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Fantasy Let's Create Your Hero/Villain!!! (CS)

Kylesar1

This is my loudest bork
IMPORTANT LINKS
IC
OOC
CS
LORE



LIKE MEANS ACCEPTED

  • Any race so long as it's in genre​
  • No OP magic or tech. This WILL be enforced​
  • My best advice to adventurers is to start low and gradually grow​
  • Powerful Villains must have exploitable weaknesses​
  • Make changes to the CS as they grow. New major items, appearance changes, class changes, personal changes, etc.​

Appearance: If not using a pic, delete and see below. Any pic
Name: (Their true name)
Aliases: (Other names, titles, nicknames, and aliases.)
Age: (Biological age. How long have you been there?)
Gender: (Male, Female, Genderless, or Hermaphrodite depending on Race)
Race: (You may create your own race, provided that you will write down a fairly detailed description of its physiology, specialization etc.)
Class: (Feel free to make your own, however, the basic, recommended list can be found here: Fantasy Character Classes - TV Tropes)

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

PHYSICAL
Appearance
: If written, at least a detailed paragraph of text. Otherwise, delete
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)
Other:
 
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Finikin


Theme

~~ For A Lifetime ~~


Basic Information
Aliases: Fin, or Flick

Age: 26 Years

Gender:
Male

Race:
Beast (Green Anole)

Class:
Cleric

Personal
Sexuality: Not sexually active.

High Concept:
A brave little outcast with a strong urge to adventure.

Character Alignment:
Neutral Good

Relatives:

  • Dilene (Mother, Murdered)
  • Leston (Father, Murdered)

Organizations/Affiliations: n/a

Occupation:
Jobless, homeless, on the road looking for ancient relics and gems that could start him on the road to a better life.

Personality:
Finikin is rather unconfident in his abilities. He is aware that he can heal, but despite the fact that he is excellent at it he is always worried that he will one day mess up in a terrible way. Although he doubts himself sometimes, he is also incredibly brave. He will willingly step between his allies and the enemy if it means they have a chance at surviving.

Finikin is amazed by the world. Ever since leaving his old home, he has enjoyed almost every minute he's spent adventuring.

Bio:
(Information on Greedan and the other reptiles/amphibians explained in the lore) Finikin was born right into Greedan's little dictatorship. There were no spots in the army for Anoles, so he remained with his family. Life in the lower district of Fallbrook was long, harsh, and unforgiving. Anoles, along with several other reptilian species, were thought of as weak, and the widespread opinion was that they had no other uses than to keep the upper district of the city clean.

So as Finikin grew up, he was taught not to rebel against the higher species, but to simply accept his pitiful fate and keep Greedan's goons happy. However, something about Finikin was very unlike the other Anoles. He was gifted with magic. Now no other reptile in Fallbrook possessed magical power save for the Chameleons. The Chameleons were sided with Greedan. They were the ones who gave him his own powers, not like he needed them. Greedan ruled with an iron fist, and although he didn't often dabble in the affairs of the lower species, news got around.

When Greedan discovered that an Anole held power similar to that of the Chameleons, his immediate intent was to destroy it before it became too strong. And so he sent his men to kill Finikin and his family. But Dilene and Leston knew better. It was obvious that Greedan would waste no time annihilating any chance of resistance there was, so they sent Finikin away with the knowledge that they were to die, and that he must never allow Greedan to find him.

And so Finikin ran away. His parents were in fact murdered, and he was made to flee until he was strong enough to return and face the tyrant that held Fallbrook in his clutches.

Physical
Height: 6.5 Inches

Weight:
36.8 Ounces (2.3 Pounds)

Weapons & Armor:
The only physical weapon Finikin possesses is his crook. It allows him to easier harness his magical abilities.

Items & Personal Belongings:
Two incredible artifacts he has obtained throughout his journey (and his favorites), are his boots and his cloak. The boots allow him to move without making even the slightest sound, while his cloak is capable of concealing him by causing him to vanish. The small coin attached to the collar is what powers it, and can only do so for a limited amount of time (Usually about half a minute). This combination has gotten him out of some sticky situations on more than one occasion. And of course he wears a small satchel over his shoulder, which has been enchanted with the ability to store an unlimited amount of items so long as the item can fit through the opening.

Skills & Abilities:
Finikin is small, so he has no trouble crawling through small spaces. A good skill for getting around a puzzle or other such predicaments. This attribute also makes him a very difficult target. Combine that with his relatively fast running speed and ability to vanish makes catching him almost impossible.

Finikin's slim claws are great for climbing. They cling to most surfaces with ease, but are better in a forest environment.

Spells & Magic:
Finikin is less a fighter than he is a defender. With spells that allow him to heal most wounds, he is great for sticking back and supporting the team if they should need his expertise. If necessary he can also stand at the head of the group and cast a shield to block oncoming attackers, allowing his allies to pick them off from a safe place.

Weaknesses:
Finikin's skin is tender. Even walking on sand for too long could damage his ability to walk for a while. Certain terrains can have detrimental effects on his health.

While humans and other such species are able to withstand cooler temperatures, weather below sixty degrees Fahrenheit is bad to expose Finikin to. Wrapping him in a coat is easy enough though, and makes this weakness somewhat less of a threat.

Being small also puts Finikin at a disadvantage. With everyone else towering over his tiny form, it can be difficult just to avoid getting stepped on.

Fluff
Hobbies: Finikin enjoys discovering long lost artifacts, particularly the kind with mystical powers infused within. His prized possessions are his cloak and boots, both of which he found deep within a dungeon.

During his free time Finikin tests out new spells. He prefers his healing spells, and when not exploring the unknown, can often be found working to improve his healing capabilities.

Quote(s):
"I got it, I can fix it, just hold still!"

Other:
n/a

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Coding by Wick
 
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Appearance:
d783be856aee2bc365b7f7e82affdfa56df6bbf8_hq.jpg

Name: DeMarc Relan
Aliases: De, Marc, Siava ( In his native language this means "The one who sees". This is more of an alias that he goes by in his clan )
Age: 19 years
Gender: Male
Race: Beast - Red Fox
The Beast race covers a wide variety of beings. To generalize it, the Beast race is made up of animals with a more humanoid body structure. They possess the ability to walk in a bipedal manner, but very well could resort to a quadrupedal stance. They will still possess paws, claws, or whatever their animal counterpart would have on their hind legs. As for their forelegs, now arms, they no longer posses paws, claws, etc.. Instead, they had fingers and opposable thumbs. They are more human sized, but smaller animals make for smaller Beasts and such.

Beasts are capable of speech and often have their own language for their species. Beast usually settle in tribal societies and do worship their own gods. Said gods do vary among different species, but there is one god that all Beasts' believe in. Though the exact word associated with her varies due to different languages, the meaning is always the same, The Mother Ishrion. Some Beast societies are more civilized and focus more on realist ideals, but most are tribal.
Class : The Scout

PERSONAL
Sexuality: Heterosexual
High Concept: Now that DeMarc has been trained in the name of Siaven, The Outrider, he wants to serve the duty he has trained to take on for good in hopes that he appeases Siaven and the rest of his gods and earns his reincarnation.
Character Alignment: Lawful Neutral
Relatives: Hamen Relan - Father | Delaroa Relan - Mother | Emasc Relan - Brother - Deceased | Jupan Relan - Brother | Kar Relan - Sister | Zorai Relan - Sister |
Organizations\Affiliations: The Iet'Poai Clan
Occupation: Scouts for his tribes fighters, but is waiting for employment elsewhere.
Personality: DeMarc lives by a code, and that shows above his emotions. But, he does act with more than just his code. DeMarc is rather silent towards outsiders due to the language barrier. He does know a bit of the common tongue, but no more. Towards his clan mates his personality showers more. He isn't the best at making friends because of his straightforwardness and bluntness, but eventually he warms up to others. DeMarc knows he has problems with his anger in heated situations, but his code and discipline helps prevent him from acting out in anger, but there is the occasion that he slips. By nature and by code, DeMarc is loyal to those around him that he would consider allies and acquaintances. He will defend them, and his code would make him put his life on the line for them. He usually goes by his better judgement and what he believes will serve his group best, but if he is given an order from the leader of the group he is serving he will follow that, unless it goes against his code. DeMarc also believes that since his brother Emasc was not given a proper burial, his soul with haunt DeMarc until he can perform a certain ritual to help his brother's soul cross over. It's not necessarily a bad haunting, but Emasc's soul will still follow DeMarc.
Bio: The Iet'Poai Clan is located in the chillier valleys of Ishrion, so that's where he grew up. The lower temperatures weren't much of a bother due to his fur. He was born an only child, but soon he was followed by a brother, Emasc. He and Emasc got along pretty well until it came to getting attention from their parents, but soon it wouldn't be just them soaking up the attention. Around when DeMarc and Emasc were 3, Jupan and Kar were born. Not only did they have another brother, but now they had a sister to compete with. From that day on, whatever the two did they did together so they bother got the recognition and attention. The once rivals were now inseparable companions. Funny how things work some times.

