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Fantasy Legends of Xeria - Characters

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Computing Magus

I need a King's Rock
Important:
These are a necessity if you want to be accepted into the RP.

Name:
(Full name. Separate nicknames if you have any)
Age:
(Age group is wide.)
Gender:
(Male, Female, etc.)
Race:
(Human, elf, dwarf, dragonkind, surprise me)
Appearance:
(Picture and/or description)
Alignment:
(The D&D System is used here)
Profession:
(An adventurer, a mechanic, a burglar. Note: this is not their class, like a mage, warrior, or rogue.)
Personality & Behavior:
(Be faithful with what you put into here)
Bio:
(Simple things like how your life used to be and what you did up 'till now)
Likes & Dislikes:
(As many as you want)
Equipment & Inventory:
(Don't be a Dragonborn; have reasonable space. If you feel like it, you can include vital items only in your PM for me to know.)
Weaknesses & Limits:
(PM me this. This is done to avoid meta-gaming.)

Situational:
Add some of the entries here if you believe they will fit your character.

Powers and/or Magic Abilities:
(Any otherworldly abilities such as pyrokinesis or water breathing.)
Businesses:
(Add here every information about it, from where it's located, any branches, its name of course, and more)
Combat Skills:
(How do they fight? With punches and kicks, or with weapons? Explain as much as you want.)
Weapons:
(If none, you can just leave a weapon of choice here as well.)

Others:
Any other entry you want to add? Add them here. Very personal and non-mandatory. Here are some examples:

Musical Theme:
(Leitmotif of the character. Must be fitting, not just your music choice.)
Quotes:
(Not into this myself, but still, what do they frequently say iconically?)
Character Inspiration:
(Any character you were inspired to make this character? Tell us!)
 
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Name: Olivia Friar
Age: 35
Gender: Female
Race: Human
Appearance:
full

Alignment:
Neutral Good
Profession: Magical researcher, part-time adventurer
Personality & Behavior: Olivia is a kindhearted soul, willing to help out whoever needs it. She also has very strong maternal instincts, and acts as a moral compass to those around her. She spends a lot of her time in her home village, working on a special secret project, as well as traveling to the various Mage Guilds to learn as much as she can about magic.
Bio: Olivia was born in the capital city of a neighboring kingdom, and studied magic there since she was a little girl. She eventually got married and moved to a small farming village, where she settled down and had two daughters. She divided her time between raising her children and continuing to study magic, although now that they're older she feels more comfortable leaving them at home with her husband while she continues the work she had done previously. She decided to come to Vegera to study how magic is practiced there, and see if she can use it to improve her own skills.
Likes: Children, magic, peace
Dislikes: Disorganization, conflict
Equipment & Inventory: She has a pouch filled with coins on her, and if she's travelling alone she carries a small amount of supplies, but in general she relies on companions for supplies on long journeys.

Powers and/or Magic Abilities: Olivia's home kingdom specializes in elemental magic, so that's what she knows. She herself specialized in Fire and Light magic, although she also knows Storm, Water, Life, and Ice magic as well.
Combat Skills: Olivia is a long-range fighter. She tries to keep her distance if she can, and attack enemies from a distance with magic attacks.
Weapons: A black staff adorned with a large ruby, it's constructed in such a way as to amplify her magic to usable levels safely

Name: Catherine Terra, the Blue Fox
Age: 23
Gender: Female
Race: Human
Appearance:
full

Alignment: Chaotic Neutral
Profession: Thief
Personality & Behavior: Catherine is a careful sort, always watching for potential assailants. She doesn't have much of a sense of humor, and she often comes off as rude to people, although not by choice - She simply speaks her mind, without any tact or thought into how it sounds. She tries not to be cocky or arrogant, but at the same time she is very confident in her abilities. When choosing targets, she often picks those she knows she can slip in and out of unnoticed, and prefers not to hurt people, even going so far as to run from battle if she thinks she can. She's very drawn by the prospect of gold, and often spends her time hunting rare artifacts to sell on the black market, whenever she's not stealing food or coins from travelers. She doesn't like entering cities, as the authorities would naturally be alerted to her presence, and she also refrains from telling anyone her real name, preferring to use the title given to her by kingdom authorities instead.
Bio: Catherine grew up in a small town founded in the middle of a wasteland. Food and other resources were scarce, and often had to be shipped in from elsewhere. Wanting to help her family survive, Catherine started stealing food from the locals, claiming to her parents that it had come from the store. One day she was found out, and her parents were arrested, as she was still a small child at the time. Catherine herself fled the village, and was soon found by an Arachne, who sheltered her and taught her how to glide across the land swiftly and lightly. Once Catherine was old enough, she left to return to the kingdom, where she put her learned skills to use in thievery. Now she's a wanted woman, given the name "The Blue Fox", because of the color of her hair and how her victims rarely know she's there. As for why she's in Vegera, that's anyone's guess. Maybe there's a magical artifact she's after, or she could be observing and waiting for something significant to show up. Or perhaps something more specific, if the GM has any ideas
Likes: Money, forests, solitude
Dislikes: Arrogance, wastefulness, royalty (Often a mixture of both those things)
Equipment & Inventory: She keeps a satchel full of essentials strapped to her side, and also uses it to store any items she steals.

Combat Skills: Catherine is a very mobile fighter, preferring to dodge attacks instead of blocking them. She analyzes her enemy for weak points she can exploit, and strikes with precision over power. She also tries to make sure avenues of escape are always open, if she doesn't use them right away.
Weapons: A pair of twin daggers, engraved with the symbol of a fox on both sides.

Character Inspiration: Anyone who has played Final Fantasy: Crystal Chronicles can probably immediately see the correlation. Catherine was originally a Selkie I created for that world. I technically stole borrowed the idea from my brother, who was the one who played her.
Name: Sonia (No last name given)
Age: 21
Gender: Female
Race: Monster (Colic [KOH-lick])
Appearance:
full

Alignment: True Neutral
Profession: Traveler (Not quite adventurer because that implies fighting monsters and undertaking quests and such)
Personality & Behavior: No matter how much sleep she gets, Sonia is always tired and unfocused. She takes things in stride and doesn't put too much thought into anything. She enjoys putting people to sleep, although she's unaware that she should let them wake up at some point, and the concept seems difficult for her to grasp.
Bio: Sonia looks like a normal Human being, but is actually a special kind of Monster who hides among the Humans, and has killed several people. Not because she wanted to, or because she had to. No, she is actually completely unaware of this fact. Her whole life, she's just floated along, letting things and people come and go as they please. She spends her life moving from city to city, each story exactly the same: She arrives, someone asks her to move in with them, she puts them to sleep, and then moves on when they stop moving. Now she's wandered her way to Vegera, for no particular reason other than she wanted to.
Likes: Sleep, dreams, beds
Dislikes: Loud noises, complicated things
Equipment & Inventory: She carries a pouch of coins given to her by her previous boy- and girlfriends, but nothing else.

Powers and/or Magic Abilities: Sonia has the ability to put people to sleep. As long as she stays in physical contact with someone, they will slowly grow tired and fall asleep, and will continue to sleep until contact is broken, at which point they can either be woken up like normal, or allowed to awaken naturally. Other Monsters can also sense her true nature, and will generally ignore her, although not always.

Notes: I'll be honest, I don't have many ideas for this character. But I'm putting her here because I want to try and develop her some. Bio is also up for modification as well - Perhaps one of the other players' characters found out who she was and decided to keep her as a companion, or something like that?
 
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[div class=wrapper][div class=box1]asd[div class=boxhover1]
Veros
[div class=infobox][div class=info1]
Name:
Veros Orellian
"Half-Blood Prince"
"Prince of the peasants"

Age:
22

Gender:
Male

Race:
Human

Appearance:
6 feet and 170lbs of pure muscle, Veros definitely has it going for him in the strength department. Silver hair found in native Orellians and gold eyes accompany a noble face, stern but with a warm feeling to it. Faded scars dot Veros' fair skin.

Alignment:
Lawful good

Profession:
Prince/Adventurer

Personality & Behavior:
Veros is an adventurer at heart, a man who decides his own fate with nothing to stop him. Compared to his younger brother Veros is steadfast and wise, he'll gladly lay down his own life for his kingdom or the greater good. An older brother at heart Veros will always share advice and help others, no matter what happens he will be there for his friends and family. Veros is far more outspoken than his brother, growing up he wasn't bogged down with the responsibilities of being crown prince, so he can be honest and even blunt at times.

Despite the fact that he's not the crown Prince and thus was never taught how to rule or lead people Veros is very charismatic, his natural charm inspires others, especially the common folk with him being a bastard, giving him the nickname "Prince of the Peasants". Also Veros is terrible at any formal event.

Bio:
Veros Orellian, eldest son of King Seros (every royal on Orellia has "ros" at the end of their name), and a bastard. Though King Seros took pity on the illegitimate child and raised Veros as his own son, though due to his status as a bastard Veros had no claim on the throne, that would go to King Seros' second son Astros. Growing up without the responsibilities of being crown Prince Veros took to adventuring, starting in the capital and spreading out the the surrounding lands. From helping citizens and hunting monsters, after a few years of this Veros gain a boost in popularity with the common folk, frankly they loved him and on the opposite end the nobility feared him, knowing very well that a rebellion could be in the near future, but they were just paranoid, Veros would never betray his kingdom. Nowadays Veros has set out on a grand adventure, growing tired of his homeland he now sets out to explore new countries, of course he's unaware of a certain someone following him...

Likes & Dislikes:
+Being outdoors
+Adventuring
+Camping
+Helping others
-Politics
-Castles
-Formal Events
-Formal wear
-Thieves

Equipment & Inventory:
Royal Orellian armor
Orellia is a kingdom known for their incredible craftsmanship, and their armor is no exception. Veros' armor like many other Orellian pieces is distinct and efficient, it offers a good balance between defense and mobility, perfect for a adventurer.

Veros carries little supplies and money on him believing that finding them yourself is half of the adventure.

Combat Skills:
Veros can tank and spank, though he mainly tanks. Preferring to fight with a mix of defense and attack. Veros is a skilled fighter, and a frontline fighter who keeps his enemies focused on him.

Weapons:
Orellian Longsword
Much like his armor Veros' swords also a find piece of work. Specifically made to keep its sharpness the blade requires little matinence.

Musical Theme:
(I'll find one later)

Quotes:
"Another beautiful day for destroying evil"
"Need any help?"
"I'll live and die for Orellia"

Character Inspiration:
Pretty obvious that Veros is heavily inspired by his face claim Addam for Xenoblade 2, I just really love the design and personality, so I put my own twist on it.​
[/div][/div][/div][/div][div class=box2]asd[div class=boxhover2]
Astros
[div class=infobox2][div class=info2]
WIP
Name:

Astros Orellian
"Full-Blood Prince"
"Crown Prince"

Age:
17

Gender:
Male

Race:
Human

Appearance:


Alignment:
(The D&D System is used here)
Profession:
(An adventurer, a mechanic, a burglar. Note: this is not their class, like a mage, warrior, or rogue.)
Personality & Behavior:
(Be faithful with what you put into here)
Bio:
(Simple things like how your life used to be and what you did up 'till now)
Likes & Dislikes:
(As many as you want)
Equipment & Inventory:
(Don't be a Dragonborn; have reasonable space. If you feel like it, you can include vital items only in your PM for me to know.)
Weaknesses & Limits:
(PM me this. This is done to avoid meta-gaming.)

Situational:
Add some of the entries here if you believe they will fit your character.

Powers and/or Magic Abilities:
(Any otherworldly abilities such as pyrokinesis or water breathing.)
Businesses:
(Add here every information about it, from where it's located, any branches, its name of course, and more)
Combat Skills:
(How do they fight? With punches and kicks, or with weapons? Explain as much as you want.)
Weapons:
(If none, you can just leave a weapon of choice here as well.)

Others:
Any other entry you want to add? Add them here. Very personal and non-mandatory. Here are some examples:

Musical Theme:
(Leitmotif of the character. Must be fitting, not just your music choice.)
Quotes:
(Not into this myself, but still, what do they frequently say iconically?)
Character Inspiration:
(Any character you were inspired to make this character? Tell us!)​
[/div][/div][/div][/div][div class=box3]asd[div class=boxhover3]
???
[div class=infobox3][div class=info3]???
[/div][/div][/div][/div]
[/div]
Df0aRukUcAAV4e3.jpg

Name:
Veros Orellian
"Half-Blood Prince"
"Prince of the peasants"

Age:
22

Gender:
Male

Race:
Human

Appearance:
6 feet and 170lbs of pure muscle, Veros definitely has it going for him in the strength department. Silver hair found in native Orellians and gold eyes accompany a noble face, stern but with a warm feeling to it. Faded scars dot Veros' fair skin.

Alignment:
Lawful good

Profession:
Prince/Adventurer

Personality & Behavior:
Veros is an adventurer at heart, a man who decides his own fate with nothing to stop him. Compared to his younger brother Veros is steadfast and wise, he'll gladly lay down his own life for his kingdom or the greater good. An older brother at heart Veros will always share advice and help others, no matter what happens he will be there for his friends and family. Veros is far more outspoken than his brother, growing up he wasn't bogged down with the responsibilities of being crown prince, so he can be honest and even blunt at times.

Despite the fact that he's not the crown Prince and thus was never taught how to rule or lead people Veros is very charismatic, his natural charm inspires others, especially the common folk with him being a bastard, giving him the nickname "Prince of the Peasants". Also Veros is terrible at any formal event.

Bio:
Veros Orellian, eldest son of King Seros (every royal on Orellia has "ros" at the end of their name), and a bastard. Though King Seros took pity on the illegitimate child and raised Veros as his own son, though due to his status as a bastard Veros had no claim on the throne, that would go to King Seros' second son Astros. Growing up without the responsibilities of being crown Prince Veros took to adventuring, starting in the capital and spreading out the the surrounding lands. From helping citizens and hunting monsters, after a few years of this Veros gain a boost in popularity with the common folk, frankly they loved him and on the opposite end the nobility feared him, knowing very well that a rebellion could be in the near future, but they were just paranoid, Veros would never betray his kingdom. Nowadays Veros has set out on a grand adventure, growing tired of his homeland he now sets out to explore new countries, of course he's unaware of a certain someone following him...

Likes & Dislikes:
+Being outdoors
+Adventuring
+Camping
+Helping others
-Politics
-Castles
-Formal Events
-Formal wear
-Thieves

Equipment & Inventory:
Royal Orellian armor
Orellia is a kingdom known for their incredible craftsmanship, and their armor is no exception. Veros' armor like many other Orellian pieces is distinct and efficient, it offers a good balance between defense and mobility, perfect for a adventurer.

Veros carries little supplies and money on him believing that finding them yourself is half of the adventure.

Combat Skills:
Veros can tank and spank, though he mainly tanks. Preferring to fight with a mix of defense and attack. Veros is a skilled fighter, and a frontline fighter who keeps his enemies focused on him.

Weapons:
Orellian Longsword
Much like his armor Veros' swords also a find piece of work. Specifically made to keep its sharpness the blade requires little matinence.

Musical Theme:
(I'll find one later)

Quotes:
"Another beautiful day for destroying evil"
"Need any help?"
"I'll live and die for Orellia"

Character Inspiration:
Pretty obvious that Veros is heavily inspired by his face claim Addam for Xenoblade 2, I just really love the design and personality, so I put my own twist on it.
Just a disclaimer I did not make all this cool coding stuff.
chocolate
 
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Hunslaus Heinrich Visscher
"Do not go gentle into that good night,
Old age should burn and rave at close of day;
Rage, rage against the dying of the light.


Good men, the last wave by, crying how bright
Their frail deeds might have danced in a green bay,
Rage, rage against the dying of the light.


Grave men, near death, who see with blinding sight
Blind eyes could blaze like meteors and be gay,
Rage, rage against the dying of the light.
"


2b0aa486d92707a1467c06794e886fba.jpg


Age:
31

Gender:
Male

Race:
Human

Appearance:
A human in his physical prime, standing at 6'5" and weighing over 200 lbs. Broad-shouldered with a burly frame, Hunslaus is better known as intimidating when clothed in full plate armour. Besides his height, the paladin is dark-haired; warm black locks falling past the collarbone to frame his angular, bearded jaw and curved Northern cheekbones. A straight, almost intellectual nose is disrupted with the occasional bump from where the bridge has been shattered and repositioned, hiding little of his occupation besides the light marrings over his face. Shallow, albeit notable in the prevalence of nicks and scars he's covered in. Rough calloused palms are the sign of a working life in addition to a swarthy tan, bringing out the warmth of his brown irises that reflect a soft honey. When not in armour, Hun can be noted to wear tunic and trousers, save for his charity work or prayer, during which he wears long cotton robes and sandals.

