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Fantasy Legends Will Follow - CS

Main
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OOC
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Lore
Here

Birdsie

The God-Emperor of Mankind
RULES
- If it receives a like from me, it's accepted.
- If it doesn't, it's pending.

BASIC INFORMATION
Name
: (Their true name.)
Aliases: (Other names, titles, nicknames, and aliases.)
Age: (Biological age. How long have you been there?)
Gender: (Male, Female, Genderless, or Hermaphrodite depending on Race.)
Race: (You may create your own race, provided that you will write down a fairly detailed description of its physiology, specialization etc.)
Level: (1 to 15 for the beginning of the RP.)
Class: (Feel free to make your own, however, the basic, recommended list can be found here: Fantasy Character Classes - TV Tropes)

PERSONAL
Sexuality
: (Ships gotta sail, then sink each other.)
High Concept: (Sum up your character in a sentence.)
Character Alignment: (Lawful Good, Lawful Neutral, Lawful Evil, Neutral Good, True Neutral, Neutral Evil, Chaos Good, Chaos Neutral, or Chaos Evil.)
Personality: (At least a paragraph. Make sure the character has its strengths and flaws.)
Backstory: (At least a solid paragraph. Keep it relevant.)

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

FLUFF (Optional)
Hobbies: (What does the dark lord do in his free time, when not vying for supremacy over the world?)
Quote\s: (Notable things that the character has said, that may show off their personality or speech type.)
Theme: (Musical theme.)
 
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  • BASIC INFORMATION
    Name
    : Eridan
    Aliases: The Chivalrous Thief
    Age: 23
    Gender: Male
    Race: Elf
    Level: 10
    Class: Magical Ranger
 
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BASIC INFORMATION

Name: Seraphine Reizylle
Aliases: ---
Age: 25
Gender: Female
Race: Anzyrieth
Level: 13
Class: Witch

PERSONAL

Sexuality: Omnisexual
High Concept: Smug Witch
Character Alignment: Chaotic Good

Personality
Seraphine is a rather eccentric extrovert. Her mannerisms are take on the more unpredictable scope, and would more often than not, confuse those which are not used to her company. But there are some consistencies in her behavior, such as her usual mischief and her signature smugness. For some reason, despite her strange character, she finds it possible to stick with a company - provided they were tolerant enough for her shenanigans.
Backstory
Seraphine was sent to a magic academy at a young age due to her untapped potential. Ironically, her innate affinity for magic didn't really make go through. Her concoctions and rituals would often go awry, usually causing some damage to the school properties - which eventually forced the academy to kick her out, despite her exemplary advances in the art of the arcane. Without an academy to back her up, Seraphine decided to continue her studies in magic alone, which led her to develop a knack for witchery - in which she proudly sees herself as the greatest in the whole world.

PHYSICAL

Height: 5'1
Weight: 93 lbs

Weapons & Armor
None. Weapons are for the less fortunate in the brains department, as one of her mentors in the academy would often say.
Items & Personal Belongings
Adventurer's License - Given to her about a few months ago, when she went on a quest to retrieve a mundane magical ingredient.

Magic Academy Card - A card that is a necessity to access libraries and archives on magic in general.

Bag of Holding - A small pouch that contains Seraphine's witchery kit, a bunch of reagents, and some books on magic. She's currently seeking an alternative for this, probably a pocket dimension.
Skills & Abilities
Magic Prodigy - She has high prowess with regards to any magic-related info and history, and is steadily growing as she continues to pursue her study of magic and sharpen her mind. This includes various magic-related lore such as learning ancient tongue for ancient spells, knowing magical creatures, etc. There may be some things she doesn't know as of the moment, but give her enough time, and that limit would be surpassed before one would even expect it.

Trickster - More cunning than the usual street rat, Seraphine's tricks aren't so easily beat. Trying to outsmart her is a feat that even geniuses would have a hard time to pull off, as one of her former mentors would say.

Magic Affinity - Her inborn affinity for magic has made her develop a knack for learning and mastering magic faster than the common mage, as well as being able to sense the presence of magic quicker than most.
Spells & Magic
Witchcraft - A mixture of alchemy, sorcery, and various fields of magic. This type of magic is very versatile and spans many categories, allowing its practitioners a vast area to learn and develop. Although Seraphine hasn't mastered this yet, her capabilities would be found exemplary with regards to the time she has spent in it so far.
Weaknesses
Mortality - Strange as it may be, the Anzyrieth as just as mortal as a regular human. She can die of injury, sickness, and natural causes.

Magic Reliance - Seraphine's focus on magic has left her physical fighting capabilities rather underwhelming. Without magic, she's more or less just an ordinary smug girl.

FLUFF

Hobbies: Playing tricks, pulling harmless mischief, and magical research/experiments
Quotes: "Don't worry, that drink won't kill you. Just make you a bit nauseous. A bit."


EXTRA

The Anzyrieth - An old race, originally descending from the first ever formless being, who adapted and morphed its body based on its environment. The Anzyrieth carried on the trait of its ancestors as they adapted and propagated through time, until the only thing that would distinguish them from the ordinary man is their eyes - which are always of a shade of red, though often varying. But that isn't what made them unique, rather it is their ability to adapt and change. Some may grow wings, some may grow horns, some may develop an affinity for swords, for smithing, etc.

How would an Anzyrieth recognize its kin then, one would wonder? The answer is quite simple - they don't. The Anzyrieth can only be identified through a very ancient type of scrying magic, and some other taboo means which would require their blood.
 
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Fighter-Scholar
Kolu'luka Oondaemate
"What're we waitin' around for, eh?"





Age: 19
Gender: Female
Race: Human (Komun'jete)
Level: [TBD based on everyone else's choices]
Class: Barbarian / Delver



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

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

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

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

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

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

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



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

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

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

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

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

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

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

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

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



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

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

Skills & Abilities:

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

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

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

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

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

Spells & Magic:

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

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

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

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

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



Hobbies: Reading and writing. Shocking, I know.

Theme:
 
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Name: Wobb Skyblue
Aliases: Slimebuckler, Jamstice, and Reargoop are all names he recognizes. That’s not to say many people call him those things, or he likes all of those names, but he knows you mean him.
Age: How long he’s been alive is anyone’s guess, but in less than three human years, and he’s grown from something resembling a toddler to an adolescent.
Gender: He insists he’s male, but slimes are known to be genderless. So, Male* will do.
Race: Slime, Humanoid.
Level: Eight!
Class: Slimebuckler: Really just smashing the Monster Knight and Swashbuckler classes together.

PERSONAL
Sexuality: Wobb likes girls. Not one has decided they like him.
High Concept: A naive underdog with potential and dreams! (They might get crushed.)
Character Alignment: Neutral good. Because the law can’t stop JUSTICE, but the law is normally down for justice anyway.
Personality: Bright, cheery, and naive! Wobb is a kid at heart, and loves tales of heroism, adventure, and JUSTICE! Being raised by the set-painter of the local theatre troupe really instilled that into him. Which is why he also loves plays, drama, and music. So if your delivery of that Heroic speech you’re giving isn’t heartfelt enough, or loud enough, or you stutter, you can bet that he’ll give you the constructive criticism you need to do it RIGHT. Additionally, though he is somewhat naive about the way the world works, and he talks like a child at times, he’s actually really damn clever, and actually managed to catch a few senior guild members off guard with his unorthodox fighting style on occasion. He’s one to watch, that’s for sure.
Backstory: Wobb’s true origins have been in question since day one. But Lenca Skyblue found him on the streets of Bowerstone years ago, trying to mimic her work painting a cloudy blue sky. Immediately charmed, she took him in and raised him as well as she could, with a lot of help from the rest of the troupe. They taught him literature, drama, and the art of a noble duel... As well as some crafty tricks for less than noble villains. He’s lived his whole life wanting to be a hero, and now he’s getting to live that dream!... As a very low-level adventurer. He’s only been with the guild for a few days, he’ll get to the big leagues eventually.

PHYSICAL
Appearance:
39b39e92e98feeba7217db4e593800fb0095073cbc744068e8c192d835965539.png

Weapons & Armor:
Fencing blade: An actual Rapier that Wobb recently purchased with his pay from his last mission! It’s not a particularly fierce weapon, but Wobb knows how to use it!
Arrowheads: Wobb carries a great deal of discarded arrowheads on his person, which he can shoot out of his body with shocking accuracy. In addition to this, he can combine them with his natural shape shifting to make false claws and teeth.
Old chain bag: A rusted chain mail bag that serves as Wobb’s only piece of armor. It fits loosely around his core, and isn’t the best protection available... But it’s something.
Items & Personal Belongings:
Leather Rose: A false rose made from leather. Its once red petals have been stained purple by long term exposure to Wobb’s sliminess, and he keeps it on him at all times, ‘just in case’. He has offered it to some, but not one person has taken it.
Robin Hood: The script to Wobb’s favorite play, kept on a scroll in a protective leather case. Wobb never directly touches it, and it never leaves his room. He’s deathly terrified of staining it blue forever.
Red pen: A pen filled with bright red ink. It’s the only thing that shows up well on Wobb-stained documents and papers. Kept on him at all times, because this guild loves paperwork and signatures.
Skills & Abilities:
Gelatinous form: Wobb can shapeshift quite easily, and isn’t strictly limited to a humanoid form. He’s turned his limbs into whips, stretched out to reach a second story window, squeezed himself through holes in walls, and generally shown himself to be more malleable than clay. This does have limits, though, most notably the fact that he only has so much slime...
Fencing skills: Wobb isn’t a master fencer, but he’s no rookie, either. With his actual sword, training, and the ability to stretch into ridiculous shapes, he can easily thrust through a poor defense and poke you real good!
Creativity: Wobb was raised by an artist. And his body is living, shapable, stretchy slime. This is an incredibly dangerous combination for his opponents.
Spells & Magic:
Absorption: Slimes of all types are well known for their ability to absorb mana, even when it’s in the form of a high-damage spell. This translates to both an incredible resistance to magic damage, and in some cases (like Wobb’s) the ability to take most spells that hit them, and apply it to their slime. Cast fireball? Chances are, Wobb is on fire, and has only become more dangerous because you set him on fire! Obviously, not all spells apply. Sonic and earth magic in particular don’t really stick, and necrotic spells actually seem to do more damage BECAUSE of this absorption.
Alchemical slime: Not a direct ability of Wobb’s, but slime is a fairly common ingredient in potions because even slime removed from the core can still absorb and apply spell effects. Wobb will gladly part with a few jars if you buy him a good meal. Which might mean a LOT of food. He’s a hungry boy.
Weaknesses:
Mass: Wobb only has so much slime to work with, and losing any significant amount in a fight can really limit his options. He can get more mass by eating, but it’s not an especially efficient process.
Core: Wobb’s core is the only truly solid organ in his body (even his eyes are slime, technically speaking) and it’s somewhat fragile. Even small cuts can leave him open to deadly infections, and if you cut deep enough, you could kill him outright. It may be armored, but that armor isn’t especially hardy...

FLUFF (Optional)
Hobbies: Practicing fencing, practicing heroic speeches, eating, and practicing asking girls out. (He’s nervous, after getting turned down so hard/often in the past.)
Quote\s:
“I am a force... FOR JAMSTICE!”
“What? Heroes have to eat, too.”
“Stop saying such things about my... rear!”
“From the top, with FEELING!”
Theme: (I’ll take suggestions?)
 