It was until the age of 6 that they grew out of the childish competition for attention and were trained and educated for the future. Around this same time another sibling was born. It was another sister, Zorai. Now it was Jupan and Kar's turn. They were taught of the Gods and what they represented and how they could represent them. Although it would be some time before they had to chose who they would represent, but for know they were just taught of them. With their father being a big hunter for the tribe, the first weapon he truly learnt how to use was a bow. It was a little shaky at first because they were using their fathers bow, which had a lot of tension in the string so it was hard for them to draw it. Once they were able to draw it though, both of them found it enjoyable. In about a year of shooting and practice, DeMarc and Emasc were fairly skilled with a bow and even had their own.

At the age of 10 their training began. The two had to choose a god to represent and train for what they represented. Both of them chose Siaven, The Outrider. Siaven, in basic terms, was a god of reconnaissance and observation. Those trained under him typically were scouts for the clan. The training fell in line with DeMarc and Emasc's preferred weaponry as well. However, before they could do anything with weapons, a code was drilled into them and they had to go through rigorous physical training. This lasted for about a year and a half. DeMarc and Emasc had pulled ahead from the others who had chosen Siaven and were proving to be promising. When it came to weapons training, the two continued to pull ahead. The only weapon they trained with was a bow. Most of it was target practice and such, but they also learnt how to use it in close quarters combat. This took another year and a half to complete, but once they finished they were given the title "Tas Siaves", which means The Outriders in DeMarc's language. Eventually they'd find a use for their skills, but at that moment DeMarc and Emasc returned home.

3 years later, at the age of 16, they could choose to serve the clans warriors as scouts. Of course, they chose to do so. They met with the warriors and told them they wanted to become scouts. Noting that they were Siaves, the warriors gave them their orders. They were told to move ahead and search for enemy troops and positions. At the time, the Iet'Poai Clan was at war with the Lomaan Clan. The Lomaan Clan were wolves, so the Iet'Poai were at a physical disadvantage. But Iet'Poai warriors and scouts were trained to be fearless. After half a day of travelling cautiously, they found a small Lomaan outpost. After reporting back to the warriors, they moved out and the next day, captured to outpost. They did this for about 3 more years, but one day only one of them returned. During one mission, DeMarc and Emasc were spotted by a Lomaan patrol. Although DeMarc was able to escape, his brother died in his arms after being hit in the chest with an arrow. He returned back to an Iet'Poai camp and gave them the news. Without his brother to serve with, he believed it was time look elsewhere. His younger siblings were reaching the age to serve, and he didn't want to be around to lose them too.

PHYSICAL
Appearance: DeMarc, typical for Red Fox Beasts, isn't very large. He stands at 4 foot 11 inches and weighs around 95 pounds. He has a slim build without much fat or muscle. Most of his body is covered in orange fur. On his chest, neck, and belly it transitions to a creme color. At the tips of his ears his fur turns black and at the tip of his tail it turns white. His forearms and lower legs turn to more of a burnt brown color. DeMarc has a sharp, narrow muzzle and bright blue eyes. He has digitagrade legs, just like all Red Fox Beasts have.
Weapons & Armor: Being tribal, DeMarc doesn't wear much for armor. In fact, he doesn't wear much of anything. He wears a loincloth to cover his private parts. On his forearms he wears a pair of leather gauntlets. For weapons he uses a bow with some arrows. On his back he wears the quiver for his arrows. DeMarc also carries a small blade that was his brother's in a holster on his waist. He doesn't use it very often and will typically just use his bow in melee combat, but he will occasionally pull it out.
Items & Personal Belongings: He wears two pendants around his neck. One is his, the other is his brother's.
Skills & Abilities: DeMarc very stealthy. He can get in and around areas undetected with relative ease. DeMarc is also a skilled archer. He is accurate and can shoot quickly. He is quick and agile, especially when he drops down to all fours. He uses this to dodge enemy attacks if they get too close. DeMarc also has heightened senses.
Spells & Magic: None
Weaknesses: DeMarc, although he knows some of the common language, doesn't understand nor speak much of the common language. This alters his ability to communicate with others heavily and makes it hard for him to understand others and for others to understand him. DeMarc's body is rather fragile and he can become injured easily. Although he still pushes through the pain well, it will effect his ability to perform actions. He also isn't very strong physically due to his slim build and small stature. He is also a little more emotionally fragile currently due to the recent death of his brother.

FLUFF
Hobbies: DeMarc, when not needing to do anything, usually just walks around in the forest. He often seems to be talking to himself, but he is really trying to communicate with his brother's spirit. Other than that he'll be trying to develop his ability to speak the common language.
Quote\s: "Change is inevitable, good or bad. So expect it, prepare for it, and you yourself will not break under it's pressure" (Of course, this is said in his language)
"A loss is only a loss if you don't move past it"
Other: N/A
 
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Name: Kazuo Daisu
Aliases: Kaz, Daisu
Age: 1,500 (though he takes the appearance of a 15 year old)
Gender: Male
Race: Humanoid- Demon
Demons as a race- Though demons appearances are mostly what you'd expect, since they have the traditional demon horns and tails. Though these areas are actually very important to them, due to their tails being the things that take in magic/energy and allow them to use such abilities, and their horns are storage areas to keep energy and magic. Both areas are vital to a demons survival however, since the loss of one can easily lead to the demise of the demon and loss of them serves as an extreme disability. Most demons live underground or in hotter areas, generally around volcanoes or in deserts if above ground as travelers. Demons live far longer then the average human as such they age far slower.

Though demons generally stick to either underground or hotter areas, the cultures of above ground demons and below ground ones are vastly different. The below ground ones having adapted to be more beast like in nature and appearance, sticking to being more tribal while the ones who live above ground have become more cultured and can safely be said to have their own society. Though the ones above ground are few and far between, developing a more human exterior and more spiritualized society. They tend to travel in groups, migrating from place to place and setting up camps before moving on. Though both have a similar tongue, they speak different versions of it. Those from above ground have adopted to be able to speak common tongue while the ones below have no use for it, therefore most remain physically unable to form the proper sounds to speak it.

Class: Mage

PERSONAL
Sexuality
: He'll go for literally anything. Even the kitchen sink.

High Concept: A reformed bad guy who's probably still a terrible guy but acts so childishly that it makes you wonder if he's actually a real threat or not.

Character Alignment: Chaotic Evil

Relatives: His entire family is MIA (his family consisting of his parents, and his 3 brothers and 2 sisters)

Organizations\Affiliations: He used to belong to a previous bad guy organization, now he just flits around with no real reason other then causing mischief.

Occupation: He's an adventurer, of course! (though he used to be a villains right hand)

Personality: Kazuo is a very mischievous and childish creature, as he greatly enjoys seeing others in pain. He'd incredibly clever, though he generally keeps his brains on the down low, preferring to keep the ideas to himself unless asked about them. He usually doesn't even like to get involved with situations most of the time, mostly because he just doesn't care enough. He can always be seen smiling and joyful in an extremely childish manner. He puts others in front of himself all the time and often times let's himself suffer in the background. He generally thinks of himself as subservient to everyone else around him, and this could not be any more true for people the boy likes. As Kazuo will do anything to please the person who's company he enjoys the most. He really will do anything that person asks for, just say the words and he's on it. Hell, that person in question could just hint at what they want and he'll do what he thinks necessary. Abuse him, torture him, humiliate him, he'll take it all and with a smile. Then he'll come running back, and never leave your side unless told to. All just 'cause he likes you.

Bio:
When Kazuo was just a small demon, his parents told him on all their travels 'Conceal, but feel'. The young demon knew not what this phrase had meant until he got older and started using his magic far more frequently. His emotions fueled his magic, at least the potency of his spells. He was his own personal magic battery. So he continued to practice using this new method of casting spells, to the point of forgoing both physical strength and the far less taxing way to use magic. His practice was rewarded greatly, in the form of being considered a 'prodigy'. That was when his group was attacked by an old villainous organization.

This villainous organization had decided to kidnap the magically gifted children, in hopes of using them as soldiers for their army. Kazuo was one of those children. He never saw his family again after that, having been one of the first to be taken he doesn't even know if they're alive or not. After coming to, he was forced to realize his magic was far more powerful and uncontrollable when charged with negative emotions. And soon after, he realized that the chaos he could leave in his wake was highly valued, especially when he lost control. With this information, he decided to take over! Starting with the children he was taken with.

Soon enough he began to rise in ranks, from his likely obvious sadism at that point and his power mixed with his strategies. He was the perfect candidate for the esteemed spot of right hand man to the head honcho. He'd grown to have a begrudging respect for his boss, and in order to cope with the entire ordeal, he started to turn into the extremely childish and somewhat lazy demon he is today. It was treated as a 'meh' among both his boss and lower ranks, due to his penchant for chaos none of his subordinates really wanted to pick a bone with him about it. He never truly had learned how to control his powers because of this chaotic edge, and he'd settled for right hand.