Alignment:
Lawful Good

Profession:
Clergyman

Personality & Behavior:
Hunslaus is what one might call tragically inclined to play the hero. Raised with a strict sense of right and wrong, his morals are commandments set in stone above the temple steps. Alas, he always seems to be needing redemption from his work as a soldier for the holy order. One may find him praying fervently beside the altar or working hard for the non-profit charities for the rough sleepers or poverty ridden underclasses. Religion is his rock, faith is the anchor, and the day he may lose this devotion is the day he'll break. Nevertheless, he has yet to be influenced by a love greater than what he finds in the temple and thus, exists without the comfort of a woman or thoughts over his future lineage.

The Paladin is honourable, loyal to the ends of the earth, and stern albeit optimistic. Preferring to take on a guiding role, Hun has an insatiable desire to help others -- and help without second thought is what he'll do. Even so, his kindness shouldn't be taken as a sign of naivety, having blood on his hands and experience under his belt from being raised in the backstreets. His age indicates that living to the prime in a career built upon justified violence has left him for the wiser, if not still accumulating such knowledge through his set tasks.

Educated and fond of reading but never finding the time, Visscher isn't quite the average foot soldier, nor knight, but truly embraces his role within religion and outside of it. Patience hard to beat in some fighters, but one not to be tested. For whilst his anger is oft withdrawn, one must remember that the fury of a gentle man is to be feared.

Bio:
Born in the backstreets of a bustling southern city somewhere within Xeria, Hunslaus was the half-son of a whore and a Northern merchant. His mother, understanding that she couldn't care for the child, passed him off to the local temple which acted as an orphanage, where he was raised writing scriptures. Then, at the age of seven, a handful of boys and girls were selected from the wider group to be trained for paladin duties. This included divine magic, clergy roles, and combat. Much alike knights, they were squired to elder paladins and taught the prerequisite skills. Hunslaus was an angry boy for most of his youth until this point, often being one of the few to respond with his fists rather than a calm apology. The temple was continuously fishing him from harm, but the training he endured eased the rage and eventually moulded it into kindness.

The temple sported a pantheon, those of the paladin class praying most heavily to Bellum, the god of justice, faith, and war in heavenly right. For most his life, the holy order was involved in sending paladins out to disturbances of demons, witchcraft, necromancers and any who had an issue with something that hid from the light and held bad intention. It was, and is, the most righteous work Hunslaus believed that one could undertake. Most are sent out with caravans, or one may even hire a paladin to accompany them. Yet for the better part, Hun is allowed to make his own choice depending on employment. Alas, he finds comfort in spending long months between fighting at the temple to relieve and soothe his troubled soul.

Hunslaus has lost those he's loved, people he named family, and has seen beyond the veil of men to past the skies. Yet the peace that he desperately desires during the night, is rare to be found. Each sin is heavy to carry, stooping the backs of lesser men but his shoulders sag ever further. Alas, he finds the possibility of damnation worth the service he does. And if he cares about something enough, Hunslaus would be willing to forfeit his very being, religion, and sacrifice his entirety of faith if he believed it would bring them back from the edge.

Likes & Dislikes:
+ Taking time to think
+ Peaceful discussion
+ Playing football with the street rats when he can
+ Hot lemon water

- Insulting the temple/religion
- Drinking (alcohol)
- Ignorance
- Undeserved cruelty/violence

Equipment & Inventory:
Rations: The rations are oft stale biscuits, salted meats, enough to last for 7 days in the wilderness.
Full set of plated, steel armour: Bound across the shoulders and around the head is cloth, printed with words from the temple which will usually illuminate when an incantation is uttered.
Rune Amulet: Depicting the god Bellum, of war and justice.
Robes/Spare Tunics: For on the road and his return home.

***
Powers and/or Magic Abilities:
Protection: Gives protection from dark auras and offers a radiance which drives off weak demons. Works to a large extent, albeit can be broken by more experienced and stronger forces.
Smite: Causes his weapon to have a divine aura which heavily injures the undead, demons, and other related foes (corrupted).
Remove Curse: Removes curses and purifies places as well as people.
Blessings: The blessing he gives can be part of increasing luck, speed, intelligence, strength, and charisma.
Divine Light: Mimics daylight albeit with a holier bonus, again used for either a torch or blinding enemies.


Combat Skills:
Engages in swordsmanship and effective hand-to-hand skill. Whilst he's been taught to respect the blade, Hunslaus also respects what using one's body during combat can do when giving you the edge. Due to wearing steel plate armour, it's common for Knights and Paladins alike to use this to their advantage when grabbing another's blade to halt the swing, bearing the brunt of an attack to hit back and throwing their weight. Hun is known for wrestling, boxing, and being able to swing a claymore from above his head. The claymore, using two hands, uses more strength in each hit with crippling accuracy and power, enough to decapitate if held right.


Weapons:
Claymore: Inscribed with a line of scripture down the blade and bronze plating becoming worn off the handle/hilt from its use. Always kept in perfect condition.
Shortsword: A a secondary weapon hitched on the same hip if the claymore is to fail or fall during battle.
Dagger: Mostly for day to day usage and is rarely used during battle, but much more as the ultimate failsafe.

***

Musical Theme:


Quotes:
"Walk with the sun."

Character Inspiration:
Germanic/Celtic mythology n' Catholic saints. Let's not forget the whole Templar dealio, DEUS VULT.


chocolate
 
Last edited:
2422124081GZL21F.jpg
Name: Venice Gelding
Age: 20
Gender: Male
Race: Beastfolk (feline)
Appearance: A dirty white and dark brown cat with brown eyes. He stands roughly around 5'6 in height and weights around 126 pounds


Alignment: Neutral

Profession; adventurer/ Explorer, he likes to travel around the land to learn about its secrets. Hes also know to be a theft
Personality & Behavior: Ven is a very independent young feline, who really doesn't like to follow rules. Hes known by the members of his tribe to be dis-honorable, rude and disobedience,which he is, but he have his reasons why hes the way he is. Although hes a little rough around edges, being reckless and tad careless, he kinda does mean well. Ven has a very curious mind, determined soul which means he'll go out the way to complete is goal. Lastly, hes a tricky and cunning cat and is quick to use what he knows or have at his advantage
Bio: to make a long story short...

For ages, the beastfolk had worked along side the elven kingdom. The beastfolk had split their numbers into small tribes, each dedicating their self to serve the elevn kingdom. The tribe that Ven was born into was important, there job was to protect and serve the royal family. Growing up, Ven was told that he me must serve the royal family at all time, but he wasn't to interested in doing so. He didn't believe in the destiny thing and wanted to go out and explore the world,just like his rebel grandfather did. When he enough, Ven left his tribe having regret nothing and decided to explore the world. His parents weren't happy about it,but at the end of the day it was his choice

Likes & Dislikes:
-Treasure hunting
-Exploring
- Honey tea
-hunting

X Thunderstorms
X Large bodies of water
X Anything bitter
X The smell of smoke
X Bees
Equipment & Inventory:
Sword, maps, medicine ,compass
Weaknesses & Limits:
(will pm)

Situational:
He haves a hard time trusting others and is quick to deceive others if needed

Powers and/or Magic Abilities
: He knows basic electric magic
Businesses:
N/A
Combat Skills: Swordplay, hand to hand combat
Weapons:
Sword

Others:
N/A

Musical Theme:
N/A
Quotes:
" I make my own destiny"
Character Inspiration:
Eh, None really


(wip)
 
Last edited:
Name: Miyarkus Mason

Age: 26

Gender: Male

Race: Dragonkind

Appearance:
A dark red scaled person of an outstanding 7 exact feet tall. His head majestically, surprise, is that of a dragon, long snout & large teeth; it's almost the real thing. Still, he's a humanoid hoisting five digits of hands and feet, with limbs similar to that of humans. He has a long tail attached to his lower back with spikes lining it to the tip and, although he hides them under robes, actual but sadly non-functional wings so small they look unnatural. Not for flight, but can still flap. It has grown larger ever since birth though, and seems to continue this trend as Miyarkus grows up.

Alignment: Lawful Good

Profession: Traveller/Archivist

Personality & Behavior:
A benevolent creature of various arcane talents, Miyarkus is a person of little needs who is more preoccupied with satiating his curiosity and a thirst for knowledge. Not in a malevolent way that means he'd stop at nothing to get what he wants, but something born of a person with sheltered origins, wanting to see the wonders of the world for himself. The brightest colors fill his head in most days, so he's very much an optimist and quite kind despite his looks.

Bio:
A mystical "cursed" orphan of unknown origin. Miyarkus was born into an obscure race of dragon people who hold high value in living in the highest and far-reaching places of the Earth, but this particular one seemed to have fallen into a human settlement without hope of returning to its family. The local sorceror has decided to keep the youngling as their child, and does so ever since.

It's a quiet little village, somewhere far off the west, but Miyarkus believed he had anything he could ever ask for. The sorceror was an old soul, a doting grandfather that made sure the dragonling grew up to be able to handle a society it shouldn't ever have been introduced to. He's been taught to read and write, with difficulty given the child did not understand the instrument his guardian used on parchment, but managed to after many attempts of understanding human culture. This grew to him since all the resources in his home were nothing but books of many kinds. It was difficult to differentiate the fantasy from reality for the young dragonling as he red on, though, but he has yet to have experience of the outside world. He was a shut in due to being different from his fellow neighbors, but they learned through the years they can look at the dragonling and be well on their way.

Then the unexpected happened. It was another one of his guardian's stories, told after an afternoon of tome citing and house cleaning, about heroes and fables, how in the stories the protagonist always happened to find something new and exciting, and discovering the unknown and mysterious. This was the first step to choosing a content life in this village with his guardian, or wanting to make his own discoveries in the world by himself, something far beyond what his guardian could tell in stories. The latter became the answer, and so it was decided that the young dragon would have to see the world for himself. It took another few months of preparation, but Miyarkus was ready. When he comes back within a year, he promised to tell his guardian about everything he encountered in his travels, and promises to bring them to the best ones.

Likes & Dislikes:
+ Tomes and volumes, either of stories or of magic
+ Things that give off a bright, happy vibe
+ Other magic users
- Ferocious creatures of both wild and tamed
- "The bad people"
- Herbs, something he admittedly is bad at identifying some of

Equipment & Inventory: Miyarkus travels light, choosing to buy what he needs on the way. Thus, he holds some wealth, spare robes, and many rations. He wears a set of brown clothes, all under dark blue robes that contrasts with his red scales. He has held onto some informative books he has felt would be useful, despite not having opened them yet.

Powers and/or Magic Abilities:
Miyarkus has an easy grasp for manipulating flames, something he is quite proud of. Another is simple arcane energy, the power used in today's magical artifacts, a "4th form of energy" as they call it. Not electricity, but arcane. It's a bright blue, plasma-like substance that is powerful and volatile, but also a manipulative substance, able to form into shapes, even complicated ones like stairs or walls. If only Miyarkus could do that, since he can really only fling arcane himself. Aside from an affinity to heat and arcane, he's slightly learning every other element. However, darkness and the like is something he is not actually aware of, given his guardian never even mentioned the existence of it.

Combat Skills:
He does what he was thought, to fling spells from afar, and depends on the situation on what he can do. Otherwise, has no actual experience with battle whatsoever aside from mock duels with his guardian. Hopes he does not have to.

Weapons:
A staff, the common variants with the blue spheres on top with brown rods. Useful and conventional. Used for easily channeling magic, because without one Miyarkus is kind of useless, only having relied on making magic only with them.

Musical Themes:

 
Name: Olivia Friar
Age: 35
Gender: Female
Race: Human
Appearance:
full

Alignment:
Neutral Good
Profession: Magical researcher, part-time adventurer
Personality & Behavior: Olivia is a kindhearted soul, willing to help out whoever needs it. She also has very strong maternal instincts, and acts as a moral compass to those around her. She spends a lot of her time in her home village, working on a special secret project, as well as traveling to the various Mage Guilds to learn as much as she can about magic.
Bio: Olivia was born in the capital city of a neighboring kingdom, and studied magic there since she was a little girl. She eventually got married and moved to a small farming village, where she settled down and had two daughters. She divided her time between raising her children and continuing to study magic, although now that they're older she feels more comfortable leaving them at home with her husband while she continues the work she had done previously. She decided to come to Vegera to study how magic is practiced there, and see if she can use it to improve her own skills.
Likes: Children, magic, peace
Dislikes: Disorganization, conflict
Equipment & Inventory: She has a pouch filled with coins on her, and if she's travelling alone she carries a small amount of supplies, but in general she relies on companions for supplies on long journeys.

Powers and/or Magic Abilities: Olivia's home kingdom specializes in elemental magic, so that's what she knows. She herself specialized in Fire and Light magic, although she also knows Storm, Water, Life, and Ice magic as well.
Combat Skills: Olivia is a long-range fighter. She tries to keep her distance if she can, and attack enemies from a distance with magic attacks.
Weapons: A black staff adorned with a large ruby, it's constructed in such a way as to amplify her magic to usable levels safely

Name: Catherine Terra, the Blue Fox
Age: 23
Gender: Female
Race: Human
Appearance:
full

Alignment: Chaotic Neutral
Profession: Thief
Personality & Behavior: Catherine is a careful sort, always watching for potential assailants. She doesn't have much of a sense of humor, but she's also not rude to people either... Well, not on purpose, anyway. She also tries not to be cocky or arrogant, but she is very confident in her abilities. When choosing targets, she often picks those she knows she can slip in and out of unnoticed, and prefers not to hurt people, even going so far as to run from battle if she thinks she can. She's very drawn by the prospect of gold, and often spends her time hunting rare artifacts to sell on the black market, whenever she's not stealing food or coins from travelers. She doesn't like entering cities, as the authorities would naturally be alerted to her presence, and she also refrains from telling anyone her real name - Preferring to use the title given to her by kingdom authorities instead.
Bio: Catherine grew up in a small town founded in the middle of a wasteland. Food and other resources were scarce, and often had to be shipped in from elsewhere. Wanting to help her family survive, Catherine started stealing food from the locals, claiming to her parents that it had come from the store. One day she was found out, and her parents were arrested, as she was still a small child at the time. Catherine herself fled the village, and was soon found by an Arachne, who sheltered her and taught her how to glide across the land swiftly and lightly. Once Catherine was old enough, she left to return to the kingdom, where she put her learned skills to use in thievery. Now she's a wanted woman, given the name "The Blue Fox", because of the color of her hair and how her victims rarely know she's there. As for why she's in Vegera, that's anyone's guess. Maybe there's a magical artifact she's after, or she could be observing and waiting for something significant to show up. Or perhaps something more specific, if the GM has any ideas
Likes: Money, forests, solitude
Dislikes: Arrogance, wastefulness, royalty (Often a mixture of both those things)
Equipment & Inventory: She keeps a satchel full of essentials strapped to her side, and also uses it to store any items she steals.

Combat Skills: Catherine is a very mobile fighter, preferring to dodge attacks instead of blocking them. She analyzes her enemy for weak points she can exploit, and strikes with precision over power. She also tries to make sure avenues of escape are always open, if she doesn't use them right away.
Weapons: A pair of twin daggers, engraved with the symbol of a fox on both sides.

Character Inspiration: Anyone who has played Final Fantasy: Crystal Chronicles can probably immediately see the correlation. Catherine was originally a Selkie I created for that world. I technically stole borrowed the idea from my brother, who was the one who played her.
Name: Sonia (No last name given)
Age: 21
Gender: Female
Race: Monster (Colic [KOH-lick])
Appearance:
full

Alignment: True Neutral
Profession: Traveler (Not quite adventurer because that implies fighting monsters and undertaking quests and such)
Personality & Behavior: No matter how much sleep she gets, Sonia is always tired and unfocused. She takes things in stride and doesn't put too much thought into anything. She enjoys putting people to sleep, although she's unaware that she should let them wake up at some point, and the concept seems difficult for her to grasp.
Bio: Sonia looks like a normal Human being, but is actually a special kind of Monster who hides among the Humans, and has killed several people. Not because she wanted to, or because she had to. No, she is actually completely unaware of this fact. Her whole life, she's just floated along, letting things and people come and go as they please. She spends her life moving from city to city, each story exactly the same: She arrives, someone asks her to move in with them, she puts them to sleep, and then moves on when they stop moving. Now she's wandered her way to Vegera, for no particular reason other than she wanted to.
Likes: Sleep, dreams, beds
Dislikes: Loud noises, complicated things
Equipment & Inventory: She carries a pouch of coins given to her by her previous boy- and girlfriends, but nothing else.