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BASIC INFORMATION
Name
: Selena Foster
Age: 23
Gender: Female
Race: Kitsune
Level: 9
Class: Magic Knight

PERSONAL
Sexuality
: Bisexual
High Concept: One tailed Kitsune on a quest for the other 8
Character Alignment: Chaotic Good
Personality: Selena is a very outgoing yet brash woman. She can make friends with anyone and will fight for her beliefs to the end. While she can talk her way out of situations, she's currently working on her temper, which can cause the downfall of any diplomacy attempts. She still has a lot to go before she can grow all her 8 tails, which greatly increases her abilities as another one comes in (every 10 levels).
Backstory: Selena didn't come on the radar until 16, where she saved a village who was being terrorized by a creature known as a Smortle, which are exotic beasts that reside in forests. It can shoot its quills like arrows, camouflage, and is about the size and strength of a grizzly bear. Its bite is also known to disable magic flow in the victim for upwards of 6 hours. After it was summoned by a rival village, it began to kill the people of the village one by one as well as any trade caravan or tourist that went through the forest. It was to the point where that vital roadway was closed off. Selena went into the forest alone and came out with the beast's head. She gained local hero status from the village and was given a sword as a gift. It's the same sword that she currently uses. She goes around

PHYSICAL
Weapons & Armor:
  • Leather Armor
  • Falchion Sword (Pictured)
  • Talismans- These Talismans are catalysts to powerful Spirit Magics.
  • Teeth
  • Claws

Items & Personal Belongings: Money, Survival Gear
Skills & Abilities:
  • Multiple Languages- English, Fae, Elvish. Can also talk to Canines
  • Agile- She is very fast on her feet and can climb trees and negotiate obstacles with ease
  • Diplomacy- Due to knowing 3+ languages, she can talk her way out of situations better than most

Spells & Magic:
  • Night Vision
  • Smokescreen
  • Fox-Fire- Consists of Fire, Lightning, and Light spells; Currently very weak and can only do basic spells like Fireball (and light/lightning equivalents)
  • Radar Sense- Increases one of 5 senses. When it improves, she'll be able to increase all 5
  • Spellblade- Currently only capable of enchanting her blade with Thunder
  • Basic Curses- Curses that only last a day or so and never lethal
  • Mana Drain- She can drain another's mana with a bite. When it improves, she'll be able to do it with a touch

Weaknesses:
  • Water- Selena can't swim and water extinguishes her fire
  • Tail- Her tail is her heart
  • Soulless beings- She can't place curses on them, drain their mana, or any other spirit magic on them
 
BASIC INFORMATION
Name
: “Junk Pile” (pre-animation)

Aliases: Meladin, (self-proclaimed) The Dark Terrraaaarrrrrr

Age: 115 years of sentience, forge date unknown

Gender: Male
Race: Possessed Armour

Level: 5

Class: Controversial Paladin

PERSONAL
Sexuality
: Steelosexual?

High Concept: If you gave a man child some wicked armour, then him he ruled the world.

Character Alignment: Neutral Evil

Personality: Meladin is the personification of ego and overconfidence. He sets himself on anything, then charges into messes regardless of his odds, whether or not he actually helps or not. He will do anything to fulfil his ultimate quest in life (a somewhat controversial one) and will protect/kill anyone or anything to achieve it - well, he tries at least.

Backstory: A wizard and a blacksmith walk into a bar, the blacksmith brags about how great he thinks his new set of armour his, but didn’t take it with him to show. The wizard jokes that it would be much easier if the suit walked its way to the bar, instead of them walking to it. Three weeks of trial, error, and a surprising amount of ale later, they achieved their goal. Meladin (formally “Junk Pile” due to his creators frustration) was born, but he required a goal in life to be truly alive. After some long discussions, and longer arguments - and more ale - the blacksmith and the wizard decided he would “Purge the Heretics.” And so, his quest to rid the world of all the non-believers began. What did he believe in? Did he even understand what theism is? Heck no, but he tries damn hard anyway.

PHYSICAL
Appearance
: A 6”7 set of dark steel plate armour, with leather straps and hinges to hold the joints together.

Weapons & Armor: A massive dark steel bastard sword with a diamond cross-section. Etched into the blade, it says “The Pagan Penetrator.”

Items & Personal Belongings: Outside, he carried nothing but his sword and sheath, inside, he keeps tally chat of all the ‘heretics’ he’s killed within his boot.

Skills & Abilities: He is naturally talented in swordsmanship and has an affiliation for throwing small, blunt objects at enemies.

Spells & Magic: Other than his magical sentience, he cannot preform any spells/magic. However, he does have immunity to all biological/life magic.

Weaknesses: His armour his pretty sturdy, but with enough blunt force it will break or fall off, and will take days to self-repair. His biggest weakness is his lack of intelligence. It wouldn’t be wrong to say he’d misidentified or underestimated a one, or two, or maybe a couple hundred friendlies/enemies. This can lead to unnecessary conflict or unfair battles and his team would have to suffer the concequences too.

FLUFF
Hobbies: When the purge parade is nigh, Meladin enjoys throwing rocks at birds, making poor religious propaganda, challanging anyone to fight him, and of course, killing cute animals (hey, if I can’t think righteously, then it can’t believe righteously.)

Quote\s: “All those stories you heard about me? Understatements.”
“Who cares if it has more height, fire, and heads than me? Justice shall be dispensed!”
“Ah, greetings, your highness. Oh, I’m no supposed to be here? Well, before I leave, let me ask you... what’s your opinion on the heretics?”

Theme:
 

  • Name: Sarious “Sari” Solus
    Aliases: That Little Kleptomaniac, Thieving Bastard, The Fun-Loving Thief, Sticky Fingers
    Age: 27
    Gender: Male
    Race: Kender
    Level: 7
    Class: Rogue
 
BASIC INFORMATION
Name
: Yema Ren
Aliases: ----
Age: 22
Gender: Female
Race: Half-Giant
Level: 12
Class: Barbarian

PERSONAL
Sexuality
: Pansexual
High Concept: Clueless Berserker
Character Alignment: Chaotic Neutral
Personality: She's quite the handful, childish and clueless anything outside of combat she knows nothing about. Though, despite that she always seems happy and energized and ready to defend her beliefs. It's easy to say that she goes into combat without thinking, and wings it from there-- But sometimes it seems like she's actually using her brain for something. She's far too stubborn to be called just a mule, maybe a pack of them would describe this woman. Despite her happy tones, she does have a serious side which shouldn't be found by the wrong person less they want to turn into a ball of paste.

Backstory: Yema was born from a giant mother and a demon father, she took most of her mother's appearance and personality. She grew up in the fields of which her mother was raised without knowing the identity of her father. Her mother took good care of her daughter though, who got to know the few giants who also stayed around the area to avoid townsfolk and other crowded areas where they might step on a few unsuspecting people. They were all kind and jubilant with big appetites, leading to what some would call a barbaric personality for Yema. They taught her many things, such as the art of blacksmithing along with a few other tricks.

In a few years in her older adolescence she decided to leave to attempt to find her own path, she learned that there were a variety of races and adventurers. She decided after seeing their performances in the wild and the ones just for show she wanted to be an adventurer. With her heritage, not most prestigious guilds would accept her. So she decided on traveling until she found a suitable place. This led her to hunting for food and surviving by herself rather than use their currency. In her travels she found a rather strange guild that held a variety of classes and races.

PHYSICAL
Carmelina_A.png
Weapons & Armor:
- Full body Chakram - Often used as something to show off her throw, she likes cutting things with it despite not needing it. Plus-- She finds it fun to do cool tricks in it. ( She always brags how she made it herself despite her mom helping her. )
- Wrist and Hair weights - Just normal weights to help her with her training, if she chooses to take them off she becomes much faster. They are approximately a bit more than a hundred pounds each. She can also slug enemies with them-- Which is super tubular!
- Steel knee-pads - Protection at it's finest. Usually used against male enemies.
- Graphene heels ( Ouch. ) - Very powerful. They help her in smashing terrain as well as breaking the faces of her opponents. Can be used offensive and defensively.
- Medium-Distance Whip. - She's not quite sure how this would help her in combat alone, she just uses it to retrieve her Chakram if it strays too far. ( It almost always does. )

Items & Personal Belongings: The clip in her hair was apparently a gift from her father when she was born.

Skills & Abilities:
- Blacksmithing - Whether it's armor, weapons or other various things meant for bashing and smashing -- She can make it! She also repairs and improves weapons all thanks to her nifty teachers.
- Gymnastics - Of course her body is built like a temple and is extremely flexible! That's all she ever trained for, who needs brains when you have lots and lots of brawn?
Spells & Magic:
- Electricity - She hasn't exactly mastered it, or even touched on it since she rarely uses it. Though, she can harness this magic within the realms of her Chakram to create a device of absolute disaster.
Weaknesses:
- Naive - She's horrible at figuring out what's true and what's not. She trusts people too much, leading her to believe everything they say.
- Intelligence - She never claims to be the smartest of the bunch, because unless she's with a bunch of Orcs -- She probably never will be. A well thought out plan is an easy way to defeat her in combat.

FLUFF:
Hobbies: Eating, Hunting and as well as attempting to ride wild boar.
Quote\s:
" One, two! Three, four! How many Boars can I floor?!~ "
Theme:
 


Basics
Name: Meditrina Tangedivinus
Alias: Medi
Age: 17
Gender: Female
Race: Human
Level: 14
Class: Oracle (Healer)


Personal
Sexuality: Heterosexual
Alignment: Neutral Good
Affiliations: None
Height: 5'6
Weight: 117 Ibs
Hair Color: White
Eye Color: Blue
qc5IYDN.jpg
Personality
Meditrina is a very kind hearted girl. She enjoys the company of others being the type willing to listen to someone's problems without requiring anything in return. She has a natural curiosity about her always enjoying the idea of seeing new sights or trying new things. She can be quite adventurous being willing to go places most would be cautious about visiting. Medi has a tendency to see the good in all people, never being willing to fully give in to the idea anyone is beyond redemption as naive as it could be. She holds no malice in her heart to anyone, at most only able to find disappointment in someone.

Meditrina's sheltered life has helped to make her incredibly naive to the outside word both in how things function as well as understanding people. Her kind nature will often elect her to even heal her foes to prevent them from dying if all possible, or at the very least causing her to take a moment to pay respects to them upon their passing. She has practically no awareness to telling someone's motives often buying what people pitch her at face value. Her selfless nature can often put herself in situations that might be dangerous to herself. She has a tendency to suppress her own troubles, not wanting to inconvenience others with her own issues she has to face. She can be a little bit bubbly due to her lack of knowledge, even being a little childish at times.

Likes:
  • Festivals
  • Social Activities
  • Exploring New Places
  • Sweets
Dislikes:
  • Seeing people in distress
  • Being unable to help
  • Being stuck somewhere
  • Disappointing Others
Background
Meditrina was born the daughter of Lucious and Evenlyne Tangedivus. She was born sickly having great trouble as a baby with no healers having any way to treat the infant. The king and queen eventually resorted to praying for her well being, seeking the aid of the goddess Meditrina to heal their daughter. The goddess answered the call as Meditrina was quickly healed blessed by the goddess in order to have a chance to live. Grateful to the goddess who was said long ago to of given her family the position of royaly they decided to give Meditrina the goddesses name as tribute to her blessing.

Meditrina grew up being well taken care of with her father being quite overprotective of her. Given the close call she had as a child it caused him to over-react often being overly cautious and attempting to minimize the risk of her getting hurt. She very rarely was allowed outside the castle, most of her experience outdoors being within the inner courtyard. Only a handful of people were allowed to be in close proximity of the princess. Most strangers she might come in contact with were often kept a good distance away from her not giving her a chance of being closely around strangers. The more time passed and the stories she heard about the world, the more she began to have a deep seeded desire to see it. No matter what she asked her father always declined her request, ensuring her she could have anything she wants so long as it is within the castle.

The princess felt she had to finally escape needing to see the world. She left behind a note apologizing to her parents and promising to return one day. She snuck out of the castle one night with the unintentional help of one of the servants. She escaped by slipping into a wagon carrying goods and quickly made her way off as an unknowing passenger off to another town. With a bit of money in her pockets she took (she would have to find a way to repay it back later) she sought to begin the life of an adventurer hiding away her identity as best she could.

