sends them flying outwards around him.

Rite of Termination - Shin creates a card from ice and throws it to the ground. When the card strikes the ground, it creates an icy field. Enemies within this field suffer constant ice damage and are pelted from above by sharp icicles. Allies within the field are granted three 'Termination Cards'. (See below for what Termination Cards do.)
Card Sigils & Termination Cards
Sigil of Ice;
This Card Sigil boosts ice attacks. When used with Imbue, the Ice Sigil freezes whoever it's imbued with it, significantly increasing defense but greatly recducing mobility. When Imbued in a weapon, creates icy blade vortexes with each swing. These blade vortexes last for a second before disappearing.

Sigil of Flames;
This Card Sigil boosts fire damage and increases attack speed. When used with Imbue, the Fire Sigil ignites whoever is imbued with it, granting temporary immunity to fire attacks. If Imbued in a weapon, grants the weapon additional fire damage.

Sigil of the Tree;
The Card Sigil boosts nature attacks. When used with Imbue, the Nature Sigil sprouts roots from whoever is imbued with it that shoot into the ground. The person is rooted in place for the duration but are constantly healed while active. If used with a weapon, poisons whoever the weapon slices.

Sigil of the Specter;
The Card Sigil boosts all damage. When used with Imbue, the Specter Sigil grants whoever is imbued with it, temporary incorporeality. Allowing them to attack without risk of counter. This only lasts for a few seconds. If imbued in a weapon, grants the weapon the ability to pass through shields or parry attempts. This only lasts a few seconds. This Sigil is extraordinarily rare.

Termination Card - Created by Rite of Termination. When someone with a 'Termination Card' would take elemental damage, a 'Termination Card' is consumed instead and the elemental attack is negated. When all three 'Termination Cards' are consumed, Shin is granted a random Sigil.
Ultimate Ability
Icy Star - Shin creates a small ball of ice and throws it into the air. It hovers a good distance above the ground. Every so often, the ball pulses an icy wave from it. If the wave hits an enemy, an icy star-shaped object is created, when four of these objects are created, the Icy Ball explodes icy shards in every direction and consumed all four of the objects in the process.
Chapter III. Background
The Life of the God-slayer
Act I. Childhood
Shin is of an unknown age but there rumors about where he's from. Some say Ironshire, others say the Desert Nation and while he neither confirms nor denies these, he won't say where he's from. He formed the Sand Dragons at some point though and they quickly became one of the most cold-hearted gangs in the Desert. They've done everything from seizing entire towns and villages to... well unsavory things that I'd rather not mention here.
Act II. Early Life
Currently, the Sand Dragons are hunting the Shifting Shepherds for their last crystal. Their ultimate goal is the full restoration of the Desert Nation, however, there's something a bit more nefarious about this.
Act III. Personalities
Shin is as cold as ice and calculating as well as extremely smart and clever. His tarot card readings provide him valuable information about events that may come allowing him to be prepared for almost any outcome. He cares very little about other people except his own people, the Sand Dragons. He's a murderer plain and simple and has been extremely jaded to act of murder.

Shin's speech pattern is unique even among the common citizenry and is recognizable.
Trivia
Shin's catalyst is an icy Astrolabe.
Additional Info
Shin birthday is unknown.
 
Design & Code by Serobliss
Lady of the Icy Gale
Character by Kumii
Chapter I. Introduction
Dance of Aphros
Goddess of
the Northern Wind
Khione
Profile
General Information
Race
Goddess/Undead
Gender
Female
Age
Ageless
Height
5'11"
Class
Assassin/Goddess
Origin
Atheria
Description
Character Traits
Goddess of the Northern Wind;
Khione can control the wind and ice to do her bidding or create ice from nothing.

Ice and Wind, Full Control;
Khione can fully control ice and wind.

Undead;
Khione was killed long ago in a war between Gods. She now roams the world as a zombie. She treads a fine line of Godhood and Mortality. She isn't formally recognized as a God but neither is she mortal or Spirit. This also means she cannot truly die unless she is exorcised.