Powers and/or Magic Abilities: Sonia has the ability to put people to sleep. As long as she stays in physical contact with someone, they will slowly grow tired and fall asleep, and will continue to sleep until contact is broken, at which point they can either be woken up like normal, or allowed to awaken naturally. Other Monsters can also sense her true nature, and will generally ignore her, although not always.

Notes: I'll be honest, I don't have many ideas for this character. But I'm putting her here because I want to try and develop her some. Bio is also up for modification as well - Perhaps one of the other players' characters found out who she was and decided to keep her as a companion, or something like that?
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[div class=wrapper][div class=box1]asd[div class=boxhover1]
Veros
[div class=infobox][div class=info1]
Name:
Veros Orellian
"Half-Blood Prince"
"Prince of the peasants"

Age:
22

Gender:
Male

Race:
Human

Appearance:
6 feet and 170lbs of pure muscle, Veros definitely has it going for him in the strength department. Silver hair found in native Orellians and gold eyes accompany a noble face, stern but with a warm feeling to it. Faded scars dot Veros' fair skin.

Alignment:
Lawful good

Profession:
Prince/Adventurer

Personality & Behavior:
Veros is an adventurer at heart, a man who decides his own fate with nothing to stop him. Compared to his younger brother Veros is steadfast and wise, he'll gladly lay down his own life for his kingdom or the greater good. An older brother at heart Veros will always share advice and help others, no matter what happens he will be there for his friends and family. Veros is far more outspoken than his brother, growing up he wasn't bogged down with the responsibilities of being crown prince, so he can be honest and even blunt at times.

Despite the fact that he's not the crown Prince and thus was never taught how to rule or lead people Veros is very charismatic, his natural charm inspires others, especially the common folk with him being a bastard, giving him the nickname "Prince of the Peasants". Also Veros is terrible at any formal event.

Bio:
Veros Orellian, eldest son of King Seros (every royal on Orellia has "ros" at the end of their name), and a bastard. Though King Seros took pity on the illegitimate child and raised Veros as his own son, though due to his status as a bastard Veros had no claim on the throne, that would go to King Seros' second son Astros. Growing up without the responsibilities of being crown Prince Veros took to adventuring, starting in the capital and spreading out the the surrounding lands. From helping citizens and hunting monsters, after a few years of this Veros gain a boost in popularity with the common folk, frankly they loved him and on the opposite end the nobility feared him, knowing very well that a rebellion could be in the near future, but they were just paranoid, Veros would never betray his kingdom. Nowadays Veros has set out on a grand adventure, growing tired of his homeland he now sets out to explore new countries, of course he's unaware of a certain someone following him...

Likes & Dislikes:
+Being outdoors
+Adventuring
+Camping
+Helping others
-Politics
-Castles
-Formal Events
-Formal wear
-Thieves

Equipment & Inventory:
Royal Orellian armor
Orellia is a kingdom known for their incredible craftsmanship, and their armor is no exception. Veros' armor like many other Orellian pieces is distinct and efficient, it offers a good balance between defense and mobility, perfect for a adventurer.

Veros carries little supplies and money on him believing that finding them yourself is half of the adventure.

Combat Skills:
Veros can tank and spank, though he mainly tanks. Preferring to fight with a mix of defense and attack. Veros is a skilled fighter, and a frontline fighter who keeps his enemies focused on him.

Weapons:
Orellian Longsword
Much like his armor Veros' swords also a find piece of work. Specifically made to keep its sharpness the blade requires little matinence.

Musical Theme:
(I'll find one later)

Quotes:
"Another beautiful day for destroying evil"
"Need any help?"
"I'll live and die for Orellia"

Character Inspiration:
Pretty obvious that Veros is heavily inspired by his face claim Addam for Xenoblade 2, I just really love the design and personality, so I put my own twist on it.​
[/div][/div][/div][/div][div class=box2]asd[div class=boxhover2]
Astros
[div class=infobox2][div class=info2]
WIP
Name:

Astros Orellian
"Full-Blood Prince"
"Crown Prince"

Age:
17

Gender:
Male

Race:
Human

Appearance:


Alignment:
(The D&D System is used here)
Profession:
(An adventurer, a mechanic, a burglar. Note: this is not their class, like a mage, warrior, or rogue.)
Personality & Behavior:
(Be faithful with what you put into here)
Bio:
(Simple things like how your life used to be and what you did up 'till now)
Likes & Dislikes:
(As many as you want)
Equipment & Inventory:
(Don't be a Dragonborn; have reasonable space. If you feel like it, you can include vital items only in your PM for me to know.)
Weaknesses & Limits:
(PM me this. This is done to avoid meta-gaming.)

Situational:
Add some of the entries here if you believe they will fit your character.

Powers and/or Magic Abilities:
(Any otherworldly abilities such as pyrokinesis or water breathing.)
Businesses:
(Add here every information about it, from where it's located, any branches, its name of course, and more)
Combat Skills:
(How do they fight? With punches and kicks, or with weapons? Explain as much as you want.)
Weapons:
(If none, you can just leave a weapon of choice here as well.)

Others:
Any other entry you want to add? Add them here. Very personal and non-mandatory. Here are some examples:

Musical Theme:
(Leitmotif of the character. Must be fitting, not just your music choice.)
Quotes:
(Not into this myself, but still, what do they frequently say iconically?)
Character Inspiration:
(Any character you were inspired to make this character? Tell us!)​
[/div][/div][/div][/div][div class=box3]asd[div class=boxhover3]
???
[div class=infobox3][div class=info3]???
[/div][/div][/div][/div]
Df0aRukUcAAV4e3.jpg

Name:
Veros Orellian
"Half-Blood Prince"
"Prince of the peasants"

Age:
22

Gender:
Male

Race:
Human

Appearance:
6 feet and 170lbs of pure muscle, Veros definitely has it going for him in the strength department. Silver hair found in native Orellians and gold eyes accompany a noble face, stern but with a warm feeling to it. Faded scars dot Veros' fair skin.

Alignment:
Lawful good

Profession:
Prince/Adventurer

Personality & Behavior:
Veros is an adventurer at heart, a man who decides his own fate with nothing to stop him. Compared to his younger brother Veros is steadfast and wise, he'll gladly lay down his own life for his kingdom or the greater good. An older brother at heart Veros will always share advice and help others, no matter what happens he will be there for his friends and family. Veros is far more outspoken than his brother, growing up he wasn't bogged down with the responsibilities of being crown prince, so he can be honest and even blunt at times.

Despite the fact that he's not the crown Prince and thus was never taught how to rule or lead people Veros is very charismatic, his natural charm inspires others, especially the common folk with him being a bastard, giving him the nickname "Prince of the Peasants". Also Veros is terrible at any formal event.

Bio:
Veros Orellian, eldest son of King Seros (every royal on Orellia has "ros" at the end of their name), and a bastard. Though King Seros took pity on the illegitimate child and raised Veros as his own son, though due to his status as a bastard Veros had no claim on the throne, that would go to King Seros' second son Astros. Growing up without the responsibilities of being crown Prince Veros took to adventuring, starting in the capital and spreading out the the surrounding lands. From helping citizens and hunting monsters, after a few years of this Veros gain a boost in popularity with the common folk, frankly they loved him and on the opposite end the nobility feared him, knowing very well that a rebellion could be in the near future, but they were just paranoid, Veros would never betray his kingdom. Nowadays Veros has set out on a grand adventure, growing tired of his homeland he now sets out to explore new countries, of course he's unaware of a certain someone following him...

Likes & Dislikes:
+Being outdoors
+Adventuring
+Camping
+Helping others
-Politics
-Castles
-Formal Events
-Formal wear
-Thieves

Equipment & Inventory:
Royal Orellian armor
Orellia is a kingdom known for their incredible craftsmanship, and their armor is no exception. Veros' armor like many other Orellian pieces is distinct and efficient, it offers a good balance between defense and mobility, perfect for a adventurer.

Veros carries little supplies and money on him believing that finding them yourself is half of the adventure.

Combat Skills:
Veros can tank and spank, though he mainly tanks. Preferring to fight with a mix of defense and attack. Veros is a skilled fighter, and a frontline fighter who keeps his enemies focused on him.

Weapons:
Orellian Longsword
Much like his armor Veros' swords also a find piece of work. Specifically made to keep its sharpness the blade requires little matinence.

Musical Theme:
(I'll find one later)

Quotes:
"Another beautiful day for destroying evil"
"Need any help?"
"I'll live and die for Orellia"

Character Inspiration:
Pretty obvious that Veros is heavily inspired by his face claim Addam for Xenoblade 2, I just really love the design and personality, so I put my own twist on it.
Just a disclaimer I did not make all this cool coding stuff.
chocolate
[/div]
Hunslaus Heinrich Visscher
"Do not go gentle into that good night,
Old age should burn and rave at close of day;
Rage, rage against the dying of the light.


Good men, the last wave by, crying how bright
Their frail deeds might have danced in a green bay,
Rage, rage against the dying of the light.


Grave men, near death, who see with blinding sight
Blind eyes could blaze like meteors and be gay,
Rage, rage against the dying of the light.
"


2b0aa486d92707a1467c06794e886fba.jpg


Age:
31

Gender:
Male

Race:
Human

Appearance:
A human in his physical prime, standing at 6'5" and weighing over 200 lbs. Broad-shouldered with a burly frame, Hunslaus is better known as intimidating when clothed in full plate armour. Besides his height, the paladin is dark-haired; warm black locks falling past the collarbone to frame his angular, bearded jaw and curved Northern cheekbones. A straight, almost intellectual nose is disrupted with the occasional bump from where the bridge has been shattered and repositioned, hiding little of his occupation besides the light marrings over his face. Shallow, albeit notable in the prevalence of nicks and scars he's covered in. Rough calloused palms are the sign of a working life in addition to a swarthy tan, bringing out the warmth of his brown irises that reflect a soft honey. When not in armour, Hun can be noted to wear tunic and trousers, save for his charity work or prayer, during which he wears long cotton robes and sandals.

Alignment:
Lawful Good

Profession:
Clergyman

Personality & Behavior:
Hunslaus is what one might call tragically inclined to play the hero. Raised with a strict sense of right and wrong, his morals are commandments set in stone above the temple steps. Alas, he always seems to be needing redemption from his work as a soldier for the holy order. One may find him praying fervently beside the altar or working hard for the non-profit charities for the rough sleepers or poverty ridden. Religion is his rock, faith is the anchor, and the day he may lose this devotion is the day he'll break. Nevertheless, he has yet to be influenced by a love greater than what he finds in the temple and thus, exists without the comfort of a woman or thoughts over his future lineage.

The Paladin is honourable, loyal to the ends of the earth, and stern albeit optimistic. Preferring to take on a guiding role, Hun has an insatiable desire to help others -- and help without second thought it what he will do. Even so, his kindness shouldn't be taken as a sign of naivety, having blood on his hands and experience under his belt from being raised in the backstreets. His age indicates that living to the prime in a career built upon justified violence has left him for the wiser, if not still accumulating such knowledge through his set tasks.

Educated and fond of reading but never finding the time, Visscher isn't quite the average foot soldier, nor knight, but truly embraces his role within religion and outside of it. Patience hard to beat in some fighters, but one not to be tested. For whilst his anger is oft withdrawn, one must remember that the fury of a gentle man is to be feared.

Bio:
Born in the backstreets of a bustling southern city somewhere within Xeria, Hunslaus was the half-son of a whore and a Northern merchant. His mother, understanding that she couldn't care for the child, passed him off to the local temple which acted as an orphanage, where he was raised writing scriptures. Then, at the age of seven, a handful of boys and girls were selected from the wider group to be trained for paladin duties. This included divine magic, clergy roles, and combat. Much alike knights, they were squired to elder paladins and taught the prerequisite skills. Hunslaus was an angry boy for most of his youth until this point, often being one of the few to respond with his fists rather than a calm apology. The temple was continuously fishing him from harm, but the training he endured eased the rage and eventually moulded it into kindness.

The temple sported a pantheon, those of the paladin class praying most heavily to Bellum, the god of justice, faith, and war in heavenly right. For most his life, the holy order was involved in sending paladins out to disturbances of demons, witchcraft, necromancers and any who had an issue with something that hid from the light and held bad intention. It was, and is, the most righteous work Hunslaus believed that one could undertake. Most are sent out with caravans, or one may even hire a paladin to accompany them. Yet for the better part, Hun is allowed to make his own choice depending on employment. Alas, he finds comfort in spending long months between fighting at the temple to relieve and soothe his troubled soul.

Hunslaus has lost those he's loved, people he named family, and has seen beyond the veil of men to beyond the skies. Yet the peace that he desperately desires during the night, is rare to be found. Each sin is heavy to carry, stooping the backs of lesser men but his shoulders sag ever further. Alas, he finds the possibility of damnation worth the service he does. And if he cares about something enough, Hunslaus would be willing to forfeit his very being, religion, and sacrifice his entirety of faith if he believed it would bring them back from the edge.

Likes & Dislikes:
+ Taking time to think
+ Peaceful discussion
+ Playing football with the street rats when he can
+ Hot lemon water

- Insulting the temple/religion
- Drinking (alcohol)
- Ignorance
- Undeserved cruelty/violence

Equipment & Inventory:
Rations: The rations are oft stale biscuits, salted meats, enough to last for 7 days in the wilderness.
Full set of plated, steel armour: Bound across the shoulders and around the head is cloth, printed with words from the temple which will usually illuminate when an incantation is uttered.
Rune Amulet: Depicting the god Bellum, of war and justice.
Robes/Spare Tunics: For on the road and his return home.

***


Powers and/or Magic Abilities:
Protection: Gives protection from dark auras and offers a radiance which drives off weak demons. Works to a large extent, albeit can be broken by more experienced and stronger forces.
Smite: Causes his weapon to have a divine aura which heavily injures the undead, demons, and other related foes (corrupted).
Remove Curse: Removes curses and purifies places as well as people.
Blessings: The blessing he gives can be part of increasing luck, speed, intelligence, strength, and charisma.
Divine Light: Mimics daylight albeit with a holier bonus, again used for either a torch or blinding enemies.


Combat Skills:
Engages in swordsmanship and effective hand-to-hand skill. Whilst he's been taught to respect the blade, Hunslaus also respects what using one's body during combat can do when giving you the edge. Due to wearing steel plate armour, it's common for Knights and Paladins alike to use this to their advantage when grabbing another's blade to halt the swing, bearing the brunt of an attack to hit back and throwing their weight. Hun is known for wrestling, boxing, and being able to swing a claymore from above his head. The claymore, using two hands, uses more strength in each hit with crippling accuracy and power, enough to decapitate if held right.


Weapons:
Claymore: Inscribed with a line of scripture down the blade and bronze plating becoming worn off the handle/hilt from its use. Always kept in perfect condition.
Shortsword: A a secondary weapon hitched on the same hip if the claymore is to fail or fall during battle.
Dagger: Mostly for day to day usage and is rarely used during battle, but much more as the ultimate failsafe.

***

Musical Theme:


Quotes:
"Walk with the sun."

Character Inspiration:
Germanic/Celtic mythology n' Catholic saints. Let's not forget the whole Templar dealio, DEUS VULT.


chocolate

Olivia, Catherine, Sonia, Veros, and Hunslaus have been accepeted.
 