Sadly, as all organizations do, this one eventually fell and Kazuo was free to do whatever he pleased. Well after a confrontation with the heros who took the place down, he decided he liked them. So he stuck with them against their will. He never truly changed his evil ways, but now they mostly just took the form of harmless pranks and disturbing pictures, so no one minded. Until one day his 'harmless prank' cost the parties lives. Nowadays Kazuo wanders, flitting from party to party to cause 'harmless' mischief to any whose paths he crosses.

PHYSICAL
Appearance
:
Kazuo is a very short man, topping off at 5'2 ft. and he's extremely thin, being only 90 lbs. He has a very lithe frame, not helped by the fact that he has very feminine hips and facial features. His eyes are a dark crimson, and his skin is an oily black color. He has a long and thin tail that tends to drag along the ground as he walks, it ends in a spade shape. His horns are actually rather small, and are a an almost bone white color. His teeth all end in points, though they aren't actually all that sharp. Just sharp enough. He has a myriad of different scars littering his back. His hair comes to about his shoulders, and is a bright snow white color not helping the fact that it's usually a complete and utter mess. He tends to wear it flung over his shoulder in a loose pony tail. He usually wears an oversized dark cloak to cover up his very obviously demonic features, and some pantaloons underneath. He usually wears sandals. He's sewn in plenty of pockets on the inside of his cloak, and he usually keeps a dagger in one, and some playing cards in another.

Weapons & Armor: He doesn't wear any armor, though he does have a dagger he typically just uses hand magic.

Items & Personal Belongings: Misc. junk that can be found on the inside of his cloak, including a picture of his family torn at the edges from old age and some broken silver wear, his playing cards and some paper.

Skills & Abilities: He's a good pickpocket, he can easily read lies and tell them himself. His poker face is none to scoff at. He can easily withstand hotter temperatures. His pain tolerance is through the roof, likely due to the fact that he's become a masochist.

Spells & Magic: His magic works almost exclusively on how he feels at the moment, the more intense the emotion the more powerful and harder to control the spell comes out as. Though he tends to lean towards the more aggressive and fighter like spells, he has a large range of what he can do magically.

Weaknesses: Physically, a strong breeze can take him down. That isn't even an exaggeration, he is extremely weak physically and has weak balance (at best).
His magic works solely based on his emotions, not what he wants. The stronger his emotion the more uncontrollable his magic, and he gets overwhelmed easily when it comes to using magic, never having truly learned how to control his magic or emotions.
He truly cannot care less in most situations, meaning his emotional factor is at a solid 'meh' most of the time- not very helpful since his emotions determine his magic and power. It isn't helped by the fact that he never learned how to use magic like a normal person would.
He cannot stand the cold, he has a high chance to get hypothermia at 15 degrees Celsius and lower.

FLUFF~
Hobbies
: Oddly enough the kid doodles, stick figures and things, but Kazuo likes to keep himself calm by drawing. He especially likes doodling whatever comes to mind as he ponders something oddly deep for how childish he can be, the drawings usually comes out as someone close to him in pain. Other then that he tends to pull innocent pranks on people, like putting a 'kick me' sign on the back of a friend, he almost exclusively targets his friends.

Quote\s:
"I hope you burn in the fires of Hell as you watch anyone and everyone you love and care for die slowly right in front of your eyes as you're powerless to do anything at all about it! Have a nice day~"

"The true judge of 'Evil' isn't how many people it hurts, or even the deeds committed. It's what you think while doing the act that makes it 'Evil' or 'Good'. Hey~ so, what're you thinking?"

"Let's pinky promise and make it a deal!"

Theme: Emotions (キドアイラク) By Task

Other: Current 'master'- N/A
 
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Name: Irina Marigold

Aliases
: Rina (Nickname), Juniper Lynch (Fake Name)

Age: 21

Gender: Nonbinary

Race: Human

Class: Duelist


PERSONAL

Sexuality: Pansexual

High Concept: An aimless noble off on an adventure looking for purpose in her life.

Character Alignment: True Neutral

Relatives: Both parents, a brother and a sister

Affiliations
: Merchant’s Guild


Occupation: Noble, Adventurer

Personality: Irina is rather aloof, forming relations with others easily enough but naturally keeping her distance from them. She isn’t shy letting people know she acts primarily in her own interests and has no qualm with throwing anyone in her way under the bus to reach her goals. That said, she isn’t inherently antagonistic and can be altruistic on a whim, though when given a chance to give an eye for an eye she will gladly take it - her argumentative and casually vindictive nature is disagreeable best, and becomes a major liability at worst.

Bio: Irina was raised in an environment of wealth and prestige for a majority of her life - her father was a renowned duke and her elder sister an equally well-applauded military captain. Between her and other two siblings, she did not have much to her name. She performed adequately in her studies and during her personal training sessions, but nothing she accomplished ever seemed to stand out. The 'runt of the litter,' so to speak.

While most of her family remained disappointed with her results, her history tutor had another opinion. Convinced that she had buried talents that were wasting away chained to the family estate, he encouraged her to travel and explore her true potential - her mother and father relieved to be rid of an eyesore in their otherwise pristine household, they gave her their blessing and sent Irina on her way. She did not leave with high hopes, but she'd be damned if she didn't show those old fools what for once she made a real name for herself.


PHYSICAL

Weapons & Armor: Sturdy cloth armor, and typically chainmail underneath when expecting heavier resistance. Carries a bastard sword, a short sword, and several throwing knives.

Items & Personal Belongings: Family signet ring cast in gilded steel with a half-sapphire and half-ruby crest, journal with a quill and ink, and a silver flute.

Skills & Abilities: Irina’s specialties are in diplomacy and swordplay. She is also quite a ways stronger than she looks, as physical training was part of her daily regimen though certainly not enough to challenge actual heavy lifters.

Spells & Magic: Enhancement magecraft, Irina can temporarily imbue objects with additional properties - such as a durability enhancement on her armor or an impact enhancement on her weapons. Lately she has been experimenting with more unorthodox spells with this in mind.

Weaknesses: Irina has very little combat experience outside of knightly spars with her mentors and common squabble like bandits and other such street criminals. Other than that, she battles with a quiet but prevalent depression that has perhaps not even been acknowledged yet.


FLUFF

Hobbies: Irina enjoys getting to know people, though other than that she has many trivial hobbies to keep her entertained if no one else is around

Quote: “Let’s make a deal, shall we?”
 
Appearance:
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Name: Lady Evelune Eskridge (Pronounced Ehv-vah-loo-nay)
Aliases: Luna; Eve; Eva (pronounced ay-vah)
Age: 23
Gender: Female
Race: Human
Class: Knight

PERSONAL
Sexuality
: Bisexual
High Concept: She didn't choose the Knight's life. The Knight's Life chose her
Character Alignment: Neutral Good
Relatives: TBR
Organizations\Affiliations: Templar Knights- She's not a Templar, but her father is
Occupation: Adventurer
Personality: Eve was raised in a house of respect. Naturally, she respects everyone at first meeting. After that first impression, she forms her opinions, and her opinions are usually STRONG. She either likes or hates you. There's not usually an inbetween. If she hates you, she gets away from you asap. She's typically nice to people, but knows her worth. She can either be your best friend or a raging bitch to you. That's all up to how you treat her.
Bio:
Eve grew up being forced into swordplay by her mother so she could become a Paladin. She started lessons by her hardass father at age 5. However, since she didn't and never did want to become a Paladin, her faith suffered, causing her to not have any sort of talent when it came to Holy and Light Magic, not even able to heal even her most minor injuries. This caused her to fail the entrance exam for the prestigious Holy Light Academy at age 12, one known to train Bishops, High Priests, and Paladins to the best in the entire country from the time they turn 13, and essentially become a black sheep to her. This was despite doing the best out of everyone else in swordplay. She just couldn't cast Holy or Light spells. Her mother disowned her and gave her the cold shoulder, but her father still loved her and told her to pursue what she wanted. Still, she was heartbroken at her mother's scorn. At 15, Eve ran away on her birthday, where she received a gift from her father. A Holy Templar's sword. She took this and the shield and left in the middle of the night, leaving not a trace.

She never returned home, but she did return to the city she was raised in, where she heard that her family never recovered from her sudden disappearance. They thought she was kidnapped. Even her mother was distraught and in the abyss of depression due to how she treated her. Still, Eve didn't return home, not wanting or willing to face her mother again for her failure. She didn't want to be abused again, so she took up a job as a bodyguard, and started making a living. She excelled and made good money, easily enough to live on. Still, she felt like something was missing in her life. She didn't do anything great, and she wanted to actually be great. She became a mercenary for a while, making excellent money for generally moderate work. That's what she does now, and she wants to explore the world, as she hears that there are many things for her to acquire in caves and ruins.