Alexithymia;
Due to being Undead, Khione has Alexithymia. She has difficulty expressing her emotions.

Graceful Speed;
Khione's movements, strikes and style are that of elegance and grace like a trained assassin would have. She's also extremely flexible.
Relationships
No relationships as of yet.
Acquired Titles
"Lady of the Icy Gale"
Chapter II. Combat Statistic
Awakened Element Type
Ice and Weather (Wind, Full Control)
Physical Examination
Strength Measurement
Skill
Mobility
Leadership
IQ
Control
Signature Abilities
Signature Abilities
Savage Rites - Khione charges her dagger with ice and throws it. When it contacts any kind of surface, it explodes in icy shards.

Relentless Winter - Khione channels her control over wind and ice to conjure a powerful ice storm around her. Severely limiting movement and sight while also dealing damage over time. Khione's own mobility and speed are doubled under the effects of Relentless Winter.

All Eyes on Me - Khione directs all attention towards herself.

Don't Look at Me! - Khione sends tiny ice shards flying into the eyes of any person looking at her causing temporary blindness.

Shadow Samaritan - Khione charges her dagger with ice and then strikes with it. If under the effects of Relentless Winter, an afterimage of Khione is left behind for a few seconds after each strike.

Gnashing Fangs - Khione creates a dagger made of ice, in addition to her steel dagger and enters a dual wielding state. In this state, the speed of Khione's attacks are tripled.

Ice Weaponry - Khione can create an additional weapon in addition to her dagger.
Ultimate Ability
Dance of Khione;
Khione creates an icy dagger and begins dancing with elegance. At the peak of each twirl and dance move, she throws the icy dagger and recalls it back. These attacks come out quick, leaving little time to dodge, block or counter them. When the dance finishes, Khione performs a final flourishing dance move and whips up an ice storm for a moment, dealing ice damage to enemies around her.
Ice Weaponry
Ice Lance
Ice Dagger
Ice Sword
Chapter III. Background
The Undead Life of a then Goddess
Act I. Childhood
When Khione was alive, she was loved by the other Gods, even Raijin, and even the mortals. She was known to be extremely kind and caring and grew close to Serena in particular. This happiness was short lived because of the war that enveloped the Gods, each God fought for themselves and, ultimately, lead to the endangerment and deaths of many Gods and Goddesses, Khione included.

When the War concluded and Serena found out about Khione's death, Serena did the unspeakable... and brought Khione back to life. Well 'life' as in, Khione was stripped of her emotions and forced to live on the line between God and mortal but was neither.
Act II. Early Life
Khione was quite the formidable fighter, ranking in the top 5 strongest Gods. Up there with Raijin, Numen, Serena and Lukia. She fortunately kept these abilities upon her reincarnation but, in exchange, she could never love again. Serena, filled with grief, attempted to kill her creation and bring peace to Khione once more but couldn't do it. Khione holds no contempt for Serena, mostly because she can't, and she forgives Serena. Khione understands that Serena did what she did because she was filled with grief at the loss of her friend.

Now, Khione roams the mortal world, specifically around Ironshire, acting as its guardian.
Act III. Personality
Khione, before her resurrection, was a very kindhearted girl. She was the one of the only people who actively supported Raijin and who actually talked to Serena and didn't fear her. She was incredibly loved by the Gods but the war came and all of that went out of the window as the Gods became filled with bloodlust for each other.

Khione, after her resurrection, has little to no emotion and the emotion she does have, she has trouble expressing it. She's perceived as very cold and ruthless because of this. She can't hate, love or feel joy or sadness of any kind without help
Trivia
Khione wields a steel dagger.
Additional Info
Khione was the third strongest God, behind Serena, who is the second.
Khione was one of the few who supported Raijin's choice and actively helped her find love before she was resurrected.
Khione still has her full powers despites not being formally recognized as a God anymore.
 