1540420187291.png
Name:
Xenos Pyre | zee · nose · pear
Age:
204
Gender:
Male | he, him, his
Race:
Half-elf | Dragon/Dark elf mix


Alignment:
Chaotic Neutral
Profession:
Artisan Brewer (specifically in medicine)
Personality & Behavior:
Xenos is a compelling creature to say the least. His appearance alone draws enough attention to himself, and brings about many curious and/or judgmental eyes. However, it would be wise not to judge a book by its cover, especially on the topic of Xenos. The half elf tends to keep to himself, bringing about a cold, mysterious aura and a hint of shyness to him. Although he is far from shy, he isn't outgoing or obnoxious in the least. Xenos has a low tolerance for loud and annoying people, and will try to avoid them at all costs. The male has a steady head on his shoulders. He thinks before he acts, going over every possible scenario in his head.
Because of his cold outwardly demeanor people often regard him as unfriendly or mean; when really he just doesn't care for small talk, preferring to sit in silence rather than drag on about futile things. Often times Xenos doesn't care much about other peoples opinions. He does what he wants and what he thinks is right without addressing the people around him, which can be problematic at times. The male prides himself in his magic and is always willing to absorb new pieces of information - whether it be from a book or from someone else. Although the dark elf could easily use his magic for bad, he finds it much more rewarding to help others than to hurt them. Xenos is perceptive when it comes to the world around him. His piercing gold eyes catch everything, so good luck hiding anything from him. But being the private person he is, he has his fair share of secrets. If he is loyal enough to you, any secret you tell him he'll carry to his grave. Xenos would give his life for the people he trusts; unfortunately those he comes to trust are a rare breed.
Bio:
Xenos, being 204 years old, has been wandering the earth for a long time. He may seem old and mature to the average human, but in the eyes of his fellow dragon/dark elf family he is but a mere child just trying to find his way. The male grew up in a dark elf territory, filled with dark forests and old castles. His father left their family before Xenos was born, for he knew the shame that would come upon him if a powerful race such as the dragons found out his son was half elf. Xenos was an outcast, even his own mother called his horns unsightly. As a boy he was never home, constantly wandering forests and admiring the plants that inhabited them. He gravitated towards herbs and medicine at a very young age, figuring out what he wanted to do with his life when he was only 20. When he was 120 he set out to travel the world, leaving behind everything and everyone he knew. One day he was attacked by a powerful necromancer, and was robbed and left for dead in the middle of an uninhabited forest. Luckily, a witch doctor came across him and healed him back to normal. She taught him everything he knew, and when she died he was devastated. In attempts to bring her back to life Xenos sacrificed everything he had to the Old God, but never succeeded. Now he dedicates his life to healing others in need, as she did for him all those years ago.
Likes & Dislikes:
Likes: Herbs and medicine
Lush green forests
Comfortable silence
Voodoo
Other magic users
Sweet rolls
Dislikes: Loud noises
Aggressive and/or obnoxious people
Large crowds
Chocolate
Children
Equipment & Inventory:
Besides Xenos' Witch Doctor necklace and robes he doesn't carry much with him. A couple of potions tied around his waist for easy use, some useful herbs and a bit of money in a sack around his waist as well. He also carries his voodoo doll with him everywhere, in case he needs to preform sympathetic magic.


Powers and/or Magic Abilities:
Xenos is a Witch Doctor; meaning he specializes in voodoo and dark magic. The half elf walks a fine line of possibilities between using his magic for good or using his magic for evil. And although Xenos could easily use his magic to inflict great pain upon others, Xenos never does anything that doesn't directly benefit him. Luckily he is not a malicious or spiteful person. Instead he prefers to focus his magic ability on potions and medicine that will heal the wounded and the sick (for a hefty price). Outside of having a natural affinity for healing, Xenos' magical prowess includes:
Pyrokinesis- Xenos does not ignore the dragon blood that runs through his veins. Due to his fathers side, he dabbles in one type of elemental magic: Pyrokinesis. Xenos' flames burn hot, their color tainted with purple and black. He can summon fire from his bare hands as well as breath it out of his mouth. His fire isn't as strong as a pure blood dragons would be, but it does come in handy if he ever needs to defend himself (or intimidate).
Necromancy- no, he cannot summon an undead army. He can, however, resurrect someone from the dead (if he has their body and the right means) but it takes a huge toll on his body, and he's only ever succeeded in doing it once.
Mediumship- Xenos can communicate/interact with those who have passed on to the other side.
Voodoo- using sympathetic magic, Xenos specializes in The Law of Contact/Contagion. With only a strand of someone's hair the male can inflict pain onto that being, but he cannot kill them.
Businesses:
Xenos' business is independent and a bit isolated. Located on the outskirts of a town near the capitol city, a few paces into the mystical forest lies Xenos' business/home. An interesting architecture that is based into a tree and travels all throughout the inside of the branches. Because he prefers his own company he doesn't mind that he doesn't get many customers. He does have a few regulars that admire his work; mostly other beings in the same magic practice as him who come back regularly to trade items and knowledge.

1540427067934.png
Combat Skills:
Xenos isn't much of a fighter. He prefers to resolve a conflict by using his head rather than his fists, but despite his lanky stature the male is quite tall and quite toned. If he's ever pushed into a corner without a choice Xenos is not afraid to use brute force. The half elf will often use his pyrokinesis to fight, coating his fists in fire or using the heat to push his enemies back. His voodoo and dark magic isn't exactly fit for a one on one fight, but in certain sticky situations he will set up a voodoo spell (unfortunately voodoo takes a lot of prep time).
 



  • 91cc16eac3ba39f4e6d194f2669288ab.jpg
    Name: Delia Thauer
    Age: 26
    Gender: Female
    Race: Faun
    Alignment: Neutral Good
    Profession: Traveler

    Appearance: Delia has three forms. The first is a normal human one. She stands at about four foot ten with a slim, hourglass frame. Dark auburn hair falls in wild curls down to her waist, framing a delicate, heart shaped face. Her skin is well tanned, her back and sides covered in distinctive white spots like a deer's markings. Her wide eyes are a bright green, ringed by markings the color of her hair, and her nose has a similar white marking as the spots on her back. Her second form is that of a small deer. It's fur is dark auburn, with white spots across the back. Her third form, which she uses the most, is mostly humanoid. Her top half is human, with the same markings, but her bottom half is legs of a deer, similar to a satyr's build. In this form, she stands at about five foot one. All three forms have antlers, which vary in length depending on the time of the year. She sheds them early winter, and they finish growing around late summer, adding six to eight inches to her height.

    Personality & Behavior: Quiet and reserved, Delia is the one you come to when you need emotional support. She a sensitive soul with a delicate, easily broken heart. One on one, or in a small group, she is sweet and silly, but a natural anxiety makes it hard for her to manage crowds usually, and she finds herself wholly unable to start a conversation with a stranger. She typically doesn't have trouble if they start the conversation though. She has no discernible temper, tending to break down into tears of frustration over situations that would make most people angry. In fact, she breaks down into tears frequently, and is not always a good person to have in a crisis. Despite her sensitivity, she's afraid of very little. Aside from other people of course.

    Bio: Delia was born in the small forest kingdom of Llorylinth, which is inhabited solely by fantasy, magical creatures and beings. She was raised mostly in a pack of satyrs and fauns, though many fairies lived among them as well. Their pack bordered a village of wood elves, who traded with them frequently, but otherwise they had little contact. She met Pluma young and the pair grew up very close. Fauns are in general fairly shy creatures unlike their satyr counterparts, but Delia exceeded that with almost crippling anxiety when she was young. She relied heavily on Pluma, who brought her out of her shell. As she slowly learned how to manage her anxiety, her curiosity about life outside of their kingdom began to grow. It was not uncommon for the people of Llorylinth to go on a sabbatical to explore, and it was very rare for them not to return once their curiosity was satisfied. So when Delia announced her desire to leave for a time, the response from her people was positive, and they kitted her out with everything she would need for her journey. And so off she set with Pluma as her companion, exploring the world and seeing the sights.



    Likes & Dislikes:
    +traveling
    -crowds
    +Pluma
    -confined spaces
    +music
    -sleeping alone
    +helping plants grow
    -raised voices
    +dancing
    -people touching her antlers without permission

    Equipment & Inventory: She carries a largish pack on her back, with a spare pair of pants, three tunics, her flute, and her pipes. The rest of her pack is full of packets of various herbs and medicines. She also keeps a lyre strapped to her back. Around her waist she wears a leather belt, from which a variety of pouches hang. One is filled with carefully coiled spare strings, another with more coins than a woman from the forest should probably have. The rest are filled with yet more herbs and medicines. The last thing she carries is an oak staff, with various gems woven into it like it had grown around them, which she uses to help channel her magic in certain ways.
    Weaknesses & Limits:
    (PM me this. This is done to avoid meta-gaming.)

    Powers and/or Magic Abilities: Like all fauns, Delia's magic centers around nature. Each of them channel their magic in different ways. She focuses primarily on music, which is why she carries so many different instruments. Playing instruments in certain ways, she's able to thread her magic through the music. With this she's able to help plants grow much faster, heal them, make fields and trees and bushed produce more robust food, clear away harmful bugs, and protecting plants from sickness and wilting. Her magic extends to animal life as well. Even without magic she is able to understand and converse with them. With magic she is able to heal them, and is able to affect their emotions in small ways, such as calming them when frightened. She's also able to rid them of pests.
    Combat Skills: Has very few skills that are combat oriented, choosing to flea when presented with violence. The only defense she may use in these situations is magic to entangle her enemy to make it easier to escape. Her staff also packs enough of a wallop to daze her enemy, again making it easier to escape.
    Weapons: She carries no weapons, having a strong aversion to them.

    Others:

    Musical Theme: Will add when I find one
    Quotes:
    "Dyen vekat sunera, adai keton."
    Loosely translated to, "Have peace, my friend." Can be a hello, a farewell, or a reassurance in Llorylinth.
 
Last edited:
View attachment 496261
Name:
Xenos Pyre | zee · nose · pear
Age:
204
Gender:
Male | he, him, his
Race:
Half-elf | Dragon/Dark elf mix


Alignment:
Chaotic Neutral
Profession:
Artisan Brewer (specifically in medicine)
Personality & Behavior:
Xenos is a compelling creature to say the least. His appearance alone draws enough attention to himself, and brings about many curious and/or judgmental eyes. However, it would be wise not to judge a book by its cover, especially on the topic of Xenos. The half elf tends to keep to himself, bringing about a cold, mysterious aura and a hint of shyness to him. Although he is far from shy, he isn't outgoing or obnoxious in the least. Xenos has a low tolerance for loud and annoying people, and will try to avoid them at all costs. The male has a steady head on his shoulders. He thinks before he acts, going over every possible scenario in his head.
Because of his cold outwardly demeanor people often regard him as unfriendly or mean; when really he just doesn't care for small talk, preferring to sit in silence rather than drag on about futile things. Often times Xenos doesn't care much about other peoples opinions. He does what he wants and what he thinks is right without addressing the people around him, which can be problematic at times. The male prides himself in his magic and is always willing to absorb new pieces of information - whether it be from a book or from someone else. Although the dark elf could easily use his magic for bad, he finds it much more rewarding to help others than to hurt them. Xenos is perceptive when it comes to the world around him. His piercing gold eyes catch everything, so good luck hiding anything from him. But being the private person he is, he has his fair share of secrets. If he is loyal enough to you, any secret you tell him he'll carry to his grave. Xenos would give his life for the people he trusts; unfortunately those he comes to trust are a rare breed.
Bio:
Xenos, being 204 years old, has been wandering the earth for a long time. He may seem old and mature to the average human, but in the eyes of his fellow dragon/dark elf family he is but a mere child just trying to find his way. The male grew up in a dark elf territory, filled with dark forests and old castles. His father left their family before Xenos was born, for he knew the shame that would come upon him if a powerful race such as the dragons found out his son was half elf. Xenos was an outcast, even his own mother called his horns unsightly. As a boy he was never home, constantly wandering forests and admiring the plants that inhabited them. He gravitated towards herbs and medicine at a very young age, figuring out what he wanted to do with his life when he was only 20. When he was 120 he set out to travel the world, leaving behind everything and everyone he knew. One day he was attacked by a powerful necromancer, and was robbed and left for dead in the middle of an uninhabited forest. Luckily, a witch doctor came across him and healed him back to normal. She taught him everything he knew, and when she died he was devastated. In attempts to bring her back to life Xenos sacrificed everything he had to the Old God, but never succeeded. Now he dedicates his life to healing others in need, as she did for him all those years ago.
Likes & Dislikes:
Likes: Herbs and medicine
Lush green forests
Comfortable silence
Voodoo
Other magic users
Sweet rolls
Dislikes: Loud noises
Aggressive and/or obnoxious people
Large crowds
Chocolate
Children
Equipment & Inventory:
Besides Xenos' Witch Doctor necklace and robes he doesn't carry much with him. A couple of potions tied around his waist for easy use, some useful herbs and a bit of money in a sack around his waist as well. He also carries his voodoo doll with him everywhere, in case he needs to preform sympathetic magic.


Powers and/or Magic Abilities:
Xenos is a Witch Doctor; meaning he specializes in voodoo and dark magic. The half elf walks a fine line of possibilities between using his magic for good or using his magic for evil. And although Xenos could easily use his magic to inflict great pain upon others, Xenos never does anything that doesn't directly benefit him. Luckily he is not a malicious or spiteful person. Instead he prefers to focus his magic ability on potions and medicine that will heal the wounded and the sick (for a hefty price). Outside of having a natural affinity for healing, Xenos' magical prowess includes:
Pyrokinesis- Xenos does not ignore the dragon blood that runs through his veins. Due to his fathers side, he dabbles in one type of elemental magic: Pyrokinesis. Xenos' flames burn hot, their color tainted with purple and black. He can summon fire from his bare hands as well as breath it out of his mouth. His fire isn't as strong as a pure blood dragons would be, but it does come in handy if he ever needs to defend himself (or intimidate).
Necromancy- no, he cannot summon an undead army. He can, however, resurrect someone from the dead (if he has their body and the right means) but it takes a huge toll on his body, and he's only ever succeeded in doing it once.
Mediumship- Xenos can communicate/interact with those who have passed on to the other side.
Voodoo- using sympathetic magic, Xenos specializes in The Law of Contact/Contagion. With only a strand of someone's hair the male can inflict pain onto that being, but he cannot kill them.
Businesses:
Xenos' business is independent and a bit isolated. Located on the outskirts of a town near the capitol city, a few paces into the mystical forest lies Xenos' business/home. An interesting architecture that is based into a tree and travels all throughout the inside of the branches. Because he prefers his own company he doesn't mind that he doesn't get many customers. He does have a few regulars that admire his work; mostly other beings in the same magic practice as him who come back regularly to trade items and knowledge.

Combat Skills:
Xenos isn't much of a fighter. He prefers to resolve a conflict by using his head rather than his fists, but despite his lanky stature the male is quite tall and quite toned. If he's ever pushed into a corner without a choice Xenos is not afraid to use brute force. The half elf will often use his pyrokinesis to fight, coating his fists in fire or using the heat to push his enemies back. His voodoo and dark magic isn't exactly fit for a one on one fight, but in certain sticky situations he will set up a voodoo spell (unfortunately voodoo takes a lot of prep time).
Xenos is accepted. You can join the in IC thread now.
 
Name:
Lilit Manafu
Age:
145
Gender:
Female
Race:
Life-force based Vampiric Entity
Appearance:
1540617500412.png
Alignment:
Chaotic Neutral
Profession:
Traveler
Personality & Behavior:
Though she's quite old by most species' standards and looks fairly cold and serious, Lilit is actually fairly talkative. She has a bit of an aggressive side, enjoying teasing others and competition in general, but is otherwise for the most part pretty amicable. This somewhat loud side of her however is mostly for show. She mostly acts as such just to try to entertain herself or to more easily get along with others. While in the end simply acting this way for long enough made her really act this way naturally, when under pressure she reverts to a more cold and calculated personality, with few moral qualms when it comes to choosing between herself, anyone she might happen to care about, and strangers.
Bio:
Lilit was born to a small clan of energy-draining beings, commonly associated with vampires despite being different in a few ways. Rather than blood, they drain life energy itself to sustain themselves. Unable to undergo photosynthesis to create energy or consume nutrients to transform into energy, they magically sap energy from creatures within their range to continue living. A sort of parasite that didn't require any specific host, they did not consider themselves suited for living with other sapient races. After all, simply being in proximity of others would result in the slow draining of their life. Lilit, however, was not satisfied with this. Considered a magical prodigy in her village, she had become the leader of the clan through battles, besting everyone else. She wanted to see, and believed she could even conquer, the world. However, her sense of scale was warped due to her clan's village being all she knew. Instead, she took an interest in what the world had to offer as entertainment. However, her energy-draining nature did not mesh well with others as expected, leading to a fair bit of ostracism at first. Studying the nature of her clan's nature, Lilit eventually developed a way to restrict the energy-drain, allowing proper interaction with others from outside her clan. While having technically passed off leadership of her clan to another and claiming to simply be wandering around the world for fun, she does wish to eventually help her clan expand into other races' spheres of influence by learning about them and how to integrate her race into them.
Likes & Dislikes:
+Hanging around others
+Still appreciates some alone time every so and then
+Her clan
+Competition of almost any kind
-Indecision
-Criticism of her clan, albeit this is uncommon due to their sparse numbers
-Food that smells good, due to her inability to consume it
Equipment & Inventory:
She carries a fair amount of money, changes of clothing, and a few tomes.
Weaknesses & Limits:
(I actually don't have enough chocolate to start a PM, need 25 total to start PMs. I don't know if this works, but maybe you can PM me and I can reply back?)

Powers and/or Magic Abilities:
Energy Drain - The passive ability for her race that she needs to live. She simply continuously sucks energy out of anything that lives within 2 meters of her. Due to her research and training, she can change the rate, range, and targets of the drain.
Energy Magic - Magic based on her energy. This is primarily used to create blood red constructs, but due to simply being energy extends to more esoteric uses as well. For example, she can form it into a sort of force field, or create non-elemental blasts of pure energy.