PHYSICAL
Weapons & Armor:
  • Templar Sword
  • Chainmail and Leather
  • Templar Shield
Items & Personal Belongings:
248b6085dc29bdf3802badf0fb499bee-jpg.384246

Skills & Abilities:
  • Knight's Training
  • Hand-to-Hand
  • Shield Training
  • Charisma
  • Musically Talented

Spells & Magic:
  • Utility Spells
  • Basic Magic Spells
  • Augmentation Spells

Weaknesses:
  • Creature Inexperience- She hasn't fought or learned about many creatures that could be out there
  • Battle Inexperience- The highest extent of her combat exposure was going against knights in a training ring. She's never had a life/death fight
  • Weak Armor- Chainmail and Leather ain't gonna do much against pretty much any weapon bigger than a knife
  • Not the strongest- She can fight on the frontlines, but don't expect her to be pushing boulders

FLUFF (Optional)
Theme:
 
Appearance:
bb1bd589bd0c961d1ff5d10adde39ee1.jpg


Name
: Victor Yamir

Aliases
: Mutt.

Age
: 22

Gender
: Male

Race
: Human

Class
: Mercenary.

PERSONAL

Sexuality
: Straight

High Concept
: How much you paying me?

Character Alignment
: True Neutral

Relatives
: Mind your own business!

Organizations\Affiliations
: Whoever pays the most.

Occupation
: Adventurer for hire.

Personality
: Victor is a somewhat brash man who enjoys to cause a bit of trouble. He never shy's away from a fight and is typically the first to dive into danger with a grin. Victor has learned from a young age that money is the only thing that keeps him alive, so he's adapted to the mercenary lifestyle. When it comes to interacting with others he can be somewhat of an ass, but once he begins to trust others he is a rather decent man to be around.

Bio
: Victor was born within a family of farmers, or better known as peasants. He lived the first six years of his life struggling to survive the long and harsh winters with only his father since his mother had died when he was two thanks to starvation. His father was a bitter old man who seemed to try and make Victors childhood even harder as he would regularly abuse him in physical and mental ways. Beatings, days without food, verbally cursing him of his mothers death and even to go as far as locking him within the barns by himself. Victor is still amazed that he even survived at all. Thankfully at the age of seven Victor seemed to find a break as he was making a trip to the main towns markets. As he browsed the markets goods that he could afford he saw that a small company of mercenaries entered the town to resupply themselves.

With his interest peeked he decided to follow a group to a tavern and listened to their many adventures and achievements. With his mind filled with excitement he begged the mercenaries to allow him to join them. At first they saw him as a joke, but soon the leader decided that they could use the extra hand around the camp and accepted him into the company. Without any hesitation, or final words with his father he set off with the company. He was used as a simple extra set of hands that tended to the camp preparations, the horses and cooking the men's food. Though at the age of nine he was finally able to begin training with the men. He learned to wield a sword and throw a punch like any other man. As he grew and learned like a mercenary he began to feel his company to a real family. When fellow men were lost in jobs the men grieved as one, when they gained victory they celebrated as one, when one man suffered all suffered. He felt at home.

Sadly though at the age of nineteen Victor began to grow uneasy. After many weeks of thinking and planning he decided to go out on his own. His company was confused and somewhat saddened towards the news, but they understood when they saw the look in Victors eyes. The familiar look of an adventurer. With good wishes and happy goodbyes Victor set out on his own to make his own path.

PHYSICAL

Weapons & Armor
: Iron and leather armor and a long sword.

Items & Personal Belongings
: A necklace with a small clover pendant and a flask. He also has a healthy brown coated horse.

Skills & Abilities
: Swordsman, brawler, persuasion, riding and craftsman.

Spells & Magic
: He's not very talented when it comes to magic, but he is continuing to study fire magic.

Weaknesses
: Reckless, fears losing a fight, slow to trust strangers, heavy drinker, stubborn and blunt.

FLUFF

Hobbies
: He is actually a decent cook.

Quote\s
: "Time to pay up.", "Shut up and fight!"

Theme
:
 
20894aef0d8302e81cd87e0a045d1741.jpg Name: L'or L'or L'orraine
Aliases: Loew
Age: 5 Years (adult)
Gender: Female
Race: Thri-Kreen
Class: Hunter

PERSONAL
Sexuality: Heterosexual, but not in romantic term
High Concept: Fleeting wind waits no one
Character Alignment: Chaotic Neutral
Relatives: Unnamed birthclutch
Organizations\Affiliations: n/a
Occupation: Wanderer / Hunter (in literal sense, for food)
Bio:

Every few decades, there would be a weird brood among the birthclutches. This particular individual was different from the rest, and not in the good way. It was not the ability which was strange; it was the mind. The individual, against Thri-Kreen's instinct, separated from the rest, keeping to itself while others from the egg batch began gathering into their first clutches. Even after years passed, and the individual aged into adulthood, it couldn't integrate to their society. It was as if the way of the Thri-Kreen, which should've been embedded in each and every one of them, was missing in said individual.

Thus there was little fanfare when the individual disappeared from the pack. No one rose even a single click upon realizing that she was no more. After all, their lives continued on, and a single individual's life was no more than a flicker of light upon a candle. As fast as it came, it disappeared.

For the individual, however, it was a virgin new world to explore. Unbounded by the mentality of the clutch, it walked through the Ashen Woods, braved the Golden Plains, and traveled far and wide, relying only on its polished hunting ability, handed down through generations of Thri-Kreen, for ends meet.

Personality: Separated from the clutch mentality, Loew had an easygoing view on life. However, that very separation disabled her from forming a deep relationship with others, and it had always been the source of emptiness in her soul.

PHYSICAL
Weapons & Armor: Simple makeshift spear and crossbow.
Items & Personal Belongings: Potions made from combination of grinded stones, herbs, and animal blood. Only works for Thri-Kreen.
Skills & Abilities: Tracking. Dagger and bow proficiency.
Spells & Magic: No affinity to Magic
Weaknesses: Thri-Kreen has alien common sense compared to humans and their near-allies. This is not exempt for Loew. While she could function well by herself, in situation where she requires teamwork aside from other Thri-Kreen, it would require harder effort to be in the same wavelength. Naturally, she is not the choice for diplomacy, unless it's toward her race.

FLUFF
Hobbies: Knitting
Quote\s: *random insect noise
Theme:
 
Last edited:
WIP
Appearance:

Front
ScreenShot0 final.png
Back
ScreenShot1 final.png
Face
ScreenShot2 final.png
Name: Renellius Caius
Aliases: Champion, Ren
Age: 28
Gender: Male
Race: Dagi-Raht (Kahjit Breed)
Class: Gladiator

PERSONAL
Sexuality
: Heterosexual/Demisexual
High Concept: A rather chipper arena fighter who enjoys glory and sharing it with others.
Character Alignment: Neutral
Relatives: Zano Caius (Older Brother)
Organizations\Affiliations: Champions Guild
Occupation: He's a gladiator, he fights in the arena pits against monsters or creatures for a living.
Personality: Renellius Caius is a rather easy going man outside of the arena, friendly and charitable; alongside this he does have an appreciation for other living organisms due to his time in the arena. This has also allowed him to gain some zoological knowledge on many of the more dangerous beasts that roam the land from death worms to well death wyrms. Ren at times can be serious but this is usually only the case when in battle; its like he turns into a completely different person. Been this way ever since he lost his best friend to a dragon during one of the arena fights.
Bio: Ever since he was a kit, his family would see the arena from time to time and enjoy in the battles that took place. Ren was especially fond of the fights finding them fascinating, while his brother Zano on the other hand didn't enjoy them all too much. The only time he paid attention was when the legionnaires would participate during their leaves. As time went on and Ren grew older, he and his brother would practice with wooden swords, constantly training to get better. Once they were both of age they began to sign up for grand tourneys, starting off against weaker enemies, and slowly climbing up the difficulty ladder. Eventually they were facing off against other competitors, fighting with weapons and everyone being equipped with a magical barrier by the tourney mages to ensure no deaths would happen. At the end Zano and Ren were left as they had defeated others who faced off against them. And as a symbol of loyalty to one another they laid down their arms and refused to fight one another. Zano being the older brother won by default due to the fact he had more KOs than Ren. This small fact didn't bother Ren in the slightest, he was proud to have made it as far as he did. This win of the brothers garnered attention and Zano was recruited by a well respected legion general, Ren on the other hand was recruited by a chevalier, a knight and beast hunter who participated in the arenas; taking Ren under his wing he began training him turning him into the arena champion he is today.