High Concept
Princess seeking to experience the world and help all those she can along the way.
Relatives
King Lucious Tangedivinus(Father)
Evenlyne Tangedivinus(Mother)
Mathew Tangedivinus (Older Brother)
Adam Tangedivinus (Younger Brother)

Items and Equipment
Weapons
None
Medi doesn't like to cause harm to others and as such she didn't really think about the idea of carrying a weapon.

Armor
None, it get's in the way!

Items
Coin - Quite a good bit of wealth she borrowed thinking it to be pocket change although it is worth a lot more then what most people see in their lifetime.
Abilities
Skills and Abilities
Charismatic: Perhaps a side effect of being blessed by the goddess, Meditrina has a natural charm about her that can make it hard to not view her in a positive light. Combined with her gentle nature it makes it quite easy for people to fall for her voice.
Historic Knowledge: Having only had the chance to experience the world through books, Medi is quite knowledgable when it comes to the history of things in the world. While she isn't necessarily able to give all the details, she has a decent enough memory to recall certain general details about various things.
Soothing Aura: In some part connected to her Charisma, Medi's presence tends to be quite soothing to those around her particularly that of animals. While not able to drastically shift an animals behavior to her benefit, she can often help put creatures more at ease around her who might not have naturally malicious intent behind them. Those around her are more resistant as well to the effects of fear or that might alter their sanity.
Divinity: Having been blessed at a young age, along side her family routes she has an element of divinity to her very being. This divinity allows her to have a strong resistance to forms of corruption, curses, or disease. Effects that can effect the divine can effect her, albiet to a lesser effect then a normal divine being. Poisons that aren't organic or magic ignore her body's resistance.

Magic
Healing
Meditrina has a natural ability for healing magic. In part granted by her connection to the goddes that shares her name, Meditrina can heal others with a simple touch able to heal their wounds or even cure diseases and some curses. While she has the ability to heal, the healing magic itself can also serve as a form of danger to the undead and other creatures who are opposed to the divine. Her healing can instead harm the creature as if attempting to reverse the effects upon them.

Blessings
Meditrina has the ability to bless others will spellls that bolster their abilities. Blessings can cause a variety of effects from increasing someone's physical strength to increasing their overall ability to complete tasks. While quite versatile, she is limited on the number of blessings she can give to one person. Her blessings have the opposite effect on creatures such as the undead, inflict a type of 'holy curse' upon them related to the effect a spell might normally remove from a foe (blessing someone to physically stronger would instead make that being weaker, ect.)

Barriers
Meditrina has the ability to create barriers of various shapes to protect others. While not as potent as her other forms of magic, they can be quite helpful in protecting others in need.

Weaknesses
Physically Weak
Meditrina is quite weak physically. While she has enough strength to make by, she lacks any strength to do much physical labor or to cause harm to others. She would have trouble lifting or pulling heavy objects or carrying a lot of weight on her own. She is over-all quite delicate.

No Armor
In part due to being physically weak, Meditrina lacks any form of armor not having much stamina to support carrying around anything too heavy upon her. As such, lacking armor makes her much more susceptible to being hurt. She could likely only support wearing heavier cloth at most to protect her body from harm, although she personally prefers lighter clothing.

Poisons
Having a strong resilience to disease and corruption, her body has grown without the need to be very defensive against outside sources of danger. As a side effect of this, her body is more susceptible to poisons then the average person. Any type of poison that is of non-magical origin will find it far easier to negatively effect her body. Should she be poisoned, it will take effect faster the normal and work more effectively upon her body.

 
BASIC INFORMATION
Name
: Solana Of the Sun
Aliases: Daughter of the Sun, The Sunlight Warden
Age: 17
Gender: Female
Race: Human (possessed by an "embodiment of the sun")
Level: 9
Class: Paladin

PERSONAL
Sexuality
: Pansexual
High Concept: Envoy of the sun
Character Alignment: Lawful good
Personality: An extremely joyful and outgoing person, incredibly chatty and expressive with a seemingly endless amount of optimism, that seems to have been made with the express purpose of being happy. Occasional displays of sadness, exasperation or exhaustion are usually kept hidden, yet sometimes make their way up to the surface. Solana tends to take on a bit more of a brash and defensive tone when her age is brought into question, but never tends to hold grudges over small incidents. Seems to radiate passion and energy
Backstory: Solana comes from a long line of holy knights devoted to praising and thanking the sun for the gifts it has bestowed upon the world, whether it be through food, light or heat. She is the daughter of the famous "Solaire of the Sun", and the line of knights has been rumoured to have been descended from the god of sunlight himself. Her armour was forged in the likeness of her father's, and she was sent out to further the name and glory of the sun, like those before her and those to come. Possessed by what is believed to be an embodiment of the sun, gifted upon them by their god for their graciousness towards his creation to aid in the spreading of their religion. Trained in the ways of sword fighting from an early age by her loving father before undergoing the rite of passage for the family of allowing the sun to enter one's body. The process is quite mortifying and scarring for the individual, but those that undergo the rite are seen as true devotees to the sun.

PHYSICAL
Appearance
:
fem solaire.jpg
Weapons & Armor: The Dawn-bringer - A two-handed sword made of a standard steel that is receptive to magic, ideal for equipment buffs.
The armour of the sun - Standard leather and steel equipment designed for a smaller body
Items & Personal Belongings: Medallion of the sun - simply used in praying
baubles of the sun - used to hold her hair up
Skills & Abilities: Cooking
Swordsmanship
conversing
distracting
resistance to heat
surprisingly strong
Spells & Magic: A variety of healing (light heal/cure wounds, mending), holy (resistance, shield of faith) and lightning (lightning blade) magics, although currently they are all rather weak. Primarily buffs
Weaknesses: Easily influencable, emotionally unstable, fear of the dark, handles the cold poorly, slower than most due to the armour

FLUFF
Hobbies
: Praises the sun, prays to the sun
Quote\s: "I-if t-the sun wills it! H-haha..."

 
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  • BASIC INFORMATION
    Name
    : Fillaston fran Cavleton
    Aliases: The Westward Duelist
    Age: 25
    Gender: Male
    Race: Human
    Class: Swashbucker
 
BASIC INFORMATION

Name:
D.O.O.M


Aliases:
N/A


Age:
212 Years Old (Both Chronlogical)


Gender:
Male


Race:
Undead Abomination (Main Race) - ((Higher Class Of Undead Creatures - The body will function the same as a living being would but it's at the absolute peak of physical prowess. This grants the undead larger size compared to their living state before death, along with various organs & genetic functions belonging all-sorts of different creatures which have been stitched/placed into the body and function perfectly.))
Quarter, Dwarf, Quarter Hill Giant & Half Human (Current Body's Race)


Level:
15


Class:
Doom-Knight: Warriors from the far-north regions of the world who battle against demons & monsters in the frozen wastes.

Generally known for carrying 2 large weapons made to be wielded with two-hands in duel-wielding fashion by the Berserkers of the dwarven Doom-Knights belong to the north or a massive weapon in one hand whilst a colossal shield in the other by the holy Doom-Knights of the fallen church centered in the north.

These mysterious warriors fight monsters on equal footing using their strength & durability to shrug off attacks & plow through defenses. Wildly known for taking any sort of loot possible from the battle-field.

PERSONAL


Sexuality:
Everything - He'll desires with to be with all manner of entity no matter race.


High Concept:
Undead Berserker

A freak of nature found in a dwarf city that housed a group of famous warriors & fought against demons. Died only to be brought back as an undead abomination who freed himself by force of will from the control over the necromancer's grasp. Slaughtered the legion under him and the necromancer to wandered the lands.


Character Alignment:
True Neutral


Personality:
Falling under the strong & silent type personality. D.O.O.M doesn't like to communicate unless he sees/hears something that interests him which he'll vocally announce/says to whoever is around or someone addresses him in whatever manner they like. His view on the various races of the world are that he gives everyone equal chance despite how they might seem at first because he is a monster upon nature so he has no right to judge anyone. D.O.O.M might appear or speak calmly but that is a facade for the volcano's worth of raging flame that burns within his soul, pure anger resides within him that is expressed very often in combat whilst most emotions aside from his rage is expressed less so.


Carrying a small piece of pride for who he was before he was brought back as a undead, D.O.O.M will often times talk about where he comes from & what it is like. Sometimes even expresses emotions of sadness & regret in his voice as he speaks upon such subject matter. This is the opposite if he speaks about his time as an undead, outwardly showing disdain & fury as he talks about the moments when he wasn't in control of himself. This leads to D.O.O.M have trouble opening up to people because he can't trust his reaction to what they may ask him. D.O.O.M also dislikes people asking him to take off his mask for whatever reason they might give.

D.O.O.M has an uncontrollable desire for immense physical contact with others which contains such matters that can't be told to children & the like. Despite his undead status, he is fully capable of being intimate with others no matter, gender, race or sexuality which he has pursued & have dealt with multiple relationships meaning that he is very knowledgeable in such circumstances.

Backstory:
Born in the far-north regions of the world. A young-boy of a wildly mixed heritage was made from the union of a Giant Man & a Half-Dwarf Woman who lived in the far-off caverns in a mountain which they created a home for themselves & their soon-to-be son. The months before D.O.O.M's birth were hard on the family as the father was forced to fend off monsters & demons from their home whilst the mother was dying from the mix-blood that their child had which placed strain upon her body.

The mother's live-force faded onward and she passed on to the next-life but not before bringing her child into the world, the father filled with grief tried his best to raise his son however old injuries & lack of rest from raising the child & protect it lead to his own death a couple years afterward.


Fending for himself, the young lad suffered in the land above ground as he tried to hunt & fight against the wild animals and survive only to be forced in the caves for his weakness. Traveling through the caverns, the young-lad wandered about, unknowing of what he could possible do but that ended once he arrived in a dwarf city. The home of the Doom-Knights Berserkers & a well-known place of trade for the Dwarves which the child entered the city. Living out his days on the streets as he struggled to survive with harassment from racist dwarves who didn't like him at all but they saw that he didn't fight back only that he openly desired to live alongside them. Whilst his growth was stunted, he begun to grow up bigger and strong then the many dwarfs around which slowly got him the eye of the Doom-Knights. After they managed to track him down, they took him in as they saw him a potential weapon & someone who become a great Doom-Knight.

Training was live experience which the child was forcible brought into the dark-mines to fight against demons that hammered instincts& a furious need to live. Years upon years of going out to fight & live brought the child to become one heal of a man & a warrior who was praised for his skills as a warrior but that end until he ended defending the city against a demonic horde lead by a demon champion who desired blood. This wasn't a battle but a blood-bath as both sides destroyed each-other. All that remained was the corpses of everyone in the city & the dried blood that caked the destroyed buildings.

Years after this massacre, a vile necromancer & her assistance - a man who experimented upon the dead bodies of the many visited the city. They took the corpse of the young-lad and perform all kinds of strange rituals & experiments upon the body. After 5 years, the lad was brought back but not as a living thing but as an undead creature built up from the bodies of dwarves, demons & monsters. His purpose was to be the champion of the necromancer's undead legions which the mind & soul of the lad suffered, not being able to control his body & suffer as he watched him do all kinds of evil things but the fury to fight burned within him. Through sheer-will, the lad took control of his body & killed everything he could and destroyed his home.


Free from the control of being under another's will, the lad claimed the name of D.O.O.M. This was a symbol to remember who he was before this curse & the annoyance of being a monster, followed by forging a set of armor from the dead & corpses and magical tomes carried by the two vile beings that 'created' him as he made a suit of magical armor who keep his undead state hidden as he became an adventurer. Now he doesn't know what is next until now.