Combat Skills:
Due to being able to control it, Lilit often relies on energy drain to simply drain her target dry of energy. Between this and the constructs and projections she can create using her magic, she tends to move around using wing-like constructs while draining energy and protecting herself with more constructs. If facing a non-living being, she tends to still keep her distance, but fires blasts of energy or large blade-like constructs to attack. This style of fighting has resulted in practically nonexistent hand-to-hand skills, though.
Weapons:
Likes the look of swords, though has no ability to use one nor does she possess one.
 
Last edited:
Name:
Lilit Manafu
Age:
145
Gender:
Female
Race:
Life-force based Vampiric Entity
Appearance:
View attachment 496892
Alignment:
Chaotic Neutral
Profession:
Traveler
Personality & Behavior:
Though she's quite old by most species' standards and looks fairly cold and serious, Lilit is actually fairly talkative. She has a bit of an aggressive side, enjoying teasing others and competition in general, but is otherwise for the most part pretty amicable. This somewhat loud side of her however is mostly for show. She mostly acts as such just to try to entertain herself or to more easily get along with others. While in the end simply acting this way for long enough made her really act this way naturally, when under pressure she reverts to a more cold and calculated personality, with few moral qualms when it comes to choosing between herself, anyone she might happen to care about, and strangers.
Bio:
Lilit was born to a small clan of energy-draining beings, commonly associated with vampires despite being different in a few ways. Rather than blood, they drain life energy itself to sustain themselves. Unable to undergo photosynthesis to create energy or consume nutrients to transform into energy, they magically sap energy from creatures within their range to continue living. A sort of parasite that didn't require any specific host, they did not consider themselves suited for living with other sapient races. After all, simply being in proximity of others would result in the slow draining of their life. Lilit, however, was not satisfied with this. Considered a magical prodigy in her village, she had become the leader of the clan through battles, besting everyone else. She wanted to see, and believed she could even conquer, the world. However, her sense of scale was warped due to her clan's village being all she knew. Instead, she took an interest in what the world had to offer as entertainment. However, her energy-draining nature did not mesh well with others as expected, leading to a fair bit of ostracism at first. Studying the nature of her clan's nature, Lilit eventually developed a way to restrict the energy-drain, allowing proper interaction with others from outside her clan. While having technically passed off leadership of her clan to another and claiming to simply be wandering around the world for fun, she does wish to eventually help her clan expand into other races' spheres of influence by learning about them and how to integrate her race into them.
Likes & Dislikes:
+Hanging around others
+Still appreciates some alone time every so and then
+Her clan
+Competition of almost any kind
-Indecision
-Criticism of her clan, albeit this is uncommon due to their sparse numbers
-Food that smells good, due to her inability to consume it
Equipment & Inventory:
She carries a fair amount of money, changes of clothing, and a few tomes.
Weaknesses & Limits:
(I actually don't have enough chocolate to start a PM, need 25 total to start PMs. I don't know if this works, but maybe you can PM me and I can reply back?)

Powers and/or Magic Abilities:
Energy Drain - The passive ability for her race that she needs to live. She simply continuously sucks energy out of anything that lives within 2 meters of her. Due to her research and training, she can change the rate, range, and targets of the drain.
Energy Magic - Magic based on her energy. This is primarily used to create blood red constructs, but due to simply being energy extends to more esoteric uses as well. For example, she can form it into a sort of force field, or create non-elemental blasts of pure energy.

Combat Skills:
Due to being able to control it, Lilit often relies on energy drain to simply drain her target dry of energy. Between this and the constructs and projections she can create using her magic, she tends to move around using wing-like constructs while draining energy and protecting herself with more constructs. If facing a non-living being, she tends to still keep her distance, but fires blasts of energy or large blade-like constructs to attack. This style of fighting has resulted in practically nonexistent hand-to-hand skills, though.
Weapons:
Likes the look of swords, though has no ability to use one nor does she possess one.
Character accepted, go ahead and head straight to Vegera.
 
Name:
Laciel Carmona
Age:
22
Gender:
Male
Race:
Human
Appearance:
Standing at 5’11, Laciel wears Scale Mail armor with a White Tunic over the mail, Brown Leather Pants and Leather Working Boots. He has Jet Black hair that falls down just above his Emerald Green eyes.
Alignment:
Neutral Good
Profession:
Adventurer
Personality & Behavior:
Reckless, good hearted and blessed with unwavering courage, Laciel will always do what he believes is right, charging into situations without a plan because he wont hesitate to help someone. He is a master with a shield, posing a threat with one even without his trusty sword. Despite his abilities with a shield, his sword means a lot to him. Confortare, his longsword, was made by him with his father and because of this he will never leave it behind. When in combat, Laciel becomes an adept tactician and leader, taking charge and leading others to victory, still pulling reckless stunts to save others however, but only when truly needed. Laciel has a weakness for fresh bread and cant help but get some when he can. Laciel harbors a deep hatred towards his parents, seeing them would infuriate him (not to violence). When he has free time, Laciel sketches various things.
Bio:
Laciel grew up in a small town known as Abolee, with his father Belmir Carmona, and his mother Catherine Carmona. His childhood best friend, Amelia, was the only other kid his age at the time. Laciel would spend his early years playing with Amelia, pretending they were heroes, fishing, visiting the animals around town, and being taught how to draw by Amelia. But mostly, they would listen to Laciels grandfather, Aden, tell stories of his time as a soldier and adventurer.
Around the age of 12, Laciel began to learn to smith weapons alongside his father. Together they forged a longsword, dubbed Confortare by Laciel. Amelia also began her apprenticeship at the same time, learning to make shoes. The two had little time to do their normal routine but they still found time to relax and retell grandpa Aden’s stories.
Two years passed. Rumors had been flying that an undead horde had been forming. The local garrison of soldiers had been dispatched to protect the castle, as it seemed the most likely target. Unfortunately, the target was Abolee.
When the undead struck, no one saw it coming. Panic consumed the streets, those who had no weapons were outright slaughtered, while those with weapons fought to defend their home. Laciel and Amelia were out at the stables when the attack began and they fled through the streets, running to Amelias nearby home. Watching the battle rage, Laciel was determined to do something. Snatching the house sword, he charged into the fray. Laciel eventually found himself near the Lich in charge of the horde, and rashly challenged the undead spellcaster. The Lich backhanded Laciel across the field where he landed, unconscious.
When Laciel awoke, he found the town still standing with a tale of a mysterious archer with a golden arrow, who slew the Lich. His parents no where to be found. The villagers told Laciel that they had fled the town and not come back. Furious, Laciel couldn’t believe that his parents would abandon him.
He moved in with his grandfather and took over the family shop, Carmona Crafts. 4 years pass, Laciel is now 18. Everyday since that fateful battle, Laciel told Amelia that he would become an hero and save others all across the land and make sure no one else dies. Amelia had tried for about 3 months to convince him to not go but eventually realized how stubborn Laciel could be, and simply listened to him and prayed for him.
Laciel would take the armor and shield he had worked on for those 4 years and leave his hometown behind, telling them “Its not goodbye, its until we meet again.” With hugs and a few tears, Aden and Amelia and the rest of the town wave to Laciel as he marched towards his destiny, in the world outside of Abolee.

Likes & Dislikes:
Bread, making everyone smile when he can, magic, his sword, drawing, horse riding, storytelling, "Chocolate".
Equipment & Inventory:
Scale mail, A steel Heater shield, A longsword with Confortare engraved into the blade, a backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.
Weaknesses & Limits:
He is, in the end, still just a human.

Situational:
N/A

Powers and/or Magic Abilities:
Unbreakable Willpower, The ability to push his body to the limit for a moment of almost unnatural speed and strength that leaves him hurt if done more that twice in a short period (about an hour)
Businesses:
N/A
Combat Skills:
Fighting with a sword and shield, Laciel keeps his shield high, and attacking fast. Actively using his shield to bash his enemy, knock their weapon aside and force the enemy to back peddle. He constantly keeps aware of the battle field and will organize his allies into formations to help them survive and constantly yelling inspiration into their hearts.
Weapons:
Longsword ( Confortare ), a Dagger in his boot
Others:
Despite being one of the most mundane people in any group, Laciel will always stand up first and be the last one to give in. He is proof that you don’t need anything supernatural to be great, just the will to keep going.

Musical Theme:
Imagine a scene where the entire group has collapsed and Laciel is getting up for the 3rd time to defend his friends despite how he should be out of energy and be in so much pain he couldn’t move. Then this plays.
"Heart of Courage" By Two Steps From Hell
Quotes:
“Its not goodbye, its until we meet again.”
Character Inspiration:

N/A

There are stories for each individual character in Laciels story. If you have any question, I promise I have the answer.
 
Last edited:
Name:
Laciel Carmona
Age:
22
Gender:
Male
Race:
Human
Appearance:
Standing at 5’11, Laciel wears Scale Mail armor with a White Tunic over the mail, Brown Leather Pants and Leather Working Boots. He has Jet Black hair that falls down just above his Emerald Green eyes.
Alignment:
Neutral Good
Profession:
Adventurer
Personality & Behavior:
Reckless, good hearted and blessed with unwavering courage, Laciel will always do what he believes is right, charging into situations without a plan because he wont hesitate to help someone. He is a master with a shield, posing a threat with one even without his trusty sword. Despite his abilities with a shield, his sword means a lot to him. Confortare, his longsword, was made by him with his father and because of this he will never leave it behind. When in combat, Laciel becomes an adept tactician and leader, taking charge and leading others to victory, still pulling reckless stunts to save others however, but only when truly needed. Laciel has a weakness for fresh bread and cant help but get some when he can. Laciel harbors a deep hatred towards his parents, seeing them would infuriate him (not to violence). When he has free time, Laciel sketches various things.
Bio:
Laciel grew up in a small town known as Abolee, with his father Belmir Carmona, and his mother Catherine Carmona. His childhood best friend, Amelia, was the only other kid his age at the time. Laciel would spend his early years playing with Amelia, pretending they were heroes, fishing, visiting the animals around town, and being taught how to draw by Amelia. But mostly, they would listen to Laciels grandfather, Aden, tell stories of his time as a soldier and adventurer.
Around the age of 12, Laciel began to learn to smith weapons alongside his father. Together they forged a longsword, dubbed Confortare by Laciel. Amelia also began her apprenticeship at the same time, learning to make shoes. The two had little time to do their normal routine but they still found time to relax and retell grandpa Aden’s stories.
Two years passed. Rumors had been flying that an undead horde had been forming. The local garrison of soldiers had been dispatched to protect the castle, as it seemed the most likely target. Unfortunately, the target was Abolee.
When the undead struck, no one saw it coming. Panic consumed the streets, those who had no weapons were outright slaughtered, while those with weapons fought to defend their home. Laciel and Amelia were out at the stables when the attack began and they fled through the streets, running to Amelias nearby home. Watching the battle rage, Laciel was determined to do something. Snatching the house sword, he charged into the fray. Laciel eventually found himself near the Lich in charge of the horde, and rashly challenged the undead spellcaster. The Lich backhanded Laciel across the field where he landed, unconscious.
When Laciel awoke, he found the town still standing with a tale of a mysterious archer with a golden arrow, who slew the Lich. His parents no where to be found. The villagers told Laciel that they had fled the town and not come back. Furious, Laciel couldn’t believe that his parents would abandon him.
He moved in with his grandfather and took over the family shop, Carmona Crafts. 4 years pass, Laciel is now 18. Everyday since that fateful battle, Laciel told Amelia that he would become an hero and save others all across the land and make sure no one else dies. Amelia had tried for about 3 months to convince him to not go but eventually realized how stubborn Laciel could be, and simply listened to him and prayed for him.
Laciel would take the armor and shield he had worked on for those 4 years and leave his hometown behind, telling them “Its not goodbye, its until we meet again.” With hugs and a few tears, Aden and Amelia and the rest of the town wave to Laciel as he marched towards his destiny, in the world outside of Abolee.

Likes & Dislikes:
Bread, making everyone smile when he can, magic, his sword, drawing, horse riding, storytelling.
Equipment & Inventory:
Scale mail, A steel Heater shield, A longsword with Confortare engraved into the blade, a backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.
Weaknesses & Limits:
He is, in the end, still just a human.

Situational:
N/A

Powers and/or Magic Abilities:
Unbreakable Willpower, The ability to push his body to the limit for a moment of almost unnatural speed and strength that leaves him hurt if done more that twice in a short period (about an hour)
Businesses:
N/A
Combat Skills:
Fighting with a sword and shield, Laciel keeps his shield high, and attacking fast. Actively using his shield to bash his enemy, knock their weapon aside and force the enemy to back peddle. He constantly keeps aware of the battle field and will organize his allies into formations to help them survive and constantly yelling inspiration into their hearts.
Weapons:
Longsword ( Confortare ), a Dagger in his boot
Others:
Despite being one of the most mundane people in any group, Laciel will always stand up first and be the last one to give in. He is proof that you don’t need anything supernatural to be great, just the will to keep going.

Musical Theme:
Imagine a scene where the entire group has collapsed and Laciel is getting up for the 3rd time to defend his friends despite how he should be out of energy and be in so much pain he couldn’t move. Then this plays.
"Heart of Courage" By Two Steps From Hell
Quotes:
“Its not goodbye, its until we meet again.”
Character Inspiration:

N/A

There are stories for each individual character in Laciels story. If you have any question, I promise I have the answer.
Character accepted. Go ahead and enter Vegera!
 
Name:
Alden Worth
Age:
Unknown
Gender:
Male
Race:
Lich; Undead/ Greater Undead
Appearance:
c7d574b2d0b57b2684a9b88bdf66be08.jpg
Alignment:
Chaotic Good
Profession:
Nomadic Adventurer
Personality & Behavior:
Alden is abit of smartass. Sure he can be kind and considerate, but you start giving him crap and he flips the switch.
He is someone who wont sit by and let things go. Either he finishes it or its not over. Even if it has nothing to do with him, he'll be sure to get a good right hook in before its over, just to make sure the message hits home. If someone is doing wrong, somebody will deal with it.
But if your on his good side, you'll find someone who is always willing to help his friends, and will always be by their side
Bio:
Alden was born an unknown time ago as a human boy, in a human village, in a land that couldn’t be kingdom. Just little communities. He lived a normal life in the mines to help make a trade for his community, his family. What happened later in life is, even to him a mystery!
The last thing he remembers, before he woke, is...what's already been said. ..it was so vague…where was the rest?
The first thing he recalls was waking in a crypt. He clearly wasn’t meant to be there. It had been long forgotten, and he wasn’t posed as he should. His body slumped on the floor, a broken blade burried in his skeletal chest.
Since then, he has dragged his way out, quickly discovered undead are severely frowned upon, and that most people don’t pay much attention to a cloaked figure. Now, he travels. This world isnt new, but different. He's been awake for about 2 years, and still is learning the nuances of culture as he explores. He currently has a plan. Learn as much as he can about this world, find the remains of the blade that clearly ended him, and find out WHO ended him and why. Along the way he'll help where he can. He's still…mostly human…
Likes & Dislikes:
+alcohol
+tobacco
+rain
+history
+helping those he can
+exploring
-disrespecting the dead
-being found out
-Betrayal
-thunder
Equipment & Inventory:
Currently he wears the armor in his image, beneath a cloak
b242affc6be18a57d085329722ba22c6.jpg
He carries a broken blade, long enough to function as a short sword or large dagger, but missing a third of its blade, or so.
0fe9e860f2cbb23eed21d8388aed5a3f.jpg
sadly the last third of the blade is gone,but this is what it looks like whole!
Weaknesses & Limits:
(PM me this. This is done to avoid meta-gaming.)

Situational:
Add some of the entries here if you believe they will fit your character.

Powers and/or Magic Abilities:
Ny-immortality. Alden is a lich, witch are notoriously hard to slay. Incapacitation, on the otherhand is still possible.
Necromancy- Alden is capable of raising the dead, be it people, animals, beasts, or amalgamations fo the dead. These , however, are only capable of the simplest of orders, to at most, flipping a switch as specific orders.

Osteokinisis- Alden is capable of generating bones from the environment, and using them in combat, or every day actions.

Necrotic Fire- as the image suggest, Alden's form can alight in teal fire. These bizarre flames spark across his body upon his use of magic, and often remain for a time after he stops. These flames can shift across his form at his comand, and do not burn. They are a void, soaking up any heat and chilling the air around him. Any organic matter "burned" will cool and decay, causing injury and possible infection of the dead flesh. Healing magic is a rather good remedy for the flames effects
Businesses:
N/a
Combat Skills:
Alden can be called…graceful in combat. He uses his undead minions to wear down the opposition, but when push comes to shove, can wield bones as terrifying weapons.
Weapons:
His magic, bones. He does carry a broken sword, but it seems more for personal matters than combat.