PHYSICAL
Weapons & Armor
:
Equites Trident and Parma
Equites Trident and Parma.png
Onyx Chariot Gladius
Onyx Chariot Gladius.png
just imagine the fur replacing the skin
Front
Ren Front.png
Right
Ren Right.png
Back
Ren Back.png
LeftRen Left.png
Items & Personal Belongings: Has a moon amulet which is a common necklace amongst the Kahjit, normally gifted to them by their parents.
Skills & Abilities: Ren has Zoological knowledge on the more dangerous beasts and a bit on the less more innocent creatures. Able to tell their patterns of behaviors through various means such as tracks or calls. He has some skill in taming creatures as well due to various risky experiments he's done in the arena and wild to attempt to see if certain creatures could be tamed or at least made passive.
Spells & Magic: N/A
Weaknesses: He is generally afraid of the unknown. Every time he's pitted against a new creature in the arena he's afraid due to not having any prior knowledge on the beast and being forced to learn on the spot which could cost him his life. He has an undying loyalty to his family and friends which can be used against him.

FLUFF N/A
Hobbies: On his free time he enjoys heading out to the wild to stretch his legs, sun his fur, and see the creatures he's fought in their natural habitats when they're not aggravated.
Quote\s: "Well that was a close one! It almost nipped my tail!"
Theme: N/A
Other:
 
Appearance:
368ddad9cce75fd2a98777e54a70c78e--fantasy-rpg-fantasy-slave.jpg

Name: Raymond Willow
Aliases: Most of his friends simply shorten his name to Ray.
Age: 14
Gender: Male
Race: Human
Class: Farmer

PERSONAL
Sexuality
: Hetorosexual
High Concept: A young boy with a lust for adventure
Character Alignment: Lawful good
Relatives:
Leslie Willow (father): A now older man with a bad back from years of labor. Entrusted Wesley with his trusty hoe to go out and live an adventurous life for him.

Deidre Willow (Mother): A now older woman who seems to do nothing but knit in her freedom. Her poor treatment in enslavement seems to have scarred her. Ray wants to find something that will cheer her up during his adventure.

Organizations\Affiliations: None, he doesn't want to belong to any group.
Occupation: Previous slave and farmer, has now dedicated his life to pure adventure.
Personality:
Raymond is hardworking young boy, who knows nothing more than work to survive. He has a simple personality and never strives for complicated, or though-provoking goals, he simply wants to see the world. While still young, this causes him to be a naive young boy, who is trying to stick his nose into anything he can. Raymond can best be described as a positive person, who can tough his way through most situations and bounces back quite easily.

Bio: Ray spent the early child years of his life working for a corrupt noble who had enslaved his family of three. He learned to work tirelessly over this years, blisters that have now scarred on his palms still present to this day. By the older nobles, he and his mother were often thrown around, beaten and abused. His father was always planning a way out, but his back had begun to give out. Finally, when Raymond was twelve, he and his family were rescued by a group of guards who had heard of mistreatment. Knowing his childhood was wasted and his father and mother were sullen from the experience, Raymond yearns to live a life of adventure and tell them tales.

PHYSICAL
Weapons & Armor
: He wears shoddy clothing that offers him no defense at all, except for a pair of shackles that have been yet to be cut off. For a weapon, he uses his trusty hoe given to him by his father that has been sharpened to fend off beasts.
Items & Personal Belongings: Before leaving, his mother entrusted him a necklace that had been past down through her family. She stated that it would give him good luck in the times to come.
Skills & Abilities:
Pick-pocketing
Stealth
Farming
Cooking and baking
Quick on his feet
Basic Survival

Spells & Magic: Has no clue what magic is.
Weaknesses:
Haphephobia (especially by older men he does not trust)
Claustrophobia
Is rather weak, has little constitution
Is kind of dumb and naive

FLUFF
Hobbies
: Playing with sticks, getting into trouble
Quote\s: "I may be a simple farm boy, but I ain't just a sack of potatoes to be hauled 'round!"
 
B4DDD640-3CE8-48A8-A9CD-8CBE9D142A56.png
Name: Eliza Lavender
Aliases: “Thorn of the East”, Ellie, Lavy (lay-ve)
Age: 18
Gender: female
Race: Beast - Apiana (bee people)
Class: The bandit

PERSONAL

Sexuality
: Heterosexual
High Concept: A young bee setting out on an adventure to make a name for herself and to experience all that the world has to give
Character Alignment: Lawful Good
Relatives: The queen bee
Organizations\Affiliations: None
Occupation: Adventurer
Personality: A naive and incredibly trusting person, unused to the concept of lying due to the fact that the apiana are such an honest and good-hearted race that do only what they can to pass-by. Quite friendly and generally never wants to make the first move in combat, but a happy conversationalist that enjoys a good joke and is content with initiating a conversation

Bio: Eliza is an outcast. Ever since her birth, she has been a strange one, never sharing the same connection to the queen bee as everyone else. She wanted to help her and would devote her life to the hive, but she always had the feeling that there would be something more out there for her, a place beyond the golden city of theirs. It began with small trips outside, which was not permitted, so she simply kept it hidden. Sneaking out every now and then to have a simple bit of an adventure, witnessing the fictional greens of the grass and leaves and gazing upon nature itself, enjoying her time.

As time went on, she spent more and more time in the outside, until one day she was called by her own mother, the queen bee. The queen was a wonderful, understanding parent for all those of the hive, in the same way that she was cold and logical. “I send you, Eliza, on a quest to explore the world and create a name for the mighty apiana” she had said in her sweetest tone, the true intent was to get the lazy one that did not but stare at the sky all day out of her hair, so it was mutually beneficial for both if she left. It was a dream come true for Eliza and she went out without question, spending a few days with the militia training with a variety of weapons before settling out into the world with the intent of doing all she can and showing the strength of her people through the truly righteous actions

PHYSICAL

Weapons & Armor
: Eliza wields a make-shift spear of her own making which is merely a sharp blade attacked to the end of a stick via small staps of leather.
Her stinger is also a capable weapon should the need arise, but it is difficult to stab someone with given its location. If used, it would use a rather powerful neurotoxin to send excruciating pain into the target.
Items & Personal Belongings: a simple bandana and a small satchel
Skills & Abilities: Eliza is capable of flight and can speak the sylvan tongue. She always remembers the path backwards and has a large amount of finesse between her four arms
Spells & Magic: none
Weaknesses: Eliza’s naivety could lead to her kind attitude being taken advantage of. Although her carapace is hard, she is still capable of being stabbed, although it may require significantly more force. Her body is fairky lightweight, meaning the odds are that she won’t be able to overpower her opponent.

FLUFF

Hobbies: sharpening, honing, repairing or even making weapons are all things Eliza finds enjoyable
Quote\s: “Back off you scoundrel!” “Come any closer, and I won’t be afraid to stick you with this thing!”
Theme:

Other:
 
Last edited:
Appearance:
bb1bd589bd0c961d1ff5d10adde39ee1.jpg


Name
: Victor Yamir

Aliases
: Mutt.

Age
: 22

Gender
: Male

Race
: Human

Class
: Mercenary.

PERSONAL

Sexuality
: Straight

High Concept
: How much you paying me?

Character Alignment
: True Neutral

Relatives
: Mind your own business!

Organizations\Affiliations
: Whoever pays the most.

Occupation
: Adventurer for hire.

Personality
: Victor is a somewhat brash man who enjoys to cause a bit of trouble. He never shy's away from a fight and is typically the first to dive into danger with a grin. Victor has learned from a young age that money is the only thing that keeps him alive, so he's adapted to the mercenary lifestyle. When it comes to interacting with others he can be somewhat of an ass, but once he begins to trust others he is a rather decent man to be around.

Bio
: Victor was born within a family of farmers, or better known as peasants. He lived the first six years of his life struggling to survive the long and harsh winters with only his father since his mother had died when he was two thanks to starvation. His father was a bitter old man who seemed to try and make Victors childhood even harder as he would regularly abuse him in physical and mental ways. Beatings, days without food, verbally cursing him of his mothers death and even to go as far as locking him within the barns by himself. Victor is still amazed that he even survived at all. Thankfully at the age of seven Victor seemed to find a break as he was making a trip to the main towns markets. As he browsed the markets goods that he could afford he saw that a small company of mercenaries entered the town to resupply themselves.

With his interest peeked he decided to follow a group to a tavern and listened to their many adventures and achievements. With his mind filled with excitement he begged the mercenaries to allow him to join them. At first they saw him as a joke, but soon the leader decided that they could use the extra hand around the camp and accepted him into the company. Without any hesitation, or final words with his father he set off with the company. He was used as a simple extra set of hands that tended to the camp preparations, the horses and cooking the men's food. Though at the age of nine he was finally able to begin training with the men. He learned to wield a sword and throw a punch like any other man. As he grew and learned like a mercenary he began to feel his company to a real family. When fellow men were lost in jobs the men grieved as one, when they gained victory they celebrated as one, when one man suffered all suffered. He felt at home.

Sadly though at the age of nineteen Victor began to grow uneasy. After many weeks of thinking and planning he decided to go out on his own. His company was confused and somewhat saddened towards the news, but they understood when they saw the look in Victors eyes. The familiar look of an adventurer. With good wishes and happy goodbyes Victor set out on his own to make his own path.