PHYSICAL


Appearance:
70
Current Size
Height: 7,5 Ft
Weight: 425 lbs

Sword isn't the Black Steel Zwihander


Weapons & Armor
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Black Steel Zweihander
- A very large & heavy greatsword. It appears as a long-blade roughly 7 feet in length and weighing just around 120 lbs, it's heavy weight & length make it an excellent weapon for well-timed strikes that change the flow of combat in a flash, It's blade is thick and completely black with a sharpen tip & serrated blade that is made for cruel damage. It's handle is similar to a 'flamberge' or flame-blade sword which grants a long handle along with parrying hooks which are pieces which can help block & parry physical attacks. The metal along with the dwarf runes & seals placed along it's edge grant it so that it won't break, won't rust and forever stays in it's current state requiring no maintenance or cleaning needing to keep it at maximum effectiveness. All along the blade of the Zweihander are large golden slots along it's length which are meant to store special crystals.

Right Dragon-Hand Gauntlet

- Placed over the right hand is a large oversized gauntlet which completely covers up the right arm until the shoulder. The metal is used in it's construction is pure black and plated all over over the arm until the hand whilst horn like adornments are placed onto the shoulder. The hand has two enlarge and spiked tip fingers with a similar sized and shape thumb. It acts a sort of semi-shield which can be used for offensive & defensive maneuvers.

Armor of D.O.O.M
- This suit of armor was made by D.O.O.M the first couple of days after he freed himself from the control of the necromancer. Making usage of the crumbled and destroyed remains of the fallen dwarven comrades from his life before undeath, D.O.O.M took tomes & grimores of the fallen rune mages & smelter all of the items possible in order to create a large & robust suit of armor. The magic used from the tomes filter out the stench of the death from D.O.O.M's skin/body and prevents it from outwardly enter other's noses but he does smell like wild animals (A wolf & a horse smell mixed together to be exact) instead, the helmet completely covering the head & it's adorned with metal horns covering up the top of the skull, back head & brow which a large facemask is clamped onto the face keeping his true nature protected however his normal voice is muffled alittle bit. The chest piece & pauldrons are big & heavy but allow for a resonable amount of motion so it's both protection maneuverability. The arm guards cover up until the shoulder which the pauldrons lock over expect for the right arm which D.O.O.M's gauntlet is covering. Lastly, the lower armor of the armor is metal legging-like pants whilst animal furs & large belt belts are used as belts in a way to keep it securely on him.


Items & Personal Belongings: N/A

Skills & Abilities:
Great Physical Combatant - Very skilled in close-quarters combat making usage of hand-to-hand combat along with weapon based combat.

Black-Smith - D.O.O.M learned ago to create armor & shields under the teachings of the dwarvens who force many years of dwarven techniques to perfect and create armor.
Undead Abomination - The body of D.O.O.M is strange as it has heighten physical abilities whilst in addition, additional organs from multiple creatures grant him more physical abilities.
Iron Will - Refusing to back down to anything, D.O.O.M's rage keeps him going no matter the circumstances whilst also being stubborn to all annoyances.




Spells & Magic:
Doom - Knight Weapon Seals - Placed upon the gauntlet of D.O.O.M are a series of various seals & the like which store weaponry special for a Doom - Knight. The seals can be activated through the usuage of blood-magic but that knowledge is to D.O.O.M at this moment and he keeps wondering how to awaken his weapons once again.
Rage - An ancestral & unholy rage burns within the cold, veins of D.O.O.M. He can summon forth this rage which he puts away his weapons and strikes with his fist, smash apart his enemies with immense force & brutal tearing them to pieces. He temporarily loss mental functions as he no longer is able to understand language or speak proper words for the common tongue whilst he speaks fluent giant for some reason



Weaknesses:
Undead - Natural healing aside, holy magic will wound him instead of heal him whilst blood magic will drive him into a beastly frenzy.
Unnatural Creature - Nature dislikes the undead meaning that spirits of the forest & mythical creatures carry a sense of distant for D.O.O.M
Berserker's Rage - Because of the circumstances placed upon D.O.O.M whislt he enters his "Rage," he no longer communicates with his team leading to him to be a lone-wolf unless someone who can keep giant tongue is able to communicate with him then they could see him in the right direction but if no one is able then he'll solely try to kill his opponents as violently as possible and focus only on that task.
FLUFF: (Optional)


Hobbies: N/A

Quote's: N/A

Theme:


 
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Varis






BASIC INFO

Name Varis Theeil

Aliases The Swindler, The Magician

Age 20 years old biologically. Technically 150.

Gender Male

Race High Elf

Level 12

Class Arcane Trickster

PERSONAL

Sexuality Heterosexual

High Concept The Grifter

Alignment Chaotic Neutral

Personality

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

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

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

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


PHYSICAL

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

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

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

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


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

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

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

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

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

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

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


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

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

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

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

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

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

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

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

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


FLUFF

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

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

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

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





code by cychotic


Fcz6KqA.jpg




“She herself is a haunted house. She does not possess herself; her ancestors sometimes come and peer out of the windows of her eyes and that is very frightening.”

Music
 
BASIC INFORMATION
Name: Kasumi
Aliases:
Age: 21
Gender: Female
Race: Kitsune, the kind that are fox-people who turn into magic foxes.
Level: 4
Class: Beast/Ninja

PERSONAL
Sexuality: pansexual
High Concept: A bumbling not-quite-an-idiot.
Character Alignment: Chaotic Neutral
Personality: Kasumi is normally a very ditsy and innocent person. She is incredibly clumsy and kind of awkward. While at most times she seems dumb and ditsy, she is anything but and is actual a cunning and sharp person, even if she never seems like it. Kasumi is a big advocate for freedom and equality. She hate bigots and if you are discriminating against any groups, well chances are she'll find a way to kill you.
Backstory: Kasumi grew up in a small kitsune village. She learned at an early age how to be a ninja, despite her general clumsiness not seeming a good trait for one who often relied on stealth. Despite of of her training and the many ninjas in her village, they were isolated and Kasumi didn't often get a chance to use any or her skills at all. So she left heading off to join the local Adventurer's Guild.

PHYSICAL
Appearance: Despite being 20 years old she looks like a really young teenager. It can be very easily said that she is the most innocent looking person out of almost any group. Kasumi has short bluish-white hair with two white fox ears poking out of the top of her head. She has three bluish-white fox tails, not being quite old enough to have all 9 of her tails. She wears a short white and blue kimono. Kasumi has big wide blue eyes making her look even more innocent. She often has scrapes or bumps on arms and knees from tripping and falling down all the time. In her fox form she is a large bluish white fox with 3 tails and piecing blue eyes.
Weapons & Armor:
Armor: As a fox she has a fairly strong natural armor and her kimono is padded pretty well, in both forms she won't be able to protect herself against swords an the like, but the armor is fairly effective nonetheless.
Weapons: Kasumi primarily uses her claws and teeth in her fox form for battle, but she also carries kunai for if she doesn't want to or can't transform.
Items & Personal Belongings: A small hammer and chisel for ice sculpting.
Skills & Abilities:
Shape-shifting: Kasumi can shapeshift between her human and fox forms at will with a bit of concentration.
Knife-Throwing: She is quite skilled at using her Kunai.
Stealth: Being a ninja she is quite gifted at sneaking around
Spells & Magic:
Freeze Spell: Kasumi can cast a spell that transforms water into snow or ice.
Weaknesses:
Weak Leadership skills: Kasumi is a natural loner, who prefers to work alone. She can work in a team provided the leaders is competent, but put her in a leadership position and everything will fall to pieces
Clumsiness: Kasumi is super duper clumsy. Like constantly tripping on nothing and bumping into walls and stuff.
Heat: Kasumi is a kitsune with ice based powers so she hates fire and hot temperatures.

FLUFF (Optional)
Hobbies:
- Ice sclupting
- Reading history books
Quote\s: "Aaah! Oh no! I'm so sorry I didn't mean to run into you!" "It was just a lucky guess...." "Umm, I-what-wait-huh?"
Theme:
 
BASIC INFORMATION
Name
: Meredith
Aliases: Seeker, Seeker Meredith, Psionic Warrior
Age: 25
Gender: Male
Race: Human
Level: 15
Class: Seeker

PERSONAL
Sexuality
: Heterosexual
High Concept: A Psionic warrior who's mission to gather knowledge both ancient and forbidden.
Character Alignment: Neutral
Personality:
Meredith is what people would call emotionless, she rarely ever shows a slight hint of emotion. The only emotion you will often see is an inquisitive curiosity towards anything that she has no knowledge about. While they don't look like it, Seekers are often categorized as scholars and intelligent individuals and this is shown in the way they study objects of knowledge and curiosity and often in the way they speak. Though Meredith is emotionless, she isn't heartless like many would believe. Often she feels that the idea of spreading knowledge to those seeking it is the best way to make the world grow more enlightened.

If you can somehow break her emotionless shell and bring out emotion, you'll find out why seekers must keep their emotions in check. Never anger Meredith, for if she gives in to this emotion, make sure to run as far as you can. If you're curious about romance opportunities with her, she will often never seek it out, but she is curious about the emotion love and the deal behind it.

Backstory:
Meredith doesn't remember much about her childhood, or her family as she was taken by the Seekers at a very young age. What she does know is that Seekers only seek children who have a rare magical gift that can only be passed down through genetics, it cannot be learned like most other forms of magic. These children are often taken to their headquarters of Fort Mystic, and it is there they are taught to control their power and to become a Seeker. Meredith is often considered a prodigy when she was learning the ways of the Psionic Warrior and became a prime example of what a seeker was all about.

Meredith has seen her fair share of adventuring and killing monsters. She has often delved into dungeons for the search of knowledge and returned stronger than she was before. recently however she decided to go looking into the Adventure Guild in Gorion's Wand to see if she can find a reliable group of adventurers to join. You're often luckier to learn more knowledge with those who can help you than by yourself.

PHYSICAL
Appearance
:
Seeker.jpg
Weapons & Armor:
Seeker's Armor: This armor is designed to incorporate protection with mobility, so that's exactly what it does. It gives moderate protection for good Mobility. It also has various points in which Psionic Energy can be used to add towards defense and utility.
Seeker's Gauntlets: This gauntlets allow the Seeker to pull out their signature psionic ability, Psy Blades. These blades are of pure psionic energy used to attack their enemies.

Items & Personal Belongings:
some gold
A Seeker's Medallion
various blank parchments and ink pens.
various books containing tons of information on various topics and items.

Skills & Abilities:
Knowledge of Languages: Meredith knows many languages to speak, such as Elvish, Dwarvish, Orcish, Draconic, just to name a few, however she does not know all of them.
Knowledge of History
Knowledge of Monsters
Knowledge of the arcane
Agile: Meredith can move around quickly and do certain moves easily
Melee Fighting: Meredith knows how to fight effectively at Close range combat
Intelligent: Meredith is very smart and can understand things faster than most people.
Understanding New Knowledge: Meredith has a great ability in which she can discover what this new knowledge was used for by using a interesting technique by combining magical and non magical means of learning.

Spells & Magic:
Psionics: A unique and rare form of magic
Psy-Blades: Blades that are produced in special gauntlets.
Psy-Lance: An ability that Meredith uses to shot a lance-like blast of psionic energy towards her opponents to deal heavy damage. Cannot use more than once per combat engagement
Psy-Blast: An ability Meredith uses to blast a target with psionic energy. Deals moderate damage. can use a few times per combat engagement.
Life Steal: An ability in which Meredith can sap the lifeforce away from an enemy to heal herself, She can sap some health but not all of it and she cannot immediately kill an enemy unless they don't have that much health to begin with.
Blink: Meredith can shoot forward towards an enemy using her psionic power to attack her enemies, cannot use multiple times during combat.

Weaknesses:
Emotionless: Having no emotions can hurt personal relationships
Knowledge over safety: Her pursuit of knowledge can lead her to ignore her own safety.
weak in strength
Weak sides of a character. Fears, inabilities, inexperience, emotional issues, mental issues, etc. Only ones that could be said to negatively affect the character.)