Other:
While Alden is undead, and no longer requires food, drink, sleep, or air, most of these can be used to effect. Magic can be exhausting, and ingesting food and drink, or resting, can replenish his magical capacity.

Any who have scene him use a blade have said he clearly has had training, but he recalls none in his path…
Musical Theme:

Quotes:
“Two can keep a secret if one is dead~ isnt that the saying? Well guess what. The dead speak”
Character Inspiration:
Honestly I don’t remember! This is one that’s been stewing about for years ^^’
Chocolate~​
 
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Name:
Alden Worth
Age:
Unknown
Gender:
Male
Race:
Lich; Undead/ Greater Undead
Appearance:
Alignment:
Chaotic Good
Profession:
Nomadic Adventurer
Personality & Behavior:
Bone is abit of smartass. Sure he can be kind and considerate, but you start giving him crap and he flips the switch.
He is someone who wont sit by and let things go. Either he finishes it or its not over. Even if it has nothing to do with him, he'll be sure to get a good right hook in before its over, just to make sure the message hits home. If someone is doing wrong, somebody will deal with it.
But if your on his good side, you'll find someone who is always willing to help his friends, and will always be by their side
Bio:
Alden was born an unknown time ago as a human boy, in a human village, in a land that couldn’t be kingdom. Just little communities. He lived a normal life in the mines to help make a trade for his community, his family. What happened later in life is, even to him a mystery!
The last thing he remembers, before he woke, is...what's already been said. ..it was so vague…where was the rest?
The first thing he recalls was waking in a crypt. He clearly wasn’t meant to be there. It had been long forgotten, and he wasn’t posed as he should. His body slumped on the floor, a broken blade burried in his skeletal chest.
Since then, he has dragged his way out, quickly discovered undead are severely frowned upon, and that most people don’t pay much attention to a cloaked figure. Now, he travels. This world isnt new, but different. He's been awake for about 2 years, and still is learning the nuances of culture as he explores. He currently has a plan. Learn as much as he can about this world, find the remains of the blade that clearly ended him, and find out WHO ended him and why. Along the way he'll help where he can. He's still…mostly human…
Likes & Dislikes:
+alcohol
+tobacco
+rain
+history
+helping those he can
+exploring
-disrespecting the dead
-being found out
-Betrayal
-thunder
Equipment & Inventory:
Currently he wears the armor in his image, beneath a cloak
He carries a broken blade, long enough to function as a short sword or large dagger, but missing a third of its blade, or so.
View attachment 497222
sadly the last third of the blade is gone,but this is what it looks like whole!
Weaknesses & Limits:
(PM me this. This is done to avoid meta-gaming.)

Situational:
Add some of the entries here if you believe they will fit your character.

Powers and/or Magic Abilities:
Ny-immortality. Alden is a lich, witch are notoriously hard to slay. Incapacitation, on the otherhand is still possible.
Necromancy- Alden is capable of raising the dead, be it people, animals, beasts, or amalgamations fo the dead. These , however, are only capable of the simplest of orders, to at most, flipping a switch as specific orders.

Osteokinisis- Alden is capable of generating bones from the environment, and using them in combat, or every day actions.
Businesses:
N/a
Combat Skills:
Alden can be called…graceful in combat. He uses his undead minions to wear down the opposition, but when push comes to shove, can wield bones as terrifying weapons.
Weapons:
His magic, bones. He does carry a broken sword, but it seems more for personal matters than combat.

Other:
While Alden is undead, and no longer requires food, drink, sleep, or air, most of these can be used to effect. Magic can be exhausting, and ingesting food and drink, or resting, can replenish his magical capacity.

Any who have scene him use a blade have said he clearly has had training, but he recalls none in his path…
Musical Theme:

Quotes:
“Two can keep a secret if one is dead~ isnt that the saying? Well guess what. The dead speak”
Character Inspiration:
Honestly I don’t remember! This is one that’s been stewing about for years ^^’
Chocolate~​

Character accepted. Go ahead and delve right into Vegera.
 
Name:
Bethethel Sunbreaker
(Full name. Separate nicknames if you have any)
Age:
21
(Age group is wide.)
Gender:
Male
(Male, Female, etc.)
Race:
Human/ beast hybrid
(Human, elf, dwarf, dragonkind, surprise me)
Appearance:
(Picture and/or description)
36965bd35d0ac5d76b9852a25545a669.jpgAlignment:
Neutral good
(The D&D System is used here)
Profession:
Prince(he keeps it a secret), adventurer
(An adventurer, a mechanic, a burglar. Note: this is not their class, like a mage, warrior, or rogue.)
Personality & Behavior:
As a kid his father and mother always taught Bethethel how to be a gentleman. And his personality wouild clearly show that. He always showed manners, was nice to strangers he did not know and was never rude unless someone gave him a reason too. He is usually happy, and He cares for others close to him to where he would give his life up for them. He is smart and is always up to try anything once.
(Be faithful with what you put into here)
Bio:
Born into the kingdom of Amalaur across the seas, Bethethel as a kid and the first born of his brothers and sisters, was taught to embrace life as a happy one. As a kid he would often travel around the kingdom with his father amazed by the sights and the happy people of the kingdom. When he became of eligible age he began training as a battle warlock, a magical warrior that the kingdom of Amalaur has been known for. Throughout his training he has gained knowledge, scars, and powerful magic to be suitable of becoming a mighty warrior and leader eventually like his father. On his 21st birthday he was given the opportunity of participating in the royal task, a task of sorts that requires the next in line of the thrown to explore the outside world to see the real world on their own knowledge. So a few days after he said goodbye to his mother, father, and siblings as he took the first skyship out of the kingdom in hopes of traveling around the kingdom for knowledge and adventure.
(Simple things like how your life used to be and what you did up 'till now)
Likes & Dislikes: learning, knowledge, fighting, training
(As many as you want)
Equipment & Inventory:b19d9561ea7261de7d507adc7e0f8c0a.jpgf9b968cde52dd12bdbf98d85ff5459b8.jpg
And he weaars a small pack that contains his spellbook, coins, potions, food, etc.
(Don't be a Dragonborn; have reasonable space. If you feel like it, you can include vital items only in your PM for me to know.)
Weaknesses & Limits:
(PM me this. This is done to avoid meta-gaming.)

Situational:
N/A

Powers and/or Magic Abilities:
(Any otherworldly abilities such as pyrokinesis or water breathing.)
He uses any elemental spells that he has learned from his spellbook or learned on his own by heart
Businesses:
(Add here every information about it, from where it's located, any branches, its name of course, and more)
Combat Skills: Bethethel relies mostly on his double edged sword as much as he relies on his mind. If he is using speed, he will split his sword into two short swords as well as using his feet as he is trained in hand to hand combat. If he needs to fight from afar he will use his double blades along with quick elemental spells. He is always observing his opponent, lookikng for a weakness to exploit or gain the upper hand any way possible.
(How do they fight? With punches and kicks, or with weapons? Explain as much as you want.)
Weapons:26452667d9947f94350d6a2fc0a193a4.jpg
(If none, you can just leave a weapon of choice here as well.)

Quotes:
(Not into this myself, but still, what do they frequently say iconically?)
"I'll always have your back."
"I will never give up as long as I breath."
Character Inspiration:
(Any character you were inspired to make this character? Tell us!) He is somewhat based off of a character from a story I am currently writing.

Chocolate​
 
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  • 91cc16eac3ba39f4e6d194f2669288ab.jpg
    Name: Delia Thauer
    Age: 26
    Gender: Female
    Race: Faun
    Alignment: Neutral Good
    Profession: Traveler

    Appearance: Delia has three forms. The first is a normal human one. She stands at about four foot ten with a slim, hourglass frame. Dark auburn hair falls in wild curls down to her waist, framing a delicate, heart shaped face. Her skin is well tanned, her back and sides covered in distinctive white spots like a deer's markings. Her wide eyes are a bright green, ringed by markings the color of her hair, and her nose has a similar white marking as the spots on her back. Her second form is that of a small deer. It's fur is dark auburn, with white spots across the back. Her third form, which she uses the most, is mostly humanoid. Her top half is human, with the same markings, but her bottom half is legs of a deer, similar to a satyr's build. In this form, she stands at about five foot one. All three forms have antlers, which vary in length depending on the time of the year. She sheds them early winter, and they finish growing around late summer, adding six to eight inches to her height.

    Personality & Behavior: Quiet and reserved, Delia is the one you come to when you need emotional support. She a sensitive soul with a delicate, easily broken heart. One on one, or in a small group, she is sweet and silly, but a natural anxiety makes it hard for her to manage crowds usually, and she finds herself wholly unable to start a conversation with a stranger. She typically doesn't have trouble if they start the conversation though. She has no discernible temper, tending to break down into tears of frustration over situations that would make most people angry. In fact, she breaks down into tears frequently, and is not always a good person to have in a crisis. Despite her sensitivity, she's afraid of very little. Aside from other people of course.

    Bio: Delia was born in the small forest kingdom of Llorylinth, which is inhabited solely by fantasy, magical creatures and beings. She was raised mostly in a pack of satyrs and fauns, though many fairies lived among them as well. Their pack bordered a village of wood elves, who traded with them frequently, but otherwise they had little contact. She met Pluma young and the pair grew up very close. Fauns are in general fairly shy creatures unlike their satyr counterparts, but Delia exceeded that with almost crippling anxiety when she was young. She relied heavily on Pluma, who brought her out of her shell. As she slowly learned how to manage her anxiety, her curiosity about life outside of their kingdom began to grow. It was not uncommon for the people of Llorylinth to go on a sabbatical to explore, and it was very rare for them not to return once their curiosity was satisfied. So when Delia announced her desire to leave for a time, the response from her people was positive, and they kitted her out with everything she would need for her journey. And so off she set with Pluma as her companion, exploring the world and seeing the sights.



    Likes & Dislikes:
    +traveling
    -crowds
    +Pluma
    -confined spaces
    +music
    -sleeping alone
    +helping plants grow
    -raised voices
    +dancing
    -people touching her antlers without permission

    Equipment & Inventory: She carries a largish pack on her back, with a spare pair of pants, three tunics, her flute, and her pipes. The rest of her pack is full of packets of various herbs and medicines. She also keeps a lyre strapped to her back. Around her waist she wears a leather belt, from which a variety of pouches hang. One is filled with carefully coiled spare strings, another with more coins than a woman from the forest should probably have. The rest are filled with yet more herbs and medicines. The last thing she carries is an oak staff, with various gems woven into it like it had grown around them, which she uses to help channel her magic in certain ways.
    Weaknesses & Limits:
    (PM me this. This is done to avoid meta-gaming.)

    Powers and/or Magic Abilities: Like all fauns, Delia's magic centers around nature. Each of them channel their magic in different ways. She focuses primarily on music, which is why she carries so many different instruments. Playing instruments in certain ways, she's able to thread her magic through the music. With this she's able to help plants grow much faster, heal them, make fields and trees and bushed produce more robust food, clear away harmful bugs, and protecting plants from sickness and wilting. Her magic extends to animal life as well. Even without magic she is able to understand and converse with them. With magic she is able to heal them, and is able to affect their emotions in small ways, such as calming them when frightened. She's also able to rid them of pests.
    Combat Skills: Has very few skills that are combat oriented, choosing to flea when presented with violence. The only defense she may use in these situations is magic to entangle her enemy to make it easier to escape. Her staff also packs enough of a wallop to daze her enemy, again making it easier to escape.
    Weapons: She carries no weapons, having a strong aversion to them.

    Others:

    Musical Theme: Will add when I find one
    Quotes:
    "Dyen vekat sunera, adai keton."
    Loosely translated to, "Have peace, my friend." Can be a hello, a farewell, or a reassurance in Llorylinth.
    (Not into this myself, but still, what do they frequently say iconically?)
Both characters accepted. Go ahead and head into Vegera.
 

SADIKA EREMOS
female, 23, rogue, scorpion clan
AT A GLANCE​

FULL NAME Sadika Eremos

GENDER Non-conforming in public, but she identifies as female.

AGE 280 years

RACE Eladrin

SEXUALITY Heterosexual

OCCUPATION Assassin, tracker, navigator, sentinel... she can fulfill many roles.

UNDER THE CLOAK​

28arpd4.jpg
PHYSICAL DESCRIPTION Dark, intelligent eyes peer out from behind a steel mask, while her long brown-black hair is covered by the hood of her lightweight cloak. Her ethnicity and gender have never been made public, and those made aware either dead or sworn to take her secret to their graves. Standing at 5'9", unusually tall for a female Elf, she easily passes as a lean man with her face covered. The feminine figure she possesses, while slight, is hidden under a breastplate and unflattering men's breeches. To reveal her identity would end her life, and she takes great precautions to preserve it.

WEAPONS & ARMOR She is only clad in a breastplate, spaulders and gauntlets, as she claims any more will only slow her down. Instead, she relies on her environment to fight. Her first choice of weapon, the crossbow she carries, is lethal when she wields it at the right place and in the right moment. Her secondary weapons are a pair of daggers (pictured) that are best suited for close encounters rather than throwing. However, Sadika has a distaste for fighting at such a close range, and has been trained to retreat long before the battle reaches hand-to-hand combat. Peculiarly, she refuses to wear proper shoes, opting for leather stockings instead.

INVENTORY The less she carries, the more mobility Sadika possesses. Thus, she only carries necessities: a coin purse, a bent hairpin for lockpicking, and a leather strop.

SKILLS & ABILITIES
DEXTERITY: Sadika's survival hinges on her agility, whether she's finding the best location to shoot or retreating before the enemy detects her presence. Whether its scaling walls, jumping down from balconies or running across rooftops, she is prepared to run from the scene of her kill or her assailants in record time.
DECEPTION: She hides her true identity within the company of anyone but the Scorpion Clan. Similarly, her voice is also misleading: while she has a naturally low timbre, speaking through a metal barrier warps it further.
PERCEPTION: As someone with a duty to maintain a hidden lifestyle, and who specializes in a ranged weapon, she has an edge in observing her surroundings. She often notices slight changes in her environment more quickly or more accurately than many other members of the Scorpion Clan.
STEALTH: Like 95% of Komorrah's population, Sadika is nocturnal. Unlike the rest of Komorrah, however, she prefers to carry out her duties as quietly as possible, instead of drunkenly bashing in her targets' skulls. The environment and manner in which she chooses to conceal herself seals her fate, but she's had plenty of practice to make the right choice to hide from or to face a threat.

SPELLS & MAGIC Sadika possesses an inborn affinity for magic, but was never properly educated until she was an adult. She has memorized simple beginner's healing, combat, and support spells, but she doesn't have a habit of carrying a stave along with her.

STRENGTHS & WEAKNESSES Sadika is quick, decisive and resourceful in combat, but her disguise is also her Achilles' heel. She never undresses, eats, or does anything that requires the removal of her armor, most importantly her mask, even if her life depends on it. This could also include activities like swimming; she would rather drown from the weight of her armor than reveal her secrets.

BEHIND THE MASK​

ALIGNMENT Chaotic Good

PERSONALITY When first meeting new people, Sadika usually comes off as coolly pleasant at best or downright emotionless at worst. Cutting off her ties to her identity also cut her off from making meaningful connections with other people, now serving as a human weapon in the name of patriotism. However, saying that she has no feelings is hurtful to her. While she prefers to keep to herself much of the time, she is surprisingly eloquent when she has no choice but to interact with others. She assumes authority naturally, when her intimidating presence is coupled with her steadfast nature. Despite the soberness she may project, her sense of humor is dry and facetious, but subtle; usually noticed only by the person she directs it towards. As a patriot, Sadika firmly believes that actions speak louder than words. Sadika will sacrifice her life to delay the downfall of Komorrah even by one day. She wields a weapon against those who endanger its people and researches any possible leads to a solution for the mysterious disease that plagues the river. Sadika's pursuit for independence destroys anyone in her path, be it friend or foe; it is an all-consuming passion, her will to live. In a sense, she is quite cruel; she is willing to manipulate and deceive anyone to fuel her only passion in life. Her wish is to leave her mark on history and then fade away when Komorrah is restored to its former glory.

Even though Sadika was taught that all lives are sacred, she will make anyone who opposes her or her Clan's ideals suffer. She sets her own morality aside when making decisions that will benefit her cause, even if it may end another person's life. She has no qualms about using her resources to settle personal vendettas, even if it calls for punishment. She handles both personal and professional matters the same way—with a weapon in her hands—even at the expense of her relationships or morality. However, she refuses to take pride in the act of murder, and she swears to repent for her sins in her next life.