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Design & Code by Serobliss
Lost Fragment
Character by Kumii
Chapter I. Introduction
Lord of Cinder
Death's
Lost Fragment
Fragment
Profile
General Information
Race
Banshee
Gender
Female
Age
???
Height
27 in.
Class
Child
Origin
???
Description
Character Traits
Shattered Presence;
The Fragment's presence is shattered, any attacks made against it phase right through, however, the Fragment cannot deal damage back.

Wandering Soul;
The Fragment can exist in either the mortal realm or the God's realm at will. When existing in the Mortal Realm, the Fragment can interact with mortal or Spirit items and people but cannot be seen by the Gods. When existing in the God's realm, the Fragment can interact with the Gods, however, the Fragment cannot stay the God's realm for very long.

Growing Intelligence;
As the Fragment remains away from it's puzzle, it grows in awareness and intelligence exponentially.
Relationships
???
Acquired Titles
None
Chapter II. Combat Statistic
Awakened Element Type
Dark
Physical Examination
Strength Measurement
Skill
Mobility
Leadership
IQ
Control
Magic Abilities
Little Light
The Fragment's main form appears as a little white flame that can float around. The Fragment can freely switch between this flame and it's 'human' forms. The white flame emanates a little bit of light and the Fragment can speak through it. It also radiates a gentle warmth too.
Dark Nova
The Fragment expels a massive amount of Dark energy in a nova around it. Would be extremely damaging if it wasn't for the fact the Fragment is unable to damage anything. Is probably as a deterrent or defense mechanism when its scared.
Banshee Wail
The Fragment wails uncontrollably, causing the life to drain from nearby enemies. However, this ability doesn't work, the most it does is make anyone who hears the wailing slightly uncomfortable...
Chapter III. Background
A Lost Fragment...
Act I. Childhood
The Fragment was born when Serena got her power stolen and it's been wandering ever since. A shattered lost soul, which explains its child-like mortal appearance. The Fragment is still new to the world, despite being nearly 50,000 years old at least. There are a total of 4 fragments of Serena that are scattered throughout the world. Her physical body, two parts of her fractured soul and her scythe.
Act II. Early Life
This Fragment embodies Serena's shy, playful and child-like side, hence the child-like mortal appearance, it's young but it gains sentience as time goes on. The other fragment embodies Serena's more serious yet goofy and kindhearted side while the scythe embodies Serena's vindicitve, mean and hateful side. There's one more fragment that no-one knows about or can find.

This Fragment has seen and learned from the behavior of mortals and has taken that into account for its own personality.
Act III. Personality
As mentioned before, the Fragment is childish and playful but shy and reserved at first. However, it has succumb to its child-like wonder on occasion which puts it in situations that make it withdraw or hide behind something. When presented with a new interaction, the Fragment will revert to its flame form and hide behind the nearest comfortable object or person.

Once the Fragment becomes comfortable, it's childish nature comes out more and more, eventually showing it's mortal form to whoever its interacting with. Being 'alive' for so long means that the Fragment has adapted various speech patterns and words into its everyday speech and personality, so it may do things considered 'out of character'.
Trivia
The Fragment does not have a name.
Additional Info
The Fragment does not have a birthday.
 
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Design & Code by Serobliss
Knight of the Roundtable
Character by Kumii
Chapter I. Introduction
A Beautiful Song
Roundtable
Knight
Camilla Faranday & Remiel
Profile
General Information
Race
Human (Camilla) & Holy Spirit (Remiel)
Gender
Female (Camilla) & Genderless (Remiel)
Age
34 (Camilla) & Ageless (Remiel)
Height
66 in. (Camilla) & Dependant (Remiel)
Class
Holy Knight (Both)
Origin
Desert Nation
Description
Character Traits
Valiant Aura;
Camilla radiates a Knightly aura. That of both Regal and Imposing. Being a Roundtable Knight, she also commands an amount of respect on the battlefield.

Regal Form;
Camilla fights with an aura of Regality. Her moves are smooth and graceful.

Mirrored Attacks;
Remiel joins Camilla in battle and mirrors her attacks at a greater range.