FLUFF (Optional)
Hobbies: (What does the dark lord do in his free time, when not vying for supremacy over the world?)
Quote\s: (Notable things that the character has said, that may show off their personality or speech type.)
Theme: (Musical theme.)
 
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WIP: Placeholder

Name: (Their true name.)
Aliases: (Other names, titles, nicknames, and aliases.)
Age: (Biological age. How long have you been there?)
Gender: (Male, Female, Genderless, or Hermaphrodite depending on Race.)
Race: (You may create your own race, provided that you will write down a fairly detailed description of its physiology, specialization etc.)
Level: (1 to 15 for the beginning of the RP.)
Class: (Feel free to make your own, however, the basic, recommended list can be found here: Fantasy Character Classes - TV Tropes)

PERSONAL
Sexuality
: (Ships gotta sail, then sink each other.)
High Concept: (Sum up your character in a sentence.)
Character Alignment: (Lawful Good, Lawful Neutral, Lawful Evil, Neutral Good, True Neutral, Neutral Evil, Chaos Good, Chaos Neutral, or Chaos Evil.)
Personality: (At least a paragraph. Make sure the character has its strengths and flaws.)
Backstory: (At least a solid paragraph. Keep it relevant.)

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

FLUFF (Optional)
Hobbies: (What does the dark lord do in his free time, when not vying for supremacy over the world?)
Quote\s: (Notable things that the character has said, that may show off their personality or speech type.)
Theme: (Musical theme.)
 
Wip
0654ea345ab7acb37b9923f99b484471.jpg
BASIC INFORMATION
Name
:
Grant Maysfield

Aliases:

Age:
27

Gender:
Male

Race:
Human

Level:
15

Class:
Soldier

PERSONAL
Sexuality
:
N/A

High Concept:
Jack-of-all-trades who just wants a pair of coins to rub together by the end of the day.

Character Alignment:
True Neutral

Personality:
A quiet man, and a simple man. Unlike some, he doesn't exude an aura of unapproachability, but rather one of someone who has seen much of the world, and is tired of it. He doesn't care for station or place in life, he doesn't care for age or experience- everyone is equal to Grant Maysfield, especially himself. In the end, prince or pauper, everyone meets the same fate, even gods themselves will soon see the end. Not any time soon, but still. For the most part, Grant tries to keep to himself, and doesn't enjoy being out in the spotlight. However, if someone does search for his opinions or seek conversations with him, he isn't one to brush them off. He tries to be as unassuming and as unoffensive as possible towards others, taking much care in maintaining a working relationship between himself and allies, or even enemies for that matter. He is described by some as level-headed and calm, even in conditions where others would usually lose their heads.That said, he is not above losing his temper. He is just a man after all, but his patience is almost that of a saint, and it will take more than just a few paltry insults to send him on a tirade. He prefers to settle things diplomatically rather than violently most of the time, and this extends to his bouts of anger- he would rather chide and lecture the child than give them a good thrashing.

But if drastic measures need be taken, Grant is the man anyone would call on. It isn't that he has no heart or has no feelings, but rather, he knows someone has to do the dirty work, and he would rather do it to spare a group their moral dilemmas or arguments as to who should do it. He is, after all, but a simple man.

Backstory:
There is nothing frivolous or interesting in the life of Grant Maysfield. A farmer’s boy, eldest of five, the young man lived with his parents, tending to the crops and his siblings in his early years. A bad harvest when he was 16 made him use what coin he had saved to get himself a serviceable sword and he set off to find work as not an adventurer. No. That profession was for the ones who wanted their names on every tavern. Grant Maysfield did not wish that. He just wanted to be paid for a job, and that was good enough. So he sought mercenarial work. Standing at the sidelines by adventurers, fighting off at the sidelines while they earned their fame and fortune in the spotlight. The young man watched his peers, the adventurers he protected, and his opponents, and learned their ways. Though self-taught, and his stance and form being bastardised and improper, he was capable of making the best of it, and as such, built up a rapport of reliability as a mercenary. Furthermore, his pensive quietness, instead of the usual anti-social silence borne by many others, tended to lend him the appearance of a wise, watchful, worldly warrior.

He is an honorary member of Gorion’s Wand’s Adventurer’s Guild currently due to his repute, and is endorsed by the Guild itself to tag along on missions as either back-up, protection, or just so someone survives to report back to the guild for their failure.

PHYSICAL
Appearance
:
Maysfield stands at 5’10”, and is quite lean. His armor and clothes do not betray his sinewy build underneath, but the ease of handling his broadsword may hint at it.

Weapons & Armor:
Broadsword
A standard broadsword. Can be wielded with one or both hands. It is nothing special. It seems to be quite sturdy, but its probably because Maysfield keeps it in good condition.

Armor
A top-focused armor set of pauldrons and a chest plate. While offering protection to the more vital areas of the chest, it also gives Maysfield a wider range of movement and flexibility, giving him the best of both worlds of both protection and agility.

Items & Personal Belongings:
Travelling pack
A bag filled with equipment. This include herbal medicines, common panacea, a pestle and mortar, extra cloaks, a skinning knife, several whetstones, a couple of bottled water, tinderboxes, and a few knives, amongst many other supplies. It is also usually stocked with provisions, the number depending on what the travelling size of his group is and the length of the travel. It is also packed with some other strange gear he bought from another camping enthusiast a few years back

Skills & Abilities:
Swordsmanship: Pretty darn good with a sword, and wields his in multiple stances according to the situation. He seems to be self-taught in many of them, and mixes his repertoire up with unscrupulous and pragmatic attacks, such as throwing sand in the eyes of his opponent, or just plain running away. No honor in death, and no money as well. His brand of combat sees him as a more dodgy combatant, despite his class’s implications, and he tends to duck and roll under attacks or parry them than he is to try to block them. He aims specifically for weak points in armor, and has a good enough aim with his sword to do so.

Survival Expert: Many a coinless night has been spent under the stars, and he has learned to make do with what little he has. He is a capable survivalist, and also knows how to set up a comfortable temporary camping spot for the night, enough to sate anyone’s creature comforts. He is quite skilled at cooking up a meal with just game and what bounty the lands give him, and knows enough of botany to discern what is poisonous and what is not. He is also knowledgeable in trapping, allowing him to hunt for game without a bow and arrows.

Sneaky: Stealth is his friend, due to his limited arsenal. Setting up ambushes, camouflaging, and remaining hidden are one of his many necessary skills to keep himself alive and at the top of his game.

First-aid: CPR, knowledge of medicinal herbs and common panaceas. These are necessities for a soldier of fortune and fame.

Quick Learner: Watching an opponent or an ally clues him in on their fighting style. He is able to keep in mind just what kind of moves they can pull, note their stance, and usually predict how they are going to attack. If he so wishes, he can even bastardise their form and stance, and turn it into one of his own, for future use.

Bow and Arrow: Skilled enough to use a bow and arrow to hunt for game. He’d rather not use one in a fight, though, and as such, does not carry one.

Spells & Magic:
None, so to speak. He never bothered with the mumbo jumbo.

Weaknesses:
He has a severe range disadvantage, and has nothing to make up for it.

His jack of all trades capabilities are often overshadowed by other specialist fields.

Has no magical experience or tools, severely limiting him further from ever going further than ‘a swordsman’.

FLUFF
Hobbies:
Wandering, picking herbs, grinding them into mulch, it seems. He has a tendency to just up and vanish for a time before returning with his hands full of herbs and mushrooms, and getting to work on his mortar and pestle. If he is not outside, then one can find him sleeping in his room.

Quote\s:

Theme:
 
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60fa61b45c61a3fb9a6b9ab74a890427.png
BASIC INFORMATION
Name
: Alexander Cruz
Aliases: Camera Man
Age: 19
Gender: Male
Race: Demihuman (Dog-traits such as ears/tail)
Level: 1
Class: Photographer



PERSONAL

Sexuality: Heterosexual

High Concept: Plucky, know-it-all journalist

Character Alignment: Lawful Neutral

Personality: Alex is an energetic, outgoing individual who routinely sticks his nose where it doesn't belong. He's obsessed with knowledge and uncovering every little tidbit of interesting information. He generally wears his emotions on his sleeve and in those rare few circumstances where he doesn't, those emotions can usually be found on his tail. He embodies the paradox of being both extraordinarily brave and extraordinarily cowardly. He'll throw himself into dangerous situations without a moment's hesitation or thought simply because his interest has been piqued. But on the other end, he'll be the first to run away when things seem dangerous to him directly. All in all Alex is an amicable individual who enjoys the company of others and observing the world around him.

Backstory: Alex keeps his history a secret. Only those exceptionally close to him ever manage to pry the truth out of him. In all other circumstances he evades the topic, deflecting it back at the questioner or simply changing topics all together. What has been cleaned from his history is that he grew up in a rural village, raised by his Grandpa until he passed away. At that point Alex went it alone, venturing through the world with a camera he received from his grandpa. Anything beyond that remains a mystery.



PHYSICAL

Appearance: Alex is short in stature, standing at a mere 5'1" he strikes a very unimposing figure. His dark purple hair is kept at a manageable length with his ears baring the same coloration. With their generally droopy nature (aided by his hat) it's difficult to tell he even posses' that trait at first glance. Indeed if he also kept his tail hidden he can very easily pass for a normal human. He has a youthful appearance that, when coupled with his diminutive height, makes him appear younger than he actually is.

Weapons & Armor: Alex doesn't have much in the way of weapons or armor. He owns a small pistol for self defense (he's not very skilled with it as he usually prefers to run) and his overcoat doesn't offer anything beyond some warmth in the cold.

Items & Personal Belongings: Underneath his large, bulky coat lies an assortment of items. Indeed the entire interior is laden with pockets and straps to hold all the things he deems useful. However, the only truly unique item in his possession is the magical camera gifted to him by his grandfather. He is extraordinarily protective of this camera and wont even let others touch it.

Skills & Abilities: While Alex has no aptitude for combat, his years of travel have left him with numerous skills. His outgoing and charismatic nature makes him good at negotiating with others. He also has an extensive knowledge of various cultures, customs, and societies that he makes use of. He's a passable cook and good with money and mathematics in general. Overall he's just a walking trivia box with a myriad of useful, but mundane, skills.

Spells & Magic: Alex himself has no magic or spells. However his camera certainly does. His camera is a magical item that, rather than print actual pictures, prints sheets of paper with information about what he photographed. For example, if he took a photograph of a person he'd get a sheet printed out explaining their stats, their level, their abilities, their likes, dislikes, recent history etc etc. For locations it'd list out notable things such as local cultures, events, geography, perhaps even a map with useful information listed. The information printed is related to the photograph taken. A blurry picture gets vague or even no information whereas different angles can yield different information.

Weaknesses: Alex has absolutely no combat ability beyond landing a lucky shot with his pistol. His desire for information is also easily abused to get him into dangerous situations that he can't get out of. He is physically weak, with his only real benefit being some quick feet. Due to his expressive nature he's a terrible liar as well.

FLUFF
Hobbies
: People watching, exploring, reading
Quote\s: "Hey Mister, say cheese!"
Theme:
 
BASIC INFORMATION
Name: Luna Levan
Aliases: Little Reaper, and The Cursed One
Age: 18
Gender: Female
Race: Half Spirit ( Grim Reaper’s daughter. )
Level: 15
Class: Necromancer

PERSONAL
Sexuality: Heterosexual
High Concept: The accidental death bringer, who doesn't give a fuck.
Character Alignment: Chaos Neutral
Personality:
Luna used to be a bright and caring girl before her Firey Touch became active on her 5th birthday. She would get along with the kids spirits in her room because she didn't know about that ability: Art of Death until she got older. Young Luna also used to talk to a lot of the other kids at her school, and she loved to play games with her friends at recess. She would sing random songs, and draw a bunch of pictures in her sketchbook when she is by herself. Luna was happy with her peaceful life until her brother's dog and a bunch of innocent people die from being burnt alive from her Firey Touch.