HISTORY When the glorious nation of Komorrah fell from its blight and the first wave of outlaws stormed in almost three hundred years ago, members of the distinguished Eremos family, Sadika's parents and relatives, were some of the first to perish in the chaos. The rest were scattered to different parts of the desert and the coast, and a newborn Sadika was left in the care of her paternal grandfather. Her grandfather, a retired Minister of Defense, took it upon himself to ensure his only granddaughter received the proper education to protect herself, to prevent misfortune from falling upon their family for a second time. When Sadika turned 100, he enlisted the help of several men-at-arms he had became acquainted with during his career, who would become the vanguard of the Scorpion Clan and its highest-ranking leaders.

Sadika was reluctant at first, but Sadika trained for decades to become a nameless, faceless sniper. She quickly rose through the ranks due to her skill and dedication, surpassing the expectations of her masters. When the remaining citizens of Komorrah began to give up hope for the return of their government, she returned in secret. Disguised as a sellsword, a degenerate among degenerates, she carries out her duties in the name of the Scorpion Clan, living her best life and delaying the fall of Komorrah by one more day.

LIKES & DISLIKES Sadika is fond of literature, sweets, and modern technology: she built her crossbow herself, albeit out of spare parts.

Sadika loathes physical contact, but is otherwise easygoing.

THEME SONG Running Wild - Judas Priest
© penumbra
 
Last edited:

SADIKA EREMOS
female, 23, rogue, scorpion clan

AT A GLANCE​

FULL NAME Sadika Eremos

GENDER Non-conforming in public, but she identifies as female.

AGE 280 years

RACE Eladrin

SEXUALITY Heterosexual

OCCUPATION Assassin, tracker, navigator, sentinel... she can fulfill many roles.

UNDER THE CLOAK​

28arpd4.jpg
PHYSICAL DESCRIPTION Dark, intelligent eyes peer out from behind a steel mask, while her long brown-black hair is covered by the hood of her lightweight cloak. Her ethnicity and gender have never been made public, and those made aware either dead or sworn to take her secret to their graves. Standing at 5'9", unusually tall for a female Elf, she easily passes as a lean man with her face covered. The feminine figure she possesses, while slight, is hidden under a breastplate and unflattering men's breeches. To reveal her identity would end her life, and she takes great precautions to preserve it.

WEAPONS & ARMOR She is only clad in a breastplate, spaulders and gauntlets, as she claims any more will only slow her down. Instead, she relies on her environment to fight. Her first choice of weapon, the crossbow she carries, is lethal when she wields it at the right place and in the right moment. Her secondary weapons are a pair of daggers (pictured) that are best suited for close encounters rather than throwing. However, Sadika has a distaste for fighting at such a close range, and has been trained to retreat long before the battle reaches hand-to-hand combat. Peculiarly, she refuses to wear proper shoes, opting for leather stockings instead.

INVENTORY The less she carries, the more mobility Sadika possesses. Thus, she only carries necessities: a coin purse, a bent hairpin for lockpicking, and a leather strop.

SKILLS & ABILITIES
DEXTERITY: Sadika's survival hinges on her agility, whether she's finding the best location to shoot or retreating before the enemy detects her presence. Whether its scaling walls, jumping down from balconies or running across rooftops, she is prepared to run from the scene of her kill or her assailants in record time.
DECEPTION: She hides her true identity within the company of anyone but the Scorpion Clan. Similarly, her voice is also misleading: while she has a naturally low timbre, speaking through a metal barrier warps it further.
PERCEPTION: As someone with a duty to maintain a hidden lifestyle, and who specializes in a ranged weapon, she has an edge in observing her surroundings. She often notices slight changes in her environment more quickly or more accurately than many other members of the Scorpion Clan.
STEALTH: Like 95% of Komorrah's population, Sadika is nocturnal. Unlike the rest of Komorrah, however, she prefers to carry out her duties as quietly as possible, instead of drunkenly bashing in her targets' skulls. The environment and manner in which she chooses to conceal herself seals her fate, but she's had plenty of practice to make the right choice to hide from or to face a threat.

SPELLS & MAGIC Sadika possesses an inborn affinity for magic, but was never properly educated until she was an adult. She has memorized simple beginner's healing, combat, and support spells, but she doesn't have a habit of carrying a stave along with her.

STRENGTHS & WEAKNESSES Sadika is quick, decisive and resourceful in combat, but her disguise is also her Achilles' heel. She never undresses, eats, or does anything that requires the removal of her armor, most importantly her mask, even if her life depends on it. This could also include activities like swimming; she would rather drown from the weight of her armor than reveal her secrets.

BEHIND THE MASK​

ALIGNMENT Chaotic Good

PERSONALITY When first meeting new people, Sadika usually comes off as coolly pleasant at best or downright emotionless at worst. Cutting off her ties to her identity also cut her off from making meaningful connections with other people, now serving as a human weapon in the name of patriotism. However, saying that she has no feelings is hurtful to her. While she prefers to keep to herself much of the time, she is surprisingly eloquent when she has no choice but to interact with others. She assumes authority naturally, when her intimidating presence is coupled with her steadfast nature. Despite the soberness she may project, her sense of humor is dry and facetious, but subtle; usually noticed only by the person she directs it towards. As a patriot, Sadika firmly believes that actions speak louder than words. Sadika will sacrifice her life to delay the downfall of Komorrah even by one day. She wields a weapon against those who endanger its people and researches any possible leads to a solution for the mysterious disease that plagues the river. Sadika's pursuit for independence destroys anyone in her path, be it friend or foe. In a sense, she is quite cruel; she is willing to manipulate and deceive anyone to fuel her only passion in life. Her wish is to leave her mark on history and then fade away when Komorrah is restored to its former glory.

Even though Sadika was taught that all lives are sacred, she will make anyone who opposes her or her Clan's ideals suffer. Sadika's pursuit for independence destroys anyone in her path, be it friend or foe; it is an all-consuming passion, her will to live. She sets her own morality aside when making decisions that will benefit her cause, even if it may end another person's life. She has no qualms about using her resources to settle personal vendettas, even if it calls for punishment. She handles both personal and professional matters the same way—with a weapon in her hands—even at the expense of her relationships or morality. However, she refuses to take pride in the act of murder, and she swears to repent for her sins in her next life.

HISTORY When the glorious nation of Komorrah fell from its blight and the first wave of outlaws stormed in almost three hundred years ago, members of the distinguished Eremos family, Sadika's parents and relatives, were some of the first to perish in the chaos. The rest were scattered to different parts of the desert and the coast, and a newborn Sadika was left in the care of her paternal grandfather. Her grandfather, a retired Minister of Defense, took it upon himself to ensure his only granddaughter received the proper education to protect herself, to prevent misfortune from falling upon their family for a second time. When Sadika turned 100, he enlisted the help of several men-at-arms he had became acquainted with during his career, who would become the vanguard of the Scorpion Clan and its highest-ranking leaders.

Sadika was reluctant at first, but Sadika trained for decades to become a nameless, faceless sniper. She quickly rose through the ranks due to her skill and dedication, surpassing the expectations of her masters. When the remaining citizens of Komorrah began to give up hope for the return of their government, she returned in secret. Disguised as a sellsword, a degenerate among degenerates, she carries out her duties in the name of the Scorpion Clan, living her best life and delaying the fall of Komorrah by one more day.

LIKES & DISLIKES Sadika is fond of literature, sweets, and modern technology: she built her crossbow herself, albeit out of spare parts.

Sadika loathes physical contact, but is otherwise easygoing.

THEME SONG Running Wild - Judas Priest
© penumbra
Character accepted. Go ahead and head right into Ve-- or at least in Komorrah; the gang will be there soon!
 
Name:
Bethethel Sunbreaker
(Full name. Separate nicknames if you have any)
Age:
21
(Age group is wide.)
Gender:
Male
(Male, Female, etc.)
Race:
Human/ beast hybrid
(Human, elf, dwarf, dragonkind, surprise me)
Appearance:
(Picture and/or description)
View attachment 497266Alignment:
Neutral good
(The D&D System is used here)
Profession:
Prince(he keeps it a secret), adventurer
(An adventurer, a mechanic, a burglar. Note: this is not their class, like a mage, warrior, or rogue.)
Personality & Behavior:
As a kid his father and mother always taught Bethethel how to be a gentleman. And his personality wouild clearly show that. He always showed manners, was nice to strangers he did not know and was never rude unless someone gave him a reason too. He is usually happy, and He cares for others close to him to where he would give his life up for them. He is smart and is always up to try anything once.
(Be faithful with what you put into here)
Bio:
Born into the kingdom of Amalaur across the seas, Bethethel as a kid and the first born of his brothers and sisters, was taught to embrace life as a happy one. As a kid he would often travel around the kingdom with his father amazed by the sights and the happy people of the kingdom. When he became of eligible age he began training as a battle warlock, a magical warrior that the kingdom of Amalaur has been known for. Throughout his training he has gained knowledge, scars, and powerful magic to be suitable of becoming a mighty warrior and leader eventually like his father. On his 21st birthday he was given the opportunity of participating in the royal task, a task of sorts that requires the next in line of the thrown to explore the outside world to see the real world on their own knowledge. So a few days after he said goodbye to his mother, father, and siblings as he took the first skyship out of the kingdom in hopes of traveling around the kingdom for knowledge and adventure.
(Simple things like how your life used to be and what you did up 'till now)
Likes & Dislikes: learning, knowledge, fighting, training
(As many as you want)
Equipment & Inventory:View attachment 497265View attachment 497267
And he weaars a small pack that contains his spellbook, coins, potions, food, etc.
(Don't be a Dragonborn; have reasonable space. If you feel like it, you can include vital items only in your PM for me to know.)
Weaknesses & Limits:
(PM me this. This is done to avoid meta-gaming.)

Situational:
N/A

Powers and/or Magic Abilities:
(Any otherworldly abilities such as pyrokinesis or water breathing.)
He uses any elemental spells that he has learned from his spellbook or learned on his own by heart
Businesses:
(Add here every information about it, from where it's located, any branches, its name of course, and more)
Combat Skills: Bethethel relies mostly on his double edged sword as much as he relies on his mind. If he is using speed, he will split his sword into two short swords as well as using his feet as he is trained in hand to hand combat. If he needs to fight from afar he will use his double blades along with quick elemental spells. He is always observing his opponent, lookikng for a weakness to exploit or gain the upper hand any way possible.
(How do they fight? With punches and kicks, or with weapons? Explain as much as you want.)
Weapons:View attachment 497264
(If none, you can just leave a weapon of choice here as well.)

Quotes:
(Not into this myself, but still, what do they frequently say iconically?)
"I'll always have your back."
"I will never give up as long as I breath."
Character Inspiration:
(Any character you were inspired to make this character? Tell us!) He is somewhat based off of a character from a story I am currently writing.

Chocolate​
Character accepted. Go ahead delve right into Vegera.
 
Name: Nero Rex Bauldra (Maxwell's Daemon)
Age: 25
Appearance:
Pengruoxi.full.927000.jpg
Class: Warlock (Pact of The Old Gods)
Profession: Vagrant, Mathematician, Demiurge (self-proclaimed)
Species: Magos
Alignment: True Neutral
Business: none
Combat: unarmed/power based, self-taught
Weapons: Concertina wire
Equipment/Inventory: dried food, ink, quill, tome (for note taking)

Pact magic: Nero can freely manipulate the entropy of a system, object, or local area by being able to know and thusly alter the arrangement, temperature, and quantized states of the matter around him. This ability is where he can draw forth his “magics” and why he likes to refer to himself as “Maxwell's Daemon”, this information is stored in the multidimensional glyphs that cover his body. (this is for flavor only, I will not be having Nero alter time, metagame, et cetera...)

- Bloodletter's dance: Nero can produce concertina (razor) wire from within himself and manipulate it so long as it is still attached to him. This serves as his main method of self defense (beyond escape and evasion of adversaries) as it provides a reach advantage and strikes quickly
-”...and they grew into ribbons.”

- Curse of vermin: Nero is able to conjure and control various insects and arthropods, either individually or as a swarm. Furthermore he may also deconstitute into said swarm, commonly a method to scare others away and avoid conflict, or for infiltration.
-”Sure dragons can breathe fire, but can they breath HORNETS!?”


-Eldritch Form: Under extreme circumstances, Nero is able to draw upon his profane lineage and temporarily assume the form of the Old Gods. He becomes an amorphous mass of gnashing teeth, limbs, and eyes. While in this form Nero maintains his full mental faculties (for whatever that is worth). Arguably this would be Nero's best means of scaring off a potential threat, unfortunately if a situation has become dire enough to warrant such a level of pact magic, such adversaries are not the type to be easily deterred.
-”I warned you.”

-Shared trauma: Upon making physical contact with a living being, Nero may either confer any wound, curse, or ailment he's suffered to them or take on theirs.
-”Do no harm.”

Eldrich biology: Nero's blood chemistry is highly caustic such that poisons are neutralized and disease is simply unable to survive.

Background: Nero's history is a collection of vague assumptions and hearsay. This is partly because he tends to keep to himself and away from society at large, and partly because a major portion of what he says to anyone is written off as the ravings of a lunatic, which is fair. What is known is that he leads a nomadic lifestyle. Nero will disappear into the wilds for months on end only to emerge with whatever remains of sundry and vile monsters he happens to think are valuable. This practice has earned him what is technically a reputation among the local furriers and alchemists as an encounter with Nero, while often unnerving, yields valuable components. Nero claims no nation of origin, and attests that he's been a wanderer his entire life, he'd refuse to speak further on his past though no one has bothered to ask so it's worked out so far. One thing that is known to very few people and even less of them among the living is that Nero has at some point in his life come unwillingly into the service of the Old Gods, such gods are not formally recognized by any church which simply adds to the conflicting and non-confirmable rumors surrounding Nero.

Personality: Having spent his whole life on the fringes of civilizaion, Nero tends to prefer his own company over that of others, as they make as much sense to him as he does to them. As a result of his solitary habits Nero is prone to making odd and sometimes inappropriate remarks, ill timed jokes, or meandering litanous rants. In spite of these quirks, Nero is also capable of careful planning, on the rare occasions that he's hunted with a group has demonstrated himself to be quite cunning, despite being kind of rude and incredibly strange. Nero dislikes conflict, whether his adversary is a common bandit or law enforcement, Nero will seek to scare them away of evade them altogether. Should an altercation escalate to the point of violence Nero always prefers survival over honor, seeking to isolate and exploit any weakness or vulnerability in his opponent in order to secure a quick victory and then escape.

Likes:
stars
dried meats
anything pertaining to math and science

Dislikes:
most people
civil authorities
administration

“...So don't thank me for your godhood, you were never part of the plan. You exist because I haven't figured how to get the math perfect; I might try base sixteen next time if it comes to that.”

“You can stop with this m'lord shit, Minerva. You don't talk to gravity that way and you sure as hell have no business talking like that to me either. Alright? I'm not some great big magic man in the sky, no, I'm maintenance.”

Inspiration: Based off of the main character for a story I'm writing. War breaks out among the gods and the carnage begins to bleed over into the material realm, (which Nero is responsible for the keeping and maintenance of).


Theme Music:


also chocolate
 
Last edited:
Name: Nero Rex Bauldra (Maxwell's Daemon)
Age: 25
Appearance:
Class: Warlock (Pact of The Old Gods)
Profession: Vagrant, Mathematician, Demiurge (self-proclaimed)
Species: Magos
Alignment: True Neutral
Business: none
Combat: unarmed/power based, self-taught
Weapons: Concertina wire
Equipment/Inventory: dried food, ink, quill, tome (for note taking)

Pact magic: Nero can freely manipulate the entropy of a system, object, or local area by being able to know and thusly alter the arrangement, temperature, and quantized states of the matter around him. This ability is where he can draw forth his “magics” and why he likes to refer to himself as “Maxwell's Daemon”, this information is stored in the multidimensional glyphs that cover his body. (this is for flavor only, I will not be having Nero alter time, metagame, et cetera...)

- Bloodletter's dance: Nero can produce concertina (razor) wire from within himself and manipulate it so long as it is still attached to him. This serves as his main method of self defense (beyond escape and evasion of adversaries) as it provides a reach advantage and strikes quickly
-”...and they grew into ribbons.”

- Curse of vermin: Nero is able to conjure and control various insects and arthropods, either individually or as a swarm. Furthermore he may also deconstitute into said swarm, commonly a method to scare others away and avoid conflict, or for infiltration.
-”Sure dragons can breathe fire, but can they breath HORNETS!?”