Light Hunter;
Camilla and Remiel's Light attacks have double the effectiveness against same type users and triple effectiveness against darkness users.

Spirit Connection;
Camilla was blessed with Remiel upon her birth. Remiel and Camilla essentially share the same body. (See claim for what this looks like.)

Legendary;
Camilla and Remiel are part of the legendary Order of Knights at the Roundtable Hold. Whether famous or infamous, their name carries weight where ever they go.
Relationships
Knights of the Roundtable - Allies;
Although the Order of Knights has long since disbanded, there seems to be someone spurring the old Order once more. Camilla and Remiel are the first public figures to be announced as part of this Order.

Cole Faranday - Sensei/Surrogate grandfather;
Cole and Camilla had a strong bond. Camilla was a studious student when she was learning and Cole a great father when it was casual.
Acquired Titles
"Camilla of the Light"
"Camilla, First Knight of the Order"

"Holy Angel Remiel"
"Remiel of the Blessed Divine"
Chapter II. Combat Statistic
Awakened Element Type
Light
Physical Examination
Strength Measurement
Skill
Mobility
Leadership
IQ
Control
Magic Abilities
Camilla's Abilities
Piercing Fang - Camilla holds her sword above her head with the pointed end pointed towards her enemy. She charges the blade with Light for a few seconds before dashing forward a short distance and performing a heavy thrusting attack. Deals Heavy Light and Physical damage.

Sacred Order - Camilla runs her hand along the length of her blade, charging it with Light before performing a horizontal slice and sending forth a crescent blade of Light a short distance. Deals Medium Light damage.

Knight's Resolve - Camilla momentarily holds her blade in front in a prayer-like position. The Blade becomes charged with Light. Camilla's next attack will deal ONLY Physical damage and have it's damage boosted. (This buff gets rid of any Light damage her attack or ability would do and replaces it with pure physical damage. This allows it to bypass any magical barriers that would otherwise block or reflect her attack.)
Remiel's Abilities
Although Remiel mirrors Camilla's attacks, Remiel has a couple abilities of his own he can use at Camilla's command.

Valiant Shield - Remiel uses his shield to create a barrier that blocks incoming attacks from the front. Remiel cannot use or mirror attacks while channeling this. Remiel can also not switch the direction he is facing while channeling this.

Holy Angel's Dancing Blade - Remiel channels Light magic into his sword, causing it to float. He thrusts the sword forward as it begins to drill spin a short distance away, he then calls the blade back to him and performs a finishing vertical slash. Deals Severe Light and Physical damage.
Remiel & Camilla's Finishers
Sacred Rain of Light;
Both Camilla and Remiel thrust their swords into the air at the same time. The sky begins to emit Light as arrows of Light begin to rain down and pierce the ground in random spots around Camilla and Remiel.

Holy Dance of Swords;
Camilla begins to gracefully swing her sword in dance-like motions, meanwhile, Remiel spins his sword around the pair. When they finish the attack, they both perform a downsard slam at the same time. Deals Severe Light and Physical damage.
Chapter III. Background
The First Knight
Act I. Childhood
Camilla was born in the Desert Nation in a small village protected by one of the Geoculus Crystals under the name Camilla Kestis. Camilla had a relatively normal childhood up until the point she found out she was harboring the Spirit of Remiel within her. She was ten at this point and she had decided to coexist with him. By age 12 she had left her parents and the Desert Nation to explore. Though for a young child, this was easier said then done. Eventually though, she ran into a cheerful older gentleman who just so happened to be a skilled swordsman and the elderly man took the girl under his and taught her all of his techniques.
Act II. Early Life
Camilla, and to an extent Remiel, studied under this elderly man for the next half her life, honing her skills and eventually surpassing her sensei. Her celebration was short lived, as the sensei she lived with and learned under, had passed away due to old age. Before he died, he wrote a note to Camilla informing her that he was nearing his end anyways and wanted a suitable candidate to pass on his techniques to since he didn't have a child of his own. He also mentioned that he hoped she wouldn't let his legacy die, so she vowed to carry the name of her sensei with her everywhere she went. Cole Faranday.