Luna would try to get people to stay away from her, so she wouldn't have to deal with burying their stupid body in the forest. She also got very annoyed at seeing the innocent person's soul panicking about what just happen to them, and some of the spirits could tell that Luna was looking at them with an annoyed look on her face. As more innocent people died from her Firey Touch, the more Luna cared less about burying their bodies. She would sometimes leave their dead bodies on the same spot, because Luna would be sick and tired of burying a stupid person's body in the forest for that day. Luna would still sing random songs, and draw a bunch of pictures in her sketchbook when she is by herself. However, the tone of her singing was a bit more sad than usual, and her drawings showed her shooting the poor spirits with a crossbow.
Note: You will die without using water on yourself, or doing the stop, drop, and roll thing on the fire. You also won't be saved if there is a windy day, because the fire will get bigger from that. Firey Touch is just normal fire, so no blue, white, black, or etc fires for that. :/:

Eventually, she would stop being a jerk to the spirits that was killed by her Firey Touch once she joined the Adventurer's Guild, and became a lv. 15 necromancer during her two month training. But she still kept the attitude of keeping everybody away from her, because Luna thought it was the only way that they wouldn't end up dying in front of her again.
Also, if Luna finds out that you aren't being harm by Firey Touch. She would start touching you a lot for a little bit, as Luna wants to make sure that it was real. She would then stop doing that, and just stared at you with a shock look on her face. Luna has never met anybody that didn't have to deal with her Firey Touch, so she has no idea how to react to that.
Note: Luna's first instinct when her Firey Touch kills somebody is to bury the dead body immediately. She also won't freak like a normal person unless there is too many bodies. Example: War has a lot of dead bodies, and Luna can't bury all of them like she would normally do.

Backstory:
Would you expect that the grim reaper would grant the power of death to a random soul, so they could call them their child? Yeah, you wouldn't expect that to happen unless you were Luna or their other gifted kids. The grim reaper is the god of death's persona, and he wants to have some kids without a wife. He also decided to do that, because he wanted some little helpers to help him with his death job without them knowing about it.
Luna is a special girl who was born in a middle class family, and they had a pretty normal life until she accidentally killed her brother's dog by putting it on fire with her touch when she was young, because there was no water nearby. She tried her best to hide the dead dog by digging a hole in the forest with a shovel, but Luna failed to do that once her mother found out what she was doing.
Now little Luna didn't know what to say to her mother about the poor dog's death, as she just wanted to pet its head. So she came up with a pretty bad lie by saying that a stranger poison the dog with nightshade.
Her mother didn't believe that, for there wasn't any nightshade near their house, and they was burn mark on the dog as well. She asked Luna again about what happened to the dog and Luna panicked, since she has no idea that her mother would even believe her if she told her what happened. Being quiet for a few minutes in order to think of an excuse, Luna didn't know what to say to her mother, because she would not get out of this without telling her mother what happened to the dog. Luna decided to give up and told her mother the truth.
Her mother didn't believe her at first, as she thought that Luna killed the dog by touching it was ridiculous. But when Luna told her mother that one of her classmates was on fire during a game of tag, that is when her mother believed her.
She told Luna to avoid letting anybody touch her hands, since her mother thought that the god of death put a curse on her as a way to punish Luna for lying about the broken vase in the past. Luna's mother also didn't want Luna to keep seeing innocent people being put on fire in front of her like this, because she is way too young to be seeing that.

Years have passed since the dog incident, and Luna kind of gave up on trying to get people to stop touching her hands, because they honestly can't help it. She would often be yelled at by their spirits, and some of them tried to threaten to harm her for taking away their lives like that. However, Luna didn't care about their complaining, as they can't harm her even if they wanted to.
Luna joined the Adventurer's Guild when she was 16 years old hoping that she can use her Firey Touch for something else. She was also tired of seeing a bunch of burnt bodies in front of her from her Firey Touch, and Luna knew that if this keeps up. The guards would start to be suspicious of her with how many people keep dying in front of her, and then Luna dragging their dead bodies into the forest to be buried.
It took Luna two months for her to control Firey Touch, and she even learned how to use Necromancy on her own, since all of the prana that she collected from her touching accidents helped her level up faster.

PHYSICAL
Appearance:
summoning__necromancer_by_eranthe-daducy0.jpg

Weapons & Armor:
Weapon: The staff in the picture.
Armor: None.
Items & Personal Belongings:
Adventurer’s License
Adventurer's Kit: Backpack, sleep roll, mess kit, torches, rations, maps, compass, food, and a water canteen
A Bag of Coins

Skills & Abilities:
Art of Death: Luna can naturally see any dead spirits since she is the grim reaper's daughter.
Artist: Luna is good at painting and drawing.
Singing: She is a great singer.
Curse Resistance: She can resist curses.
Cooking: Luna sucks at this.
Gardening: Learning how to do it properly.
Sewing: Mess up a lot.

Spells & Magic:
Necromancy: Utilize magic involving the dead, life-force and/or souls.


Bone Lance: Target an enemy with a bunch of sharp bone lances projectiles.
Undead Raising: Summon any undead creature to attack for you up to 5 times. They do permanently stay as a way to use less mana, and they can be a great servant if they are a zombie or a skeleton.
Firey Embrace: Put people on fire upon touching them. It does nothing when Luna is touching herself though.
Poison: Damage the target's hp over time.


Skeletons: The attacker
Dark Healing:
The skeletal minions will heal Luna for 0.5% of her total health per hit.
Chilling:
They can freaking explode in order to try to freeze the target. It's rare to being able to freeze them though.
Bone Armor:
They can boost their defense for 10 minutes.
Berserker:
Boost their attack, but has a chance of attacking the user.
Weapons: Shortsword and Shortbow


Zombies: The dogpiler
Flesh wound:
If they managed to bite the target, they get 25% of their health back.
Ambush: Slow the target down with every hit. Also does more damage with every successful hit on the target.
Get them!: They get a speed boost.
Bone Spirit:
Have a rare chance to summon them as back up help.
Undead Fortitude:
If damage reduces the zombie to 0 Hit Points, it must make a Constitution saving throw with a DC of 5+the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.
Bone Armor:
They can boost their defense for 10 minutes.


Bone Golems: The tank
Bone Wall:
A wall of bones to protect the user and themselves from magical and physical attacks.
Bone Spike:
Target three enemies with bone pillars.
Bone Armor:
They can boost their defense for 10 minutes.
Bone Bomb:
They can explode for heavy damage on their target.

Weaknesses:
Holy magic: Luna can't handle holy magic. Not only does it burn her, but that destroys her minions immediately.
Melee attacks: Can't deal with that by herself, as she is very dependent on her minions.
No armor: Because Luna isn't wearing any armor to move faster, she does take more damage.
The word dog: Luna gets pretty triggered when someone say something bad about a dog. This also distracts her from her original target, because she would rather go after the person who says fuck the dog. xD

FLUFF (Optional)
Hobbies: Drawing, Singing, Cooking ( Bad ), Gardening ( Learning to do that properly. ), and Sewing. ( Keeping messing up on that. )
Quote\s: Stop touching my hands, you idiot! | Oh look. Another unfortunate person is dead by my hands, and I would care less about it.
Theme: (Musical theme.)

We got a character hp bar you know
 
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BASIC INFORMATION
Name
: Ivan Reito
Aliases: Rei, Van
Age: 17
Gender: Male
Race: Werewolf - This race has both a human form and a wolf form. Their human form has both wolf ears and a tail, although their nails tend to be longer than most other races as well. During the night, their wolf form is slightly empowered, depending on the visibility of the moon. However, during full moons they are forced into their wolf forms for the entirety of the night.
Level: 11
Class: Magical Beastmaster - his golem does most of his fighting, whilst he buffs and heals him from afar. Though he can help out with magic projectiles.

PERSONAL
Sexuality
: Pansexual - leans more towards the same sex
High Concept: Weak wolf boi with kewl golem guardian
Character Alignment: Chaotic Neutral
Personality: Ivan is relatively friendly to new people, although a little shy. He is naive to most of the world and its struggles, most likely due to being left out as a child, but he is braver than most when it really counts. His most dominant trait is his determination, which can also be seen as stubbornness, as he rarely gives up on the goals he sets out to do. However, he has a bit of an inferiority complex, and finds testing/improving his strength vital.
Backstory: When Ivan was born, he was far weaker physically than his other brethren. He struggled to fit in, due to the werewolves love of play fighting. Eventually, he grew to be bullied. His parents were concerned for him, but weren't quite sure what to do to help him, since strength has always been vital to their family. Eventually, they sought the help of a great witch, Rubell. She was willing to take him under her wing, for a fee of course, and trained him as best she could as an apprentice. However, he struggled there too. His first steps into the world of magic were incredibly slow, and Rubell almost wanted to give up. But Ivan was adamant in his resolve, and trained every day without fail. He refused to let go of this little spark of hope, that he could grow stronger. Eventually, he succeeded in his endeavors. After learning the basics, he found it much easier to comprehend the more advanced studies.

Just when his potential was beginning to show, his mentor was brutally killed, being ambushed and robbed of all possessions during a walk through the forest. Of course, Ivan was devastated, as she grew close to him similar to an aunt. But in her will, she gifted him a golem she had constructed for his birthday. He was just a small lil rock dude, that followed him around and worked under his magic, probably meant to help him with more mundane tasks, but Ivan was given a brilliant idea.

He constructed a larger more fearsome stone body, and then carefully removed the golem core from the small rock figure and inserted it into it's new body. He had created a creature that could fight in his place, whilst aiding him from afar. Excited to test his strength, he joined the Adventurer's Guild, also to earn a living now that his guardian is gone.
PHYSICAL
Appearance
:
4f71879749d11416750c62933084c1f4.jpg
maxresdefault.jpg
latest
Weapons & Armor:
  • Golem Lava: Made willfully, and definitely not the most well-designed or constructed, Ivans trusty golem probably looks more fearsome than it is. It was molded out of stone from the earth, making it perhaps easier to break than other tough materials, but also one of the easiest to repair depending on the terrain. It has two back arms which were created for more dexterous activity, although can still somewhat be used for battle with its claw like structure. But its main weapons are its two frontal arms. Its right arm is used for more blunt, forceful damage, whereas its left arm is used for more piercing attacks, hoping to exploit weaknesses if Ivan manages to spot them. The glowing lines decorating its figure slightly enhances the buffs received, although in all honesty Ivan created them to make him look cool. Its core is located just below the head, near the nape of its neck. If it shatters, the golem will cease to exist, and it will become a dormant chunk of stone. It has many weaknesses, particularly its joints which have been less armoured for dexterity purposes. An easy way to remove him from combat would probably be to aim for its legs, making it much more difficult for it to move.
Items & Personal Belongings:
  • Simple leather backpack
    • Water flask
    • Gold pouch
    • Some dry fud
    • A knife
    • A map
    • A teddy bear
Skills & Abilities:
  • A good cook
  • A fast runner
Spells & Magic:
Examples:
  • Wrath - Enhances the force behind attacks made for a period of time
  • Fury - Enhances the speed behind attacks made for a period of time(usually aimed towards the arms)
  • Exodus - Enhances the movement speed of something for a period of time(usually aimed towards the legs)
  • Regrowth(golem only) - Pulls material from the surrounding terrain and plasters it onto the golems wounds to repair them, initially this is still vulnerable area, until it fully merges with the golems body
  • Regenerate - Increases the natural healing speed of a wound/injury
  • Stitch - Closes open wounds, although it causes a lot of pain.
  • Roots - Molds the earth into vine-like structures which wrap around an enemys legs to keep them from moving for a period of time
  • Thunder bolt - A thin strike of thunder usually used to knock enemies away from him
  • Half-dome - A half-dome shaped shield which can be used on himself or others
Weaknesses:
  • Inferiority complex
  • Weak physically
  • Slow learner
FLUFF
Hobbies
:
  • Cook
  • Train
  • Research golems
Quote\s: "Why am I so weak?"
 