-Eldritch Form: Under extreme circumstances, Nero is able to draw upon his profane lineage and temporarily assume the form of the Old Gods. He becomes an amorphous mass of gnashing teeth, limbs, and eyes. While in this form Nero maintains his full mental faculties (for whatever that is worth). Arguably this would be Nero's best means of scaring off a potential threat, unfortunately if a situation has become dire enough to warrant such a level of pact magic, such adversaries are not the type to be easily deterred.
-”I warned you.”

-Shared trauma: Upon making physical contact with a living being, Nero may either confer any wound, curse, or ailment he's suffered to them or take on theirs.
-”Do no harm.”

Eldrich biology: Nero's blood chemistry is highly caustic such that poisons are neutralized and disease is simply unable to survive.

Background: Nero's history is a collection of vague assumptions and hearsay. This is partly because he tends to keep to himself and away from society at large, and partly because a major portion of what he says to anyone is written off as the ravings of a lunatic, which is fair. What is known is that he leads a nomadic lifestyle. Nero will disappear into the wilds for months on end only to emerge with whatever remains of sundry and vile monsters he happens to think are valuable. This practice has earned him what is technically a reputation among the local furriers and alchemists as an encounter with Nero, while often unnerving, yields valuable components. Nero claims no nation of origin, and attests that he's been a wanderer his entire life, he'd refuse to speak further on his past though no one has bothered to ask so it's worked out so far. One thing that is known to very few people and even less of them among the living is that Nero has at some point in his life come unwillingly into the service of the Old Gods, such gods are not formally recognized by any church which simply adds to the conflicting and non-confirmable rumors surrounding Nero.

Personality: Having spent his whole life on the fringes of civilizaion, Nero tends to prefer his own company over that of others, as they make as much sense to him as he does to them. As a result of his solitary habits Nero is prone to making odd and sometimes inappropriate remarks, ill timed jokes, or meandering litanous rants. In spite of these quirks, Nero is also capable of careful planning, on the rare occasions that he's hunted with a group has demonstrated himself to be quite cunning, despite being kind of rude and incredibly strange. Nero dislikes conflict, whether his adversary is a common bandit or law enforcement, Nero will seek to scare them away of evade them altogether. Should an altercation escalate to the point of violence Nero always prefers survival over honor, seeking to isolate and exploit any weakness or vulnerability in his opponent in order to secure a quick victory and then escape.

Likes:
stars
dried meats
anything pertaining to math and science

Dislikes:
most people
civil authorities
administration

“...So don't thank me for your godhood, you were never part of the plan. You exist because I haven't figured how to get the math perfect; I might try base sixteen next time if it comes to that.”

“You can stop with this m'lord shit, Minerva. You don't talk to gravity that way and you sure as hell have no business talking like that to me either. Alright? I'm not some great big magic man in the sky, no, I'm maintenance.”

Inspiration: Based off of the main character for a story I'm writing. War breaks out among the gods and the carnage begins to bleed over into the material realm, (which Nero is responsible for the keeping and maintenance of).


Theme Music:

Character accepted. Head straight to Vegera.
 
For once, the cold winds were a comfort.

What

Name: Iesteth Northwind (iest-teth northwind)
Gender: Female
Age: 29
Species: Air Genasi
Alignment: Neutral Good
Profession: Travelling Potions Vendor
Likes:
+ Collecting herbs and potion ingredients
+ Cloudgazing
+ The sensation of a journey
+ Listening to conversations

Dislikes:
- Love potions
- Broken promises
- Closed spaces
- Thieves

Do I

Personality & Behaviour: Many of her customers wonder if Iesteth ever pays close attention to them or anything, as her pale gaze never meet their own. She always seems to be looking somewhere in the horizon; eyes scanning for something that nobody is able to see, to her dismay. But her noticeably elvish ears are always alert, hungrily picking up whatever words or sounds that she needs to catch, showcasing how attentive she actually is.

She enjoys hearing about the adventure, news, gossip and other tales that travellers would excitedly babble to her -- at times she would offer a free potion just for the share of sentiment. Strangers, at first glance would think she's quite a tall woman but really Iesteth often prefers to levitate slightly off the ground, with her toes barely touching the dirt or cobblestone.

There's always a melancholic coldness around her, a type one would feel when they touch a glass window as rain gently patters against it. However when she does lose her temper, she's more of the cold-shoulder treatment, figuratively and literally speaking. Her demeanour becomes an uncomfortable prickly sensation on one's flesh, as she becomes tight-lipped and uncooperative.

Appearance: A lithe woman with elvish femininity that's overshadowed by the almost translucent crisp as white snow hair that flutters around her neck, and the pale blue tint of her skin. Iesteth stands at 5'5", with her worn robes almost pooling around her shoeless feet (when she decides to stop levitating). Her once white travelling robes had become a worn grey from repeated rewashings. It has few patches of different coloured fabric sown on it, covering tears and holes. She does not usually adorn armour as she expects to flee from conflict rather than confront it.

A trait of being an Air Genasi is a faint whispering wind that accompanies her. It occasionally stirs her clothing even if there's no gust from the environment.

Equipment & Inventory
A dark stained brown satchel that hangs securely around her person, her hand is often seen resting atop of it and occasionally patting it. It stores the majority of her potions that she crafted herself and ready to sell.
  1. Potion for the Nocturne - A viscous, charcoal-coloured liquid. When swirled, the inky blackness displays ribbons of gold. It's effect lasts for two days and enables the drinker to not require a night's rest though it feels as if they already had. However once the effects wear off, the drinker will suffer mild fatigue until they get proper rest.
  2. Potion of Slight Restoration - A strawberry coloured solution; and it even tastes like the fruit. It's magical properties allows lesser flesh wounds like cuts and bruises to be healed. Also makes the drinker feel a bit better, but does not get rid of fatigue.
  3. Tonic of Waterbreathing - An opaque liquid. When swirled it shows faint traces of electric blue. Its effect lasts for 15 minutes and enables the drinker to breathe underwater.
  4. Breaking Fast Elixir - A gooey yellowish-brown liquid. It looks sickening, ironically, it's effect is to imitate a 2-course meal. It tastes like a mixture of scrambled eggs and bacon with pot roast.
  5. Rejuvenation Tonic - A spritely green solution that bubbles when shaken. When drunk, it heightens the senses and removes exhaustion, but it only lasts for 10 minutes. The after-effects can be helped with the afterparty remedy, as it resembles a terrible hangover.
  6. Afterparty Remedy - A transparent liquid that smells of medicinal herbs. It helps lessen the effects of hangovers and reduces migraines and headaches.
  7. Potion of Stormbreath - A deep violet solution with threads of pale blue that seem to crackle like lightning. Its effect lasts for 2 minutes and is currently Iesteth's most expensive potion. It enables the drinker to breathe out a stream of electrical energy. May leave the mouth numb and tingly.
[To be added]
A well-kept pouch that's the size of a human hand. It hangs closely by her waist. Nobody but her seems to have seen what's inside of it."
  • Herbalism Kit
  • Ingredient Pouch
  • [To be added]


Have

Magical Abilities:
  • Message - A simple spell that enables her to say a limit of 20 words to a known recipient. The recipient must be atleast in the same continent and plane to receive it; and they can respond to the message.
  • Wind Shape - A transformation spell that turns the caster into a swirling mass of wind, though still coporeal; an air elemental. Faster movement but weak combat prowess.
  • Thaumaturgy - Manipulates sounds and create simple environmental illusions. She can cause her voice to come from another place or make the sounds louder. Make flames flicker etc.
  • Frost Touch - The tips of her fingers become freezing to the touch, and if held onto bare flesh for too long can cause frostbite.
  • [To be added]
Other Abilities:
  • Can hold breathe for an unlimited time unless incapacitated, a trait for being an Air Genasi.
  • Crafting potions and poisons with gathered ingredients
  • [To be added]
Combat Skills:
  • What she lacks proficiency in all kinds of weaponry, she makes up for her agility.
  • She's interested in learning combat but has not have the time to focus on such.

In store?


History:
  • Iesteth was born in one of the surrounding towns of the Kingdom of Orellia, particularly near the capital. Her mother was a comely and prideful elvish woman that had worked as an enchanter. Her most obvious features come from her father, a Air Genasi who also dabbled in enchantments but was more proefficient with alchemy, especially whose effects were concerned with the cold.

  • She was enticed by her father to learn the mechanisms of their craft, from the endearing recounts of his experiments with potions and theatrics he had pulled to win over her mother's heart. Along with her own learning of alchemy and potion-craft, she did partake in basic education with the insistence of her mother. Fortunately she'd been equipped early with the knowledge of writing, reading, a few spells, and a personal favourite of hers, a few other languages of Exeria.

  • Upon reaching the prime of her teenagehood, only did Iesteth (and her mother) discover what the potion had been. From there, their familial bonds slowly deteriorated and she and her father had to leave for the good of both parties.

  • Eventually Iesteth drifted apart from her father at the cusp of her adulthood. Although she personally had wanted to leave for a while, her father encouraged it as it would help her find her own path in the world. Freed from the awkward complications which was her family, she began to explore the lands with rejuvenated hope and budding ideas.

  • Like the winds that comes and goes, she did not stop to stay in any town for as long as 1-2 day. Until one fateful night she had decided to rest in a growing village that was a few days ride from the seaside town Vegera. There Iesteth felt what her father must've experienced when he had seen her mother for the first time -- but unlike him, she was wise (and considerate) enough to not repeat his foolish mistake. The Innkeeper's son, also a mix-and-match breed but of reptilian and human, went by the name Mordecai. She was charmed by his giddy and adorably enthusiastic desire to be a leader for an adventuring party.

  • However her nomadic pattern returned once more when Mordecai failed to return home one day. All that was left to her was the blade that he had to take with him when they both had planned to visit the Adventurer's Guild in the nearest city.
Tunes:


Character Inspiration: Lotsa D&D here, welp.

 
Last edited:
For once, the cold winds were a comfort.

What

Name: Iesteth Northwind (iest-teth northwind)
Gender: Female
Age: 29
Species: Air Genasi
Alignment: Neutral Good
Profession: Travelling Potions Vendor
Likes:
+ Collecting herbs and potion ingredients
+ Cloudgazing
+ The sensation of a journey
+ Listening to conversations

Dislikes:
- Love potions
- Broken promises
- Closed spaces
- Thieves

Do I

Personality & Behaviour: Many of her customers wonder if Iesteth ever pays close attention to them or anything, as her pale gaze never meet their own. She always seems to be looking somewhere in the horizon; eyes scanning for something that nobody is able to see, to her dismay. But her noticeably elvish ears are always alert, hungrily picking up whatever words or sounds that she needs to catch, showcasing how attentive she actually is.

She enjoys hearing about the adventure, news, gossip and other tales that travellers would excitedly babble to her -- at times she would offer a free potion just for the share of sentiment. Strangers, at first glance would think she's quite a tall woman but really Iesteth often prefers to levitate slightly off the ground, with her toes barely touching the dirt or cobblestone.

There's always a melancholic coldness around her, a type one would feel when they touch a glass window as rain gently patters against it. However when she does lose her temper, she's more of the cold-shoulder treatment, figuratively and literally speaking. Her demeanour becomes an uncomfortable prickly sensation on one's flesh, as she becomes tight-lipped and uncooperative.

Appearance: A lithe woman with elvish femininity that's overshadowed by the almost translucent crisp as white snow hair that flutters around her neck, and the pale blue tint of her skin. Iesteth stands at 5'5", with her worn robes almost pooling around her shoeless feet (when she decides to stop levitating). Her once white travelling robes had become a worn grey from repeated rewashings. It has few patches of different coloured fabric sown onit it, covering tears and holes. She does not usually adorn armour as she expects to flee from conflict rather than confront it.

A trait of being an Air Genasi is a faint whispering wind that accompanies her. It occasionally stirs her clothing even if there's no gust from the environment.

Equipment & Inventory
A dark stained brown satchel that hangs securely around her person, her hand is often seen resting atop of it and occasionally patting it. It stores the majority of her potions that she crafted herself and ready to sell.
  1. Potion for the Nocturne - A viscous, charcoal-coloured liquid. When swirled, the inky blackness displays ribbons of gold. It's effect lasts for two days and enables the drinker to not require a night's rest though it feels as if they already had. However once the effects wear off, the drinker will suffer mild fatigue until they get proper rest.
  2. Potion of Slight Restoration - A strawberry coloured solution; and it even tastes like the fruit. It's magical properties allows lesser flesh wounds like cuts and bruises to be healed. Also makes the drinker feel a bit better, but does not get rid of fatigue.
  3. Tonic of Waterbreathing - An opaque liquid. When swirled it shows faint traces of electric blue. Its effect lasts for 15 minutes and enables the drinker to breathe underwater.
  4. Breaking Fast Elixir - A gooey yellowish-brown liquid. It looks sickening, ironically, it's effect is to imitate a 2-course meal. It tastes like a mixture of scrambled eggs and bacon with pot roast.
  5. Rejuvenation Tonic - A spritely green solution that bubbles when shaken. When drunk, it heightens the senses and removes exhaustion, but it only lasts for 10 minutes. The after-effects can be helped with the afterparty remedy, as it resembles a terrible hangover.
  6. Afterparty Remedy - A transparent liquid that smells of medicinal herbs. It helps lessen the effects of hangovers and reduces migraines and headaches.
  7. Potion of Stormbreath - A deep violet solution with threads of pale blue that seem to crackle like lightning. Its effect lasts for 2 minutes and is currently Hithaerth's most expensive potion. It enables the drinker to breathe out a stream of electrical energy. May leave the mouth numb and tingly.
[To be added]
A well-kept pouch that's the size of a human hand. It hangs closely by her waist. Nobody but her seems to have seen what's inside of it."
  • Herbalism Kit
  • Ingredient Pouch
  • [To be added]


Have

Magical Abilities:
  • Message - A simple spell that enables her to say a limit of 20 words to a known recipient. The recipient must be atleast in the same continent and plane to receive it; and they can respond to the message.
  • Wind Shape - A transformation spell that turns the caster into a swirling mass of wind, though still coporeal; an air elemental. Faster movement but weak combat prowess. Magical-based attacks hurt more than physical.
  • Thaumaturgy - Manipulates sounds and create simple environmental illusions. She can cause her voice to come from another place or make the sounds louder. Make flames flicker etc.
  • Frost Touch - The tips of her fingers become freezing to the touch, and if held onto bar flesh for too long can cause frostbite.
  • [To be added]
Other Abilities:
  • Can hold breathe for an unlimited time unless incapacitated, a trait for being an Air Genasi.
  • Crafting potions and poisons with gathered ingredients
  • [To be added]
Combat Skills:
  • What she lacks proficiency in all kinds of weaponry, she makes up for her agility.
  • She's interested in learning combat but has not have the time to focus on such.

In store?


History:
  • Iesteth was born in one of the surrounding town of the Kingdom of Orellia, particularly near the capital. Her mother was a comely and prideful elvish woman that had worked as an enchanter. Her most obvious features come from her father, a Air Genasi who also dabbled in enchantments but was more proefficient with alchemy, especially whose effects were concerned with the cold.

  • She was enticed by her father to learn the mechanisms of their craft, from the endearing recounts of his experiments with potions and theatrics he had pulled to win over her mother's heart. Along with her own learning of alchemy and potion-craft, she did partake in basic education with the insistence of her mother. Fortunately she'd been equipped early with the knowledge of writing, reading, a few spells, and a personal favourite of hers, a few other languages of Exeria.

  • Upon reaching the prime of her teenagehood, only did Iesteth (and her mother) discover what the potion had been. From there, their familial bonds slowly deteriorated and she and her father had to leave for the good of both parties.

  • Eventually Iesteth drifted apart from her father at the cusp of her adulthood. Although she personally had wanted to leave for a while, her father encouraged it as it would help her find her own path in the world. Freed from the awkward complications which was her family, she began to explore the lands with rejuvenated hope and budding ideas.

  • Like the winds that comes and goes, she did not stop to stay in any town for as long as 1-2 day. Until one fateful night she had decided to rest in a growing village that was a few days ride from the seaside town Vegera. There Iesteth felt what her father must've experienced when he had seen her mother for the first time -- but unlike him, she was wise (and considerate) enough to not repeat his foolish mistake. The Innkeeper's son, also a mix-and-match breed but of reptilian and human, went by the name Mordecai. She was charmed by his giddy and adorably enthusiastic desire to be a leader for an adventuring party.

  • However her nomadic pattern returned once more when Mordecai failed to return home one day. All that was left to her was the blade that he had to take with him when they both had planned to visit the Adventurer's Guild in Vegera.
Tunes:


Character Inspiration: Lotsa D&D here, welp.


Characyer accepted. Delve right into Vegera for now, and find a person to interact with.
 

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