She adopted the elderly man's last name as her surname in his honor.
Act III. Personality
Camilla has a strong sense of justice. She can hardly let something bad happen to someone near her. That side, she also has a strong sense of love and loss. Her speech and stance all reflect this. Camilla has a very caring nature especially when it comes to Spirits, she understands the pain and suffering they go through at the hands of mortals and will help them if she sees any of them suffering as such. Same for mortals too.

Remiel is very justice oriented. Remiel seems to have a soft spot for his other half and often takes a 'chibi' form and sits on her shoulder when not in combat or just speaks directly through her mind when not visible at all to anyone.
Trivia
Remiel does not have gender but answers when called a 'he' or 'she'.
Additional Info
Camilla uses a steel straight sword that she can summon and send away with magic.
 
Design & Code by Serobliss
Knight of the Roundtable
Character by Kumii
Chapter I. Introduction
Reluctant Heroes
Roundtable
Knight
Hilda Histeria
Profile
General Information
Race
Human
Gender
Female
Age
25
Height
62 in.
Class
Holy Knight
Origin
Rhythm Nation
Description
Character Traits
Aromatic Perfumer;
Hilda uses aromatics to fight. Aromatics are a type of perfume that have a wide variety of effects.

Alchemist;
Hilda is a skilled alchemist as she brews her own Perfumes for battle and general use.

Legendary Alchemist;
Hilda's recipes are still used far and wide to this day. If you're an alchemist and use a recipe for healing tonics and poisons, it's likely that Hilda or her family have created that recipe.
Relationships
Knights of the Roundtable - Allies;
The Knights of the Roundtable aren't mysterious in how many members there are it was, and always has been, 9 members total and each of them have a specific ability or skill that got them into the Order that benefitted the Order in some way.
Acquired Titles
"Sweet Smelling Hilda"
Chapter II. Combat Statistic
Awakened Element Type
Fire and Electric
Physical Examination
Strength Measurement
Skill
Mobility
Leadership
IQ
Control
Magic Abilities
Hilda's Fire Abilities
Spark Aromatic;
Empties a Spark Aromatic Bottle on use. Hilda empties a Spark Aromatic bottle into her hand and quickly swipes it in an arc in front of her. This powdery substance floats out a few feet before igniting and causing tiny explosions to spread within the powder.

Dragon's Fire Aromatic;
Empties a Spark Aromatic Bottle on use. Hilda drinks a Spark Aromatic bottle and quickly exhales like a dragon, blowing the powder out 10-15 feet in front of her. The powder immediately ignites upon leaving Hilda's mouth instead causing a stream of fire rather then tiny explosions.

Bloodflame Aromatic;
Empties a Spark Aromatic Bottle on use. Hilda spreads a Spark Aromatic bottle on a weapon or drawstring of a bow. The weapon becomes coated in the fiery powder, causing all succeeding attacks made by that weapon to be infused with fire for a time.
Hilda's Electric Abilities
Storm Aromatic;
Empties a Storm Aromatic Bottle on use. Hilda empties a Storm Aromatic bottle into her hand and circles her hand above her head to spread the powder into the air. After a second, artificial dark clouds begin to form right above the battlefield and lightning begins striking randomly.

Electrifying Aromatic;
Empties a Storm Aromatic Bottle on use. Hilda throws a Storm Aromatic bottle on an enemy or ally. They become coated in electrifying powder, drawing ALL electric attacks to them for a time but also making them immune to electric attacks.

Dragonbolt Aromatic;
Empties a Storm Aromatic Bottle on use. Hilda throws a mist of red powder in front of her. This mist sparks red lightning within dealing continuous lightning damage to any who remain within it for a time.
Miscellaneous Abilities & Items
Iron Jar Aromatic;
Empties a Special Perfumer Bottle on use. Hilda can use a Special Perfumer Bottle to create a cloud of powdery white particles in the air. Anyone who inhales the powder take on the following effects:
Their skin becomes hard like iron, deflecting physical attacks for a time.
They become heavy, their movements become sluggish and slow and their mobility is severely limited.
They become immune to physical projectiles for a time.