Name: Vadania Amakiir
Aliases: Forest elf, Hunter, The lost one
Age: 175
Gender: Female
Race: (You may create your own race, provided that you will write down a fairly detailed description of its physiology, specialization etc.)
Level: 4
Class: Ranger

PERSONAL
Sexuality
: Straight
High Concept: An ex-noble that escaped the slow corruption of her family. And now wishes to see her family name restored.
Character Alignment: Chaotic Good
Personality: Vadania is a quiet individual. To strangers she only speaks what needs to be said, this is not done out of distrust, in truth her time in the forest has left her common extremely rusty and she only speaks a select few lines to get her point across without making things difficult and looking for a translator. Her training as a ranger has given her an enormous amount of patience. Never acting out rashly and preferring to step back and look at the situation as a whole. To her a conversation is not too different from her hunts. Though instead of prey getting away it's a matter of being on a persons good or bad side. She is careful with what she says as even the smallest mistake can result in bad blood. The person is always tougher then the most challenging beast.

Backstory: The Amakiirs were once a family of some respect. In good graces of the higher powers and kind to those below them. But by the time of Vadania's birth the family took a dark turn. Slowly they shut themselves from the world and shortly after rivals started vanishing and dead bodies started turning up in the streets. Some had believed something had happened to the Amakiirs. Some say corruption and others say they just went insane. But the story of this families fall from grace lies with the one person to escape it unscathed, Vadania herself knows what really happened. It was the oldest son of the current Patriarch of the Amakiirs, he saw all other races as lower then elves and had tried to change the way the family had behaved. But unlike most usurpers the son had been smart. He was quick to find members amongst the family who were displeased with their leader. Vadania's father was one of the people who sided with the son. And had even offered to train Vadania into the one who would end the leader. However the son did not want his Vadania to directly kill his father. And knew her father wanted her to leave the family with the changes. So the son told the father how they could get Vadania out of the picture. Without killing her.

First it began with the son meeting Vadania offering her a meal. He knew his father had mentioned nothing to her about him so he was quick to take this opportunity to manipulate his cousin. It was so easy to manipulate a younger elf. They had yet to obtain the wisdom of any of the nasty stuff of the world. Vadania was spun a story of the son and father having bad blood a while ago. And he was quick to gain her sympathy. After all to her it was a story of some misunderstanding and wanted to see her cousin and Uncle back together as a son and father.

So she was sent with an enchanted weapon to gift to her uncle. Specially made by the son as a form of "apologizing". It was beautiful and looked like it was made of pure ice. The weapon was delivered and the patriarch was at first skeptical yet due to his own trust of Vadania he took the weapon. However in front of everyone the weapon shattered in the patriarchs arms. Sending shards all around and instantly killing him and his two advisors. And the son revealed himself and Vadania finally realized that she was played by her cousin. He was quick to admit to her that he did indeed manipulate her but he had no more use for her. And so he framed her for the death of the leader and had his new guards chase Vadania into the forests surrounding the town. But called them off the moment they lost her.

And for the next 125 years Vadania has lived in the forest as a hermit. Learning to live off of the land and to be one with nature. While it proved beneficial for combat her time in the forest caused her to forget how to speak common effectively. The issues of living alone had taken their toll on her socially and had her realized she yearned for the company of other people. Human, Elf, hell even a half elf would sound like good company to her. So she finally made the decision to go back into civilization. Not sure how much has changed since she started her life in the forest.

PHYSICAL
Appearance
:
elf_cosmetic_beauty.jpg


Weapons & Armor:
A longbow
2 shortswords
Items & Personal Belongings:
75 arrows
Her worn out leather armor
Skills & Abilities:
Stealth
Archery
Twin weapon fighter
Tracker
Lots of knowledge regarding Forests.
Spells & Magic:
Cure wounds
Ensnaring Strike
Hail of thorns
Hunters marks
Weaknesses:
Not good with fighting against those with heavy armor
Is not good with fighting with only one weapon
Relies on stealth so isn't that good at upfront combat
Socially awkward
High distrust of other High elves
Assumes the worst in other people.

FLUFF (Optional)
Hobbies: Looking for fellow hunters to exchange info regarding the forests. Making sure she has enough money to keep a home in civilization
Quote\s: "A hunt is not as simple as aiming a bow and firing, it's about waiting for that right moment. Civilization deems animals dumb yet the way of the wild makes them more alert. The smallest mistake can cause them to run or attack you. And I can assure you that patience is worth it when you hunt wolves or animals that live in packs."
"You can strike now yet miss your shot. And in a hunt a miss can mean that your chance will forever be lost."
Theme:
 
BASIC INFORMATION
Name
:
Arthur Aratoria Pendral
Aliases:
'Arthur the Endless'
Age:
17
Gender:
Male
Race:
Human
Level:
5
Class:
The Hero

PERSONAL
Sexuality
:
Heterosexual
High Concept:
A brave young man incapable of accepting defeat; perfect protagonist material!
Character Alignment:
Chaotic Good
Personality:
Arthur is a headstrong lad, but good-natured at heart. Honest to a fault and as selfless as a living martyr, he will never hesitate to help those in need and be kind to those he cares about. He is pleasant enough to be around, although his stubbornness may flare his temper to the amusement of his friends. One of Arthur's most redeeming qualities is his unparalleled conviction; he possesses a determination that transcends the limits of his body and forces him to push on in the direst of situations - to never accept defeat so long as his muscles could still move. It is a combination of this and his freakishly good stamina that earned him the alias 'Arthur the Endless' by his friends and family.
Backstory:
Arthur's story began with a simple upbringing in a hunter's lodge with his family, who lived in a forest off the outskirts of a nearby village. Arthur, his mother and his father lived happily enough, surviving off the land and making money from selling some of what they hunted. Things were peaceful. Naturally, such peace was destined to twist into something considerably more tragic.

Arthur's father was a slightly famous adventurer who often left home to go on one of his many adventuring excursions. He'd even bring back cool treasures he'd found, much to Arthur's excitement and pride. But eventually, his father kept leaving more and more often, growing more and more distant to Arthur and his mother. Neither of them knew what was happening and tried not to think much of it. Of course, Arthur's father was keeping something a secret and it would lead to the family's ruin in due time.

Arthur was taught many things by his father: how to hunt, carve wood, swing a sword, cast the family magic along with many, many stories about the many adventures he'd been on. One would have thought a level of compassion would develop between the two, but Arthur's attempts were usually met with indifference. Confused and angry, Arthur spied on his parents once as they talked in private, long after they had thought he'd gone to bed.

"What do y... you're not... This family ca..."

"That boy is d... I canno... And you will d... I sense it will happen soo..."

Arthur could hardly make much out of the conversation behind the heavy wooden door, but he could tell that they were having some kind of argument. Frowning and thinking it over, Arthur forgot to hurry back to bed as the door opened abruptly and causing the boy to fall forward with a yelp. Looking up, Arthur saw his father looking down at him impassively, completely neutral as if he were trying his hardest simply not to feel. Kneeling down, he removed an amulet from his own throat and adorned it around Arthur's.

"You will need this. I have another adventure to go on, Arthur. Take of your... Take care."

And with that, the man who Arthur called 'father' stood up and left the lodge for the last time, never to be seen again. A few months later, Arthur's mother was bedridden and too weak to eat or drink by herself. Death was apparently upon her and no doctor Arthur fetched could offer a helpful treatment or even analysis as to what was happening to her. Things seemed hopeless, Arthur was soon to be an orphan and there seemed to be no happy ending to the path he was now set on.

But then the words of his father popped back into his head. His real father, back when he was younger and the family was still together, when everyone was still healthy and happy. His father had said 'Never give up. So long as your muscles still move, you're not done yet!' Arthur's mother died the day he had made his realisation, and since that day a new fire lit the young man's eyes and gave purpose to his very existence. He would never give up, not in his dream to become powerful enough to protect those he loves and not in his quest to find his long lost father and demand the answers he was owed.

From that day on, a new Arthur was born.

Arthur, the Endless.

PHYSICAL
Appearance
:
Ma.Dai.full.1115612.jpg

Weapons & Armor:
latest
Drakesbane - A broken greatsword left behind by Arthur's father. It currently stands at 3.5ft high and weighs around 60lbs, the 'tip' being a jagged edge. There is an empty gem socket on the centre of the hilt. The hilt appears to have strange engravings on it, but the whole weapon is too rusted from neglect and damage to read. Due to the broken end, the sword isn't very good for stabbing, however its slashing and crushing ability is still quite effective, if half of what a normal greatsword is usually capable of. Strangely, this sword is also quite effective at blocking/absorbing magical attacks. He wears it strapped down the length of his back, hilt protruding slightly behind his right shoulder.
Leather Armour - Common light leather equipment to protect one from scratches and slashing attacks. Moderate protection against stabbing, weak against crushing attacks.
Items & Personal Belongings:
Adventuring License - The one that belonged to his father, left behind before his final adventure. Arthur has been allowed to keep and use it as his own by the Adventuring Guild.
Adventurer's Kit - Backpack, sleep roll, mess kit, torches, rations, maps, compass, and other standard items.
Father's Amulet - An amulet Arthur's father gave him before leaving on his last adventure. As far as Arthur knows, aside from the beautiful gem it holds, it is otherwise unremarkable and only holds sentimental value. He wears it around his neck.
Skills & Abilities:
Greatsword Combat - While no master, Arthur has spent a couple of years attempting to get good at swinging the massive sword around. He can't do anything fast, technical or precise, but he can block fairly well and time his swings for a good chance to connect a solid blow.
Honed Senses - As a forest-raised boy, Arthur has keenly enhanced, almost animal-like senses. He can detect subtle smells, hear high/low pitched or very quiet/far away sounds, instinctually sense imminent danger and can see better than most. To an extreme, Arthur can even fight effectively with his eyes closed by relying on his other senses.
Presence Concealment - Years of hiding and stalking forest prey has taught Arthur how to stay hidden and avoid detection. As a naturally self-taught user, Arthur can skillfully stay hidden almost anywhere. Of course, he is no match for any kind of detection magic or expert trackers.
Endearing Charm - More of an accidental skill, Arthur's honest and slightly naive attitude can often cause people to naturally like him. While it doesn't particularly hold in a fight, diplomacy and bartering are made easier thanks to this.
Animal Handling - The ability to tame, loosely communicate and otherwise peacefully interact with animals. From years of living and hunting in a forest, Arthur can just about communicate with some smaller animals such as boar, but nothing as large as a deer. Predators are also much more difficult for him to tame.
Spells & Magic:
Fire Method: Roaring Lungs - A fire-type magic that allows the user to draw on mana to produce flames from their mouth. The effect of the fire produced scales with the caster's skill and mana. Currently, Arthur is only capable of making a small useless puff. This was the last thing his father passed down to him before he left forever.
Drain Touch - A rare and powerful ability used mostly by necromancers, that saps a creature's prana directly and takes it away permanently. It can also be used to give prana to someone else. Arthur has no idea he innately possesses this magic due to its near-invisibility to his senses and activation upon skin-to-skin touch. Despite being completely inexperienced with this magic, it is powerful enough to drain one level per 20 seconds of contact at most.
Weaknesses:
Ranged Combat - Arthur can’t really utilise his fire magic yet, so his ranged options are very limited. Additionally, closing the distance to far away targets is hard as Arthur isn’t particularly fast, especially not with that greatsword.
Weighted - Arthur wears heavy weights on his ankles and wrists as a form of strength training. This severely slows him down and reduces his dexterity/agileness.
Inexperienced - Aside from swinging his greatsword, his hunting skills and some basic survival skills, Arthur doesn't really know how to do anything. He was never educated formally and has never lived near a street, so he has no streetsmarts either. Manipulating and outsmarting Arthur are both easy feats as although he isn't necessarily gullible enough to believe the worst won't happen, he is naive enough not to know that it will.
Unlucky - Perhaps due to some powerful curse, perhaps due to lady fortune's negligence, things don't seem to work out for Arthur when he needs them to. Whether it be failing to land the final blow on a monster or simply tripping over a tree stump, life seems to be out to get him.