PHYSICAL

Weapons & Armor
: Iron and leather armor and a long sword.

Items & Personal Belongings
: A necklace with a small clover pendant and a flask. He also has a healthy brown coated horse.

Skills & Abilities
: Swordsman, brawler, persuasion, riding and craftsman.

Spells & Magic
: He's not very talented when it comes to magic, but he is continuing to study fire magic.

Weaknesses
: Reckless, fears losing a fight, slow to trust strangers, heavy drinker, stubborn and blunt.

FLUFF

Hobbies
: He is actually a decent cook.

Quote\s
: "Time to pay up.", "Shut up and fight!"

Theme
:

View attachment 385690 Name: L'or L'or L'orraine
Aliases: Loew
Age: 5 Years (adult)
Gender: Female
Race: Thri-Kreen
Class: Hunter

PERSONAL
Sexuality: Heterosexual, but in romantic term
High Concept: Fleeting wind waits no one
Character Alignment: Chaotic Neutral
Relatives: Unnamed birthclutch
Organizations\Affiliations: n/a
Occupation: Wanderer / Hunter (in literal sense, for food)
Bio:

Every few decades, there would be a weird brood among the birthclutches. This particular individual was different from the rest, and not in the good way. It was not the ability which was strange; it was the mind. The individual, against Thri-Kreen's instinct, separated from the rest, keeping to itself while others from the egg batch began gathering into their first clutches. Even after years passed, and the individual aged into adulthood, it couldn't integrate to their society. It was as if the way of the Thri-Kreen, which should've been embedded in each and every one of them, was missing in said individual.

Thus there was little fanfare when the individual disappeared from the pack. No one rose even a single click upon realizing that she was no more. After all, their lives continued on, and a single individual's life was no more than a flicker of light upon a candle. As fast as it came, it disappeared.

For the individual, however, it was a virgin new world to explore. Unbounded by the mentality of the clutch, it walked through the Ashen Woods, braved the Golden Plains, and traveled far and wide, relying only on its polished hunting ability, handed down through generations of Thri-Kreen, for ends meet.

Personality: Separated from the clutch mentality, Loew had an easygoing view on life. However, that very separation disabled her from forming a deep relationship with others, and it had always been the source of emptiness in her soul.

PHYSICAL
Weapons & Armor: Simple makeshift spear and crossbow.
Items & Personal Belongings: Potions made from combination of grinded stones, herbs, and animal blood. Only works for Thri-Kreen.
Skills & Abilities: Tracking. Dagger and bow proficiency.
Spells & Magic: No affinity to Magic
Weaknesses: Thri-Kreen has alien common sense compared to humans and their near-allies. This is not exempt for Loew. While she could function well by herself, in situation where she requires teamwork aside from other Thri-Kreen, it would require harder effort to be in the same wavelength. Naturally, she is not the choice for diplomacy, unless it's toward her race.

FLUFF
Hobbies: Knitting
Quote\s: *random insect noise
Theme:

WIP
Appearance:

Name: Renellius Caius
Aliases: Champion, Ren
Age: 28
Gender: Male
Race: Dagi-Raht (Kahjit Breed)
Class: Gladiator

PERSONAL
Sexuality
: Heterosexual/Demisexual
High Concept: A rather chipper arena fighter who enjoys glory and sharing it with others.
Character Alignment: Neutral
Relatives: Zano Caius (Older Brother)
Organizations\Affiliations: Champions Guild
Occupation: He's a gladiator, he fights in the arena pits against monsters or creatures for a living.
Personality: Renellius Caius is a rather easy going man outside of the arena, friendly and charitable; alongside this he does have an appreciation for other living organisms due to his time in the arena. This has also allowed him to gain some zoological knowledge on many of the more dangerous beasts that roam the land from death worms to well death wyrms. Ren at times can be serious but this is usually only the case when in battle; its like he turns into a completely different person. Been this way ever since he lost his best friend to a dragon during one of the arena fights.
Bio: Ever since he was a kit, his family would see the arena from time to time and enjoy in the battles that took place. Ren was especially fond of the fights finding them fascinating, while his brother Zano on the other hand didn't enjoy them all too much. The only time he paid attention was when the legionnaires would participate during their leaves. As time went on and Ren grew older, he and his brother would practice with wooden swords, constantly training to get better. Once they were both of age they began to sign up for grand tourneys, starting off against weaker enemies, and slowly climbing up the difficulty ladder. Eventually they were facing off against other competitors, fighting with weapons and everyone being equipped with a magical barrier by the tourney mages to ensure no deaths would happen. At the end Zano and Ren were left as they had defeated others who faced off against them. And as a symbol of loyalty to one another they laid down their arms and refused to fight one another. Zano being the older brother won by default due to the fact he had more KOs than Ren. This small fact didn't bother Ren in the slightest, he was proud to have made it as far as he did. This win of the brothers garnered attention and Zano was recruited by a well respected legion general, Ren on the other hand was recruited by a chevalier, a knight and beast hunter who participated in the arenas; taking Ren under his wing he began training him turning him into the arena champion he is today.

PHYSICAL
Weapons & Armor
:
Equites Trident and Parma
View attachment 385717
Onyx Chariot Gladius
View attachment 385718
just imagine the fur replacing the skin
Front
View attachment 385720
Right
View attachment 385722
Back
View attachment 385719
LeftView attachment 385721
Items & Personal Belongings: Has a moon amulet which is a common necklace amongst the Kahjit, normally gifted to them by their parents.
Skills & Abilities: Ren has Zoological knowledge on the more dangerous beasts and a bit on the less more innocent creatures. Able to tell their patterns of behaviors through various means such as tracks or calls. He has some skill in taming creatures as well due to various risky experiments he's done in the arena and wild to attempt to see if certain creatures could be tamed or at least made passive.
Spells & Magic: N/A
Weaknesses: He is generally afraid of the unknown. Every time he's pitted against a new creature in the arena he's afraid due to not having any prior knowledge on the beast and being forced to learn on the spot which could cost him his life. He has an undying loyalty to his family and friends which can be used against him.

FLUFF N/A
Hobbies: On his free time he enjoys heading out to the wild to stretch his legs, sun his fur, and see the creatures he's fought in their natural habitats when they're not aggravated.
Quote\s: "Well that was a close one! It almost nipped my tail!"
Theme: N/A
Other:
Appearance:
368ddad9cce75fd2a98777e54a70c78e--fantasy-rpg-fantasy-slave.jpg

Name: Raymond Willow
Aliases: Most of his friends simply shorten his name to Ray.
Age: 14
Gender: Male
Race: Human
Class: Farmer

PERSONAL
Sexuality
: Hetorosexual
High Concept: A young boy with a lust for adventure
Character Alignment: Lawful good
Relatives:
Leslie Willow (father): A now older man with a bad back from years of labor. Entrusted Wesley with his trusty hoe to go out and live an adventurous life for him.

Deidre Willow (Mother): A now older woman who seems to do nothing but knit in her freedom. Her poor treatment in enslavement seems to have scarred her. Ray wants to find something that will cheer her up during his adventure.

Organizations\Affiliations: None, he doesn't want to belong to any group.
Occupation: Previous slave and farmer, has now dedicated his life to pure adventure.
Personality:
Raymond is hardworking young boy, who knows nothing more than work to survive. He has a simple personality and never strives for complicated, or though-provoking goals, he simply wants to see the world. While still young, this causes him to be a naive young boy, who is trying to stick his nose into anything he can. Raymond can best be described as a positive person, who can tough his way through most situations and bounces back quite easily.

Bio: Ray spent the early child years of his life working for a corrupt noble who had enslaved his family of three. He learned to work tirelessly over this years, blisters that have now scarred on his palms still present to this day. By the older nobles, he and his mother were often thrown around, beaten and abused. His father was always planning a way out, but his back had begun to give out. Finally, when Raymond was twelve, he and his family were rescued by a group of guards who had heard of mistreatment. Knowing his childhood was wasted and his father and mother were sullen from the experience, Raymond yearns to live a life of adventure and tell them tales.