Ritual Shield Aromatic;
Empties a Special Perfumer Bottle on use. Hilda can use a Special Perfumer Bottle to creates a golden mist that applies a bubble shield on any who enter the mist. The shield negates ONE magical or physical attack and significantly reduces the damage of a powerful magical or physical attack.

Hilda's arsenal;
4 Storm Aromatic Perfumer Bottles
4 Spark Aromatic Perfumer Bottles
2 Special Perfumer Bottles
*Bottles are NOT destroyed or consumed when an attack is used.
1 Steel dagger
10 throwing knives
Chapter III. Background
The Perfuming Warrior
Act I. Childhood
Hilda was born to a family of alchemists in the Rhythm Nation. Her family was somewhat renown for creating all kinds of potions and poisons. Hilda eventually was taught this trade. It turned out that Hilda's ancestors also served within the Knights of the Roundtable as their poison supplier. Hilda began learning and successfully potions and poisons at age 10 and began creating her Aromatics by age 12, mastering them at age 15. Her aptitude for creating her own alchemy potions became apparent to the person who was gathering Knights of the Roundtable and they recruited Hilda into the Knights at age 18, where she now acts as their sole supplier of Potions and Poisons as well maintaining a rank of Holy Knight and FIghter.
Act II. Early Life
Hilda nowadays spends most of her time in her Alchemy lab in the Roundtable Hold creating her supply of alchemy items. Even now, she hones her skills as alchemist and devotes her time to inventing new recipes for alchemical items such as an Ever-bright Lantern or the Beast Repellant Cerulean Gem.

The other members leave her be when she's in her lab as they know her wrath should they disturb her focus when performing alchemy.
Act III. Personality
Hilda is very devoted when it comes to alchemy and can find herself getting lost in it and rambling on about it to someone without her realising it. Though she dislikes it when someone disturbs her when she's focused with alchemy. There are a few exceptions but for the most part LEAVE HER ALONE IF SHE'S IN HER LAB!!

Hilda, when not engrossed in alchemy, is actually very shy and withdrawn. She doesn't like interacting with strangers and will make one of the other members do the interaction for her.
Trivia
Hilda's family have created most of the alchemy recipes you see today.
Additional Info
Hilda hides behind her hands when she's interacting with a stranger.
 
Serena
Goddess of the Everlasting Domain
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Serena is a Goddess (neither mortal nor Spirit).


  • Serena is hundreds of thousands of years old.
 
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Elena Reese
dbzozi9-f5bb0ac6-1216-4271-846c-a1aefa5d4bb2.jpg

Elena is a Flame Dragon.

(In her human form, Elena has horns similar to her Dragon Form's horns on her head.)


  • World-of-Warcraft-Dragonflight-header-2.jpeg
    (Dragon Form stands at 10' tall on all fours and has a wingspan of 20'.)
 
Nergigante
☆☆☆☆☆ Elder Dragon
463e9aa2fe3afaa7b6558c37adde815b.png

Nergigante are Elder Dragons.


  • Nergigante's age is unknown.
 
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"Hyacinth"
earth_dragon_fafnir_by_dragolisco_d47bvp8-fullview.png

Hyacinth is a Wingless Earth Elder Dragon.


  • Hyacinth is as old as the Desert and the last known member of the Earth Dragons.
 
Sister Julianna of the North Wind
"Death Knight's Creation"
C4UodQmWMAIEgMZ.jpg

Sister Julianna is what's best described as a puppet.


  • Sister Julianna is essentially a newborn.
 
Terra
Horseman of Famine
ab41170de2134b8ee04d34e7c7f1b4ec.jpg

Terra is a Marionette Puppet.


  • Terra does not have an age
 
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