FLUFF (Optional)
Hobbies: Hunting, occasional cooking, word carving, greatsword training and speed/strength training.
Quote\s: "No... No! I'm... not finished... yet. I'm not... I'm not. DONE. YET!"
 
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  • Name: Beathan
    (He doesn't know his parents' last name, and he wasn't given one when named.)

    Aliases: Friend of the Forest, Master of Many Forms

    Age: 21

    Gender: Male

    Race: Fey Blessed Human

    Level: 10

    Class: Druid

 
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BASIC INFORMATION
Name
:
Calm Shikō
Aliases:
The Monk of Madness
Age:
16
Gender:
Male
Race:
Human
Level:
12
Class:
The Monk

PERSONAL
Sexuality
:
Abstained
High Concept:
A young monk out on a journey to find true inner peace.
Character Alignment:
True Neutral
Personality:
Calm is not a particularly complicated individual. He desires to find inner peace: a goal his monastery has drilled into him. To that end, he will not stop until he has been enlightened and will generally use any means necessary in the situation to advance his way towards his goal. While he still has morals more akin to a warrior's code, such as never killing a defenceless person unless absolutely necessary, honouring promises, duelling etiquette, etc, Calm will kill, steal and fight his way through any situation without a worry. One exception is that he is incapable of lying, instead informing others that he 'cannot say' whatever it is he has to lie about. Deadpan expressions most of the time, Calm is nigh-immune to provocation and emotional outbursts and rarely expresses himself for any reason. He usually appeals to logic but is extremely open minded nonetheless, capable of accepting new ideas and adapting to change rather easily. Will he is young, he is strangely mature for his age due to his training and often acts more like an adult than most adults. Although he is always serious, he has been known for his occasional dry humour.
Backstory:
Calm grew up in one of the infamous monasteries that were dotted around the world. Why were they infamous? They were 'The Ascension'. Centuries ago, these establishments popped up near-simultaneously across the globe, building their temples in any location: the forests, in cities, grasslands, mountains, under the sea - there are even rumours of a sky temple floating somewhere in the sky. But this wasn't the only cause for their infamy; they were extremely hostile, striking out at civilisation around them, purging them for being non-believers of their superior religion. Believing themselves to be chosen by the gods, they eradicated any nearby heretics and were soon classed as rank A dungeons to be cleared out by adventurer parties so as to stop the violence.

Calm was born in one of these monasteries, however his one was unlike the other previous groups of its type. There was a divide between the monks who believed that all heretics should be killed and sacrificed to their gods and those who reasoned that the heretics should simply be converted, Calm having been raised on the latter side. Before long, a civil war broke out within the monastery that resulted in several days of infighting and a very high death toll. Eventually, the convert-believing monks won the bloody conflict, but at a terrible price. Seeing the monastery's weakened state, a particularly powerful adventuring party assaulted the monks and launched an all out raid. There was no time to explain the situation, only the desperate and hopeless fight against certain death at the hands of the adventurers. Calm, having survived the infighting by avoiding most of it, escaped the raid with his teacher and left the monastery to burn down in flames.

A couple of years passed as Calm and his teacher, Elder Honest, travelled the lands in search of their true enlightenment: the knowledge of how to ascend to godhood. Calm travelled on, listening to the teachings of Elder Honest as they wandered with plans to one day establish their more peaceful monastery to preach the word of 'The Ascension' to those who would listen. After a while, Elder Honest grew too old and frail, succumbing to old age and dying a natural and peaceful death with the full knowledge that Calm would carry on their monastery's legacy with true pride. Calm had vowed it to him just before he had died.

Set on keeping his promise to Elder Honest, Calm set out to the nearest city. It was a place he had never been to before due to the hostile opinions that were formed around monks these days, but it would be necessary for what he had in mind. Calm needed to unlock the power of his gods if he were to reach true enlightenment and start his own monastery, thus he needed to become much more powerful to achieve this. As such, he reasoned that the fastest way was to live the life of an adventurer, much akin to the ones that had destroyed his monastery all those years ago. He had witnessed their awesome power, experienced first-hand the fruits of their efforts from the lifestyle they lived. He resolved to live that life to achieve a similar power so that he could unlock The Ascension of his gods.

PHYSICAL
Appearance
:
513d5b1e85e4865b1be8730e583825f0.jpg

Weapons & Armor: Aside from his fists and his monk robes, Calm does not have anything.
Items & Personal Belongings:
Adventurer's License - He found it on a dead adventurer just before leaving his destroyed monastery.
Adventurer's Kit - Backpack, sleep roll, mess kit, torches, rations, maps, compass, and other standard items.
Elder Honest's Holy Tome - The Holy Tome that once belonged to Calm's teacher, Elder Honest. It contains all the magic and martial arts knowledge from the monastery, of which only the elders can actually read. Calm is currently attempting to decipher these texts based on Elder Honest's teachings as he travels.
Skills & Abilities:
Martial Arts - The ability to fight hand to hand in styles designed to incapacitate another person in some way.
Tenmetsu Suteppu - Blink Step - A specific martial arts ability that involves the user moving in such a way that he lapses past the targets perception momentarily, appearing to have teleported closer in an instant. Often used to surprise opponents with a preemptive strike.
Jūken - A specific martial arts style that requires impeccable timing and ki focus. The user quickly and gently pushes certain areas on the target's body and passes ki energy into them. This technique has the potential to deal heavy internal damage if enough strikes are dealt to the target.
Yopparai no Ken - Drunken Fist - A specific martial arts style that requires the user to be intoxicated. The user moves and sways in a drunken manner, becoming unpredictable and entirely random in the movements, thus proving extremely difficult to actually hit with an attack. Due to the user's drunken manner, they may even target opponents with 'pranks' or other forms of annoyance mid-combat, potentially infuriating them into making mistakes. Additionally, users may confuse friends with enemies and vice versa. While Calm is a natural practitioner of this martial arts, he hasn't really used it or trained with it much, so it is a fairly unpredictable card to play in the heat of battle, ironically.
Furīzunīdoru - Freezing Needle - A specific martial arts style that requires incredible precision and knowledge of the body. The user quickly and accurately pinches nerves on the target's body for a variety of effects. The target can temporarily lose the use of their limbs or even be knocked unconscious if enough or the right nerves are pinched. This is a particularly advanced style that Calm is still learning.
Honed Senses - By keeping a calm state of mind, Calm can detect subtle smells, hear high/low pitched or very quiet/far away sounds, instinctually sense imminent danger, possesses incredible reflexes and can see better than most. To an extreme, Calm can even fight effectively with his eyes closed by relying on his other senses.
Poison Resistance - As part of his monk training, Calm has ingested numerous poisons in increasing increments over the years to build his tolerance of them. He has now become immune to many poisons and his body is more equipped to deal with new foreign bodies it ingests than most.
Spells & Magic:
Majikkusensu - Magic-Sense - The ability to sense and track magic. Calm can see when magic is being cast and can tell when magic is being cast nearby. He can also track people who have recently used magic for a short distance.
Seishin-kan - Spirit Sense - The ability to see and communicate with spirits. Calm can see and talk to nearby spirits, but otherwise cannot interact with them in any other way.
Kyōki no Yubi - The Fingers of Madness: First Urge, Second Craving, Third Desire, Fourth Obsession, Fifth Insanity - This is a magic that Calm has created himself, involving carving and then tattooing over runes onto the ends of his fingers that act as magical 'needles' in order to inflict a debuff. Each rune adds a debuff that affects one of the five senses and requires a short incantation to activate. The effect ends when Calm ends it himself, if he is knocked unconscious or dies, if he runs out of mana or if the effect exceeds more than an hour. Calm has carved these runes onto his right hand's fingers.
Miwaku-tekina Gyōshi - Captivating Gaze - A hypnotic illusion ability that draws a single target's attention onto Calm's eyes. The target will not be able to look anywhere else but there and cannot focus on their peripherals either. Particularly weak-willed or stupid targets will even become paralysed, finding themselves unable to move their muscles or cast spells. Requires a couple of seconds of standing still and focusing.
Kōrudomisutobodi - Cold Mist Body - Body-enhancing magic that vibrates the body at such speeds that it becomes imperceptible to the naked eye. It is less effective than true magical invisibility and more effective than presence concealment, but it cannot be detected by magic detection magic. The user becomes nearly invisible, giving off a slight shimmer in the air for those that look at them. If someone gets very close to the user, they will hear a quiet humming sound. Requires mana to maintain. Calm is not skilled enough to use this for too long, usually only a few seconds a pop at most.
Kenbōshō - Amnesia - Calm can cause any target that looks at his eyes to momentarily forget where they are and why they are there, useful for disorientating them. With further practise, Calm will be able to actually erase memories through prolonged eye contact. Requires an incantation and usually won't work on the same target twice if used within an hour of each other.
Magic Resistance - Due to his Monk Class, Calm has a level of magical resistance that mitigates the damage it deals. This appears in the form of a holy barrier that spans over his body, reducing but not outright blocking incoming magical attacks.
Itsutsu no Sei Geitsu - The Five Holy Gates - By focusing their ki, the user can release divine limiters in the body that act as gates of power to grant the user enhanced effects. In order, the Gate of Birth increases the user's physical attributes by making them faster, stronger and more durable to the point of peak human capability. The Gate of Growth further increases these physical attributes to the point of superhuman ability capable of outperforming mortals of higher levels and also rejuvenates the user's stamina. The Gate of Life further increases the physical attributes to the point of being able to reasonably easily break metal weapons, crush armour with attacks, somewhat resist physical attacks against bare skin, move faster than the naked eye can comfortably keep up with and adds divine magic to every strike. The Gate of Age even further increases the physical attributes to the point of leaving craters with mere punches, leaving afterimages with fast movements, allows the user to regenerate wounds fairly quickly and causes the user to exude a powerful divine aura. The Gate of Death has never been achieved before and is only prophesied in Monk religion. It is rumoured that anyone who reaches the final gate will ascend and become one of the gods. Calm can only use the first gate.
Weaknesses:
Honest - To a fault, Calm is apparently unable to lie for any reason whatsoever. Perhaps it's due to his conditioning back in his monastery, but he will always respond with 'I cannot say' when he needs to lie about something.
Gullible - Unless someone is obviously dubious or untrustworthy, Calm will believe almost anything you tell him so long as it is within reason. He does not believe in dishonesty and prefers to assume a person is telling the truth. Of course, once he finds out it is a lie he will seek an appropriate retribution, but will otherwise bear no grudge and will never believe you about that specific subject again. Lie to him enough, and he will disregard your opinions as untruthful altogether.
Ignorant - Calm has never experienced the world outside of his monastery and doesn't really know how anything works, such as currency.
Ranged Combat - Calm can’t really utilise many ranged options in combat, so his options are very limited against long distance opponents.
Weighted - Calm wears heavy weights on his ankles and wrists as a form of strength training. This severely slows him down and reduces his dexterity/agileness.

FLUFF (Optional)
Hobbies: (What does the dark lord do in his free time, when not vying for supremacy over the world?)
Quote\s:
"Come. Fall victim to your senses."
"I find it is the question that is more important than the answer."
"I assure you, though I may use the mystical arts - this fist is not an illusion."
 
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