PHYSICAL
Weapons & Armor
: He wears shoddy clothing that offers him no defense at all, except for a pair of shackles that have been yet to be cut off. For a weapon, he uses his trusty hoe given to him by his father that has been sharpened to fend off beasts.
Items & Personal Belongings: Before leaving, his mother entrusted him a necklace that had been past down through her family. She stated that it would give him good luck in the times to come.
Skills & Abilities:
Pick-pocketing
Stealth
Farming
Cooking and baking
Quick on his feet
Basic Survival

Spells & Magic: Has no clue what magic is.
Weaknesses:
Haphephobia (especially by older men he does not trust)
Claustrophobia
Is rather weak, has little constitution
Is kind of dumb and naive

FLUFF
Hobbies
: Playing with sticks, getting into trouble
Quote\s: "I may be a simple farm boy, but I ain't just a sack of potatoes to be hauled 'round!"
View attachment 385557
Name: Eliza Lavender
Aliases: “Thorn of the East”, Ellie, Lavy (lay-ve)
Age: 18
Gender: female
Race: Beast - Apiana (bee people)
Class: The bandit

PERSONAL

Sexuality
: Heterosexual
High Concept: A young bee setting out on an adventure to make a name for herself and to experience all that the world has to give
Character Alignment: Lawful Good
Relatives: The queen bee
Organizations\Affiliations: None
Occupation: Adventurer
Personality: A naive and incredibly trusting person, unused to the concept of lying due to the fact that the apiana are such an honest and good-hearted race that do only what they can to pass-by. Quite friendly and generally never wants to make the first move in combat, but a happy conversationalist that enjoys a good joke and is content with initiating a conversation

Bio: Eliza is an outcast. Ever since her birth, she has been a strange one, never sharing the same connection to the queen bee as everyone else. She wanted to help her and would devote her life to the hive, but she always had the feeling that there would be something more out there for her, a place beyond the golden city of theirs. It began with small trips outside, which was not permitted, so she simply kept it hidden. Sneaking out every now and then to have a simple bit of an adventure, witnessing the fictional greens of the grass and leaves and gazing upon nature itself, enjoying her time.

As time went on, she spent more and more time in the outside, until one day she was called by her own mother, the queen bee. The queen was a wonderful, understanding parent for all those of the hive, in the same way that she was cold and logical. “I send you, Eliza, on a quest to explore the world and create a name for the mighty apiana” she had said in her sweetest tone, the true intent was to get the lazy one that did not but stare at the sky all day out of her hair, so it was mutually beneficial for both if she left. It was a dream come true for Eliza and she went out without question, spending a few days with the militia training with a variety of weapons before settling out into the world with the intent of doing all she can and showing the strength of her people through the truly righteous actions

PHYSICAL

Weapons & Armor
: Eliza wields a make-shift spear of her own making which is merely a sharp blade attacked to the end of a stick via small staps of leather.
Her stinger is also a capable weapon should the need arise, but it is difficult to stab someone with given its location. If used, it would use a rather powerful neurotoxin to send excruciating pain into the target.
Items & Personal Belongings: a simple bandana and a small satchel
Skills & Abilities: Eliza is capable of flight and can speak the sylvan tongue. She always remembers the path backwards and has a large amount of finesse between her four arms
Spells & Magic: none
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

Hobbies: sharpening, honing, repairing or even making weapons are all things Eliza finds enjoyable
Quote\s: “Back off you scoundrel!” “Come any closer, and I won’t be afraid to stick you with this thing!”
Theme:

Other:

All Fantastic
Accepted
 
Appearance:
Zano Caius.png
Name: Zano Caius
Aliases: Centurion, Primus
Age: 31
Gender: Male
Race: Cathay (Kahjit Breed)
Class: Legionaire

PERSONAL
Sexuality
: Heterosexual/Demisexual
High Concept: A serious Legionaire with a sense of Loyalty and comradery with those that earned it.
Character Alignment: Lawful
Relatives: Renellius Caius (younger brother), Casmen Caius (bosmer(wood elf) wife)
Organizations\Affiliations: Imperial Legion-Centurion Primus Pilus
Occupation: A high ranking officer within the emperors legion, Zano is a Centurion, the Primus Pilus, meaning he commands the other centurions beneath him.
Personality: Zano Caius, the embodiment of a soldier, is a serious legionnaire and high ranking officer within the imperial legion. He is naturally strict but also calm at the same time, never letting anything bother him....unless its his younger brother Renellius. The gladiator always has a tendency to annoy the legionnaire with his carefree attitude and his "throwing of caution to the wind" type life style. Nonetheless this has allowed Zano to become understanding, allowing the legionaires beneath him to be able to confide in him if they have issues. This was enforced further upon becoming married with his wife Casmen which has softened up the man even further. But when he's in uniform he is always showing the pride of the imperial legion.
Bio: Zano had always felt a need to protect his family, just like his father who was a praetorian guard to the emperor before becoming a wandering knight after years of loyal service. As Kit he was always intrigued by the soldiers and their daily routines. As he grew older he began practicing the blade with his brother Renellius to become a fighter so he could one day join the legion like his father. Though he wasn't in agreement with Rens choice of occupation he was glad nonetheless that he could entertain the empire, a happy people always made him happy. Zanos chance to become an elite legionnaire happened when he and Ren joined the grand tourney. The brothers won but refused to fight one another. Zano won by default due to having more takedowns, this angered the Kahjitt, saying that both he and his brother lasted together, that they should both win. The judges didn't care and Zano's prowess and loyalty were noticed by a well respected general of the legion. He approached Zano after the fight and asked if he would join his cohort, to which Zano proudly accepted. He underwent intense training, more intense than what the typical legionaires under went such as being forced to survive in the wild or under going long hours of endurance training. In the end it paid off, he gained a lot of experience and skill and became a centurion, the Primus Pilus of his cohort under the generals command.

PHYSICAL
Weapons & Armor
:
Dual wields Gladius'
Basilisk Gladius-poisoned enchanted
Basilisk Galdius.png
Pheonix Gladius-fire enchanted
Pheonix Gladius.jpg
just imagine the fur replacing the skin
Front
Zano Front.png
Right
Zano Right.png
Back
Zano Back.png
Left
Zano Left.png
Items & Personal Belongings: Has a moon amulet which is a common necklace amongst the Kahjitt, normally gifted to them by their parents. Being the more serious brother of Ren, he carries survival supplies with him at all times within the pouches on his belt hidden beneath his cape which also hides his tail.
Skills & Abilities: Unlike most Legionaires, Zano does have some arcane studies under his belt, namely in the learning of enchantments. the man feels that enchanting ones weapons or armor helps turn the tide of battle, this was proven true when he took a team of centurions to dispatch some pirates. Enchanting their helmets with temporary water breathing they were able to sneak aboard the ship, kill the crew and take back the cargo they stole from the empires frigates.
Spells & Magic: Enchanting and rune crafting.
Weaknesses: Zano, like his brother is a family man, threats to his family is a quick way to anger him, following up on those threats is great way to send him into a frenzy and flurry of blades, tooth and claw.

FLUFF N/A
Hobbies: On his free time he visits with his brother or spends time with his wife, taking care of their cats (domesticated pet, not children)
Quote\s: "Remember men, we are the legion, we are the wall between these bastards and our families."
Theme: (Musical theme)
Other:

Edit: forgot to put his name and aliases
 
Last edited:
Appearance:
Name:
Aliases:
Age: 31
Gender: Male
Race: Cathay (Kahjit Breed)
Class: Legionaire

PERSONAL
Sexuality
: Heterosexual/Demisexual
High Concept: A serious Legionaire with a sense of Loyalty and comradery with those that earned it.
Character Alignment: Lawful
Relatives: Renellius Caius (younger brother), Casmen Caius (bosmer(wood elf) wife)
Organizations\Affiliations: Imperial Legion-Centurion Primus Pilus
Occupation: A high ranking officer within the emperors legion, Zano is a Centurion, the Primus Pilus, meaning he commands the other centurions beneath him.
Personality: Zano Caius, the embodiment of a soldier, is a serious legionnaire and high ranking officer within the imperial legion. He is naturally strict but also calm at the same time, never letting anything bother him....unless its his younger brother Renellius. The gladiator always has a tendency to annoy the legionnaire with his carefree attitude and his "throwing of caution to the wind" type life style. Nonetheless this has allowed Zano to become understanding, allowing the legionaires beneath him to be able to confide in him if they have issues. This was enforced further upon becoming married with his wife Casmen which has softened up the man even further. But when he's in uniform he is always showing the pride of the imperial legion.
Bio: Zano had always felt a need to protect his family, just like his father who was a praetorian guard to the emperor before becoming a wandering knight after years of loyal service. As Kit he was always intrigued by the soldiers and their daily routines. As he grew older he began practicing the blade with his brother Renellius to become a fighter so he could one day join the legion like his father. Though he wasn't in agreement with Rens choice of occupation he was glad nonetheless that he could entertain the empire, a happy people always made him happy. Zanos chance to become an elite legionnaire happened when he and Ren joined the grand tourney. The brothers won but refused to fight one another. Zano won by default due to having more takedowns, this angered the Kahjitt, saying that both he and his brother lasted together, that they should both win. The judges didn't care and Zano's prowess and loyalty were noticed by a well respected general of the legion. He approached Zano after the fight and asked if he would join his cohort, to which Zano proudly accepted. He underwent intense training, more intense than what the typical legionaires under went such as being forced to survive in the wild or under going long hours of endurance training. In the end it paid off, he gained a lot of experience and skill and became a centurion, the Primus Pilus of his cohort under the generals command.

PHYSICAL
Weapons & Armor
:
Dual wields Gladius'
Basilisk Gladius-poisoned enchanted
View attachment 385957
Pheonix Gladius-fire enchanted
View attachment 385958
just imagine the fur replacing the skin
Front
View attachment 385961
Right
View attachment 385963
Back
View attachment 385959
Left
View attachment 385962
Items & Personal Belongings: Has a moon amulet which is a common necklace amongst the Kahjitt, normally gifted to them by their parents. Being the more serious brother of Ren, he carries survival supplies with him at all times within the pouches on his belt hidden beneath his cape which also hides his tail.
Skills & Abilities: Unlike most Legionaires, Zano does have some arcane studies under his belt, namely in the learning of enchantments. the man feels that enchanting ones weapons or armor helps turn the tide of battle, this was proven true when he took a team of centurions to dispatch some pirates. Enchanting their helmets with temporary water breathing they were able to sneak aboard the ship, kill the crew and take back the cargo they stole from the empires frigates.
Spells & Magic: Enchanting and rune crafting.
Weaknesses: Zano, like his brother is a family man, threats to his family is a quick way to anger him, following up on those threats is great way to send him into a frenzy and flurry of blades, tooth and claw.

FLUFF N/A
Hobbies: On his free time he visits with his brother or spends time with his wife, taking care of their cats (domesticated pet, not children)
Quote\s: "Remember men, we are the legion, we are the wall between these bastards and our families."
Theme: (Musical theme)
Other:
Accepted
 
5932da9e35d2d4404eed9f0e9bebe65b88dedf76_hq.jpg

Name: Alexander Caelburn. Goes by Xander. Seriously...he hates his first name.
Aliases: His Master called him a 'blueberry' quite often. Xander isn't sure if it was a term of endearment or not.
Age: 23
Gender: Cismale
Race: Human
Class: Warrior

PERSONAL

Sexuality: As far as he knows? Xander has only been attracted to women. Keeps his options open, however.
High Concept: A young and courageous swordsman, out to explore the world and - hopefully - make it a little less...shitty.
Character Alignment: Chaotic Good.
Relatives: He isn't too sure who his birth parents are. Was found and raised by an old knight - Sir Livingston Caelburn. Deceased.

Organizations\Affiliations: None, as of yet. However, he has been having thoughts of creating some sort of brotherhood, or guild - something small, yet close-knit. Men and women from all walks of life, helping others and exploring the lands? His Master would've loved it.

Occupation: Adventurer. Takes odd jobs for gold, but mostly does things just to do 'em. Monster and bandit slaying is generally a common task in his journey. Despite his somewhat naive generosity, most villages give him quite a bit of gold to help them out.

Personality: For better or for worse, Xander is a naturally determined and selfless young man, moving forward with an unflinching courage that never fails to motivate those around him. Fierce and protective, both in battle and out, he endeavors to make his late Master proud.

A genuinely good person, Xander was raised under the watchful and - often - stifling gaze of an old knight. Despite this, Xander tries his hardest to live his own life, and not hold himself up on legendary stories of chivalry and honor, much-so preferring dreams of adventure. Even with his own independence, however, Xander does have a habit of placing the safety of others before himself, a flaw as much as it is a strength. He doesn't have a death wish...at least, he doesn't think he does. The truth is that he simply sees himself as ultimately expendable, as long as he manages to save the life of someone with a soul purer than his own. The guilt of his Master's death weighs heavily on his psyche, even if he manages to maintain a calm and good-natured mentality on the forefront. Honestly, he prefers not to think too much on it. Healthy? Probably not.

His sense of humor is moreso on the quick-witted and sarcastic side, all things considering - although, there are times where stupid puns and jokes could leave him gasping for air after minutes of full-belly laughter. Avoiding the topic of how excited he can be whenever he discovers unexplored land or hidden treasure, Xander is pretty damn proud of how cool and focused he is under pressure, but his emotions are definitely not muted. He holds them on his sleeve, be it anger or happiness, and sees no real purpose in deceit and political machinations. He'd rather come right out and say what he feels, and prefers others to do the same.

Charisma and leadership are both natural qualities of his, despite his dislike of politics and noble culture. In spite of this charisma, however, Xander isn't...the best with romantic interest. It's not really something he expects others to show him, and thusly, he can't help the damnable blush that covers his cheeks, or the gaping of his mouth, or the slight widening of the eyes. Stop laughing, damn you! Give him some time. He's nothing, if not adaptable, and can eventually give better than he receives.

Bio: He'd been travelling close to the forest's canopy, on his way back to his old shack, when he heard it. Sounds, definitely different than the usual grunts and howls. So...the old knight checked it out...and what he found would change the dynamics of his life forever. What, exactly, is the usual course of action for when you find a bundled baby nestled deep within the thickets of a goblin-infested forest? Especially then the rough blanket wrapped around said blanket is stained and splattered with blood? Considering the fact that said blue-haired baby was currently sobbing his eyes out, Livingston Caelburn only saw one possible course of action - take the infant before they were both besieged on all sides by those impy little creatures!

And so he did.

Taking care of a baby was something he hadn't done in...well, forever, so the baby's first few years weren't, exactly, normal. Little Alexander - named after Sir Livingston's own father, was a fussy little thing, grabby and whiny, with a penchant for crawling a bit too close to the fireplace. Rather than stifling his sense of adventure, Sir Livingston did what his father did to him, and his father to his father before him...allowed the boy to discover that fire was hot, knives were sharp, and wood wasn't something to chew on. Alexander learned - oh, did he learn, but even then, these discoveries only stoked his young, brave heart! Sir Livingston, both amused and unamused, figured that training the little tyke at such a young age would be good for him. He'd be able to shed all of that excess energy and curiosity, and then maybe the old knight would be able to earn a little sleep now and then! And so, Alexander's story began.

He was taught his alphabets and numbers at the age of three, and was given a wooden sword to practice and play with a few months after that. His body grew quickly, along with his mind and heart. At the age of six, he was getting his ass kicked in spars against a crotchety old man with balding hair, and at the age of eight, he was riding into town alongside his master in search for some iron armor to train in. Life was...good. It wasn't a life of most children, but it was a life - his life, and he loved it. His master wasn't the most loving, or the most caring, or the most empathetic, but he was, at the heart, a good man, and he taught Alexander the values of the human life - the values of being honorable, and protecting the common man and woman. One could even say that Livingston loved the blue-haired boy like his son, and that Alexander loved the grumpy old man like a father. For eighteen full years, it was like them against whatever the world threw at 'em. Bandits, orcs, goblins, lizard-folk - they went to tourneys, helped out villages, and Alexander gathered valuable life experiences, experiences that would help shape him into the man he is today.

Of course, all good things must come to an end...

It happened on their last 'expedition'. It was supposed to be a simple enough task - something they've done plenty of times before. A group of beastmen were bothering Cheku Village - a settlement of little squirrel-like creatures who mainly traded in herbs and vegetables. The Elder of the village, an old friend of Sir Livingston, requested their help in driving the beastmen away. Scouts from the village said that the beastmen were pretty small in number. Physically imposing, humanoid animals of various sizes, but low in intelligence and common sense. Easy task. At this point in his life, Alexander himself was more than enough to make his mentor, as old and wise as he was, yield, and Sir Livingston was a well-renowned Knight in his own right. Despite all of their strength, however, they weren't prepared to walk into a cleverly-hidden ambush. Perhaps he had gotten more arrogant over the years? Too lax? Regardless, the memory, even now, is blurry. Blurry the memory may be, but Alexander cannot ever forget the soul-wrenching horror when he heard his Master's shout. Looking back, an uneasy grin on his lips, only for his heart to stop at the sight of a barbed arrow embedded shaft-deep in the old man's throat. Even now, he doesn't know why they didn't attack when his guard was down - when he was crouched over his Master's body, feebly trying to hear the man's last words - words that he could not utter. What Alexander does remember vividly, however, is slaughtering the entire ambush party in a haze of blood-red rage.

All of that death did not stop the aching in his heart.

After the burial of the man he looks back on as a Father, Alexander left their old shack, and began his life as an adventurer. The pain eased over time, and he eventually began feeling again...but that deep-set ache in his soul never left. Good deeds and adventure helps him forget, and helping others makes him feel good, despite the ugly guilt coating part of his soul. He can only hope that he can, eventually, find true meaning once more.



PHYSICAL
Appearance: Xander stands a bit over 6 feet, with indigo-colored locks of hair, fair skin, and a lean, muscular physique that tells of an active upbringing. Over-all, he cuts for a rather tall and striking figure, rather easy to pick out in a crowd. Azure blue eyes, a slightly lighter shade than his hair, watches his surroundings with casual ease, never really straying on one specific person or thing unless Xander's own interest is piqued.

Weapons & Armor: A fine length of folded steel, Xander's trusty blade, a hand-and-a-half sword, was forged by an elderly blacksmith in one of his many outings with Sir Livingston. The hilt wrapped in rich crimson leather, and the guard lightly reinforced with a golden-bronze ore, Xander named it 'Lunare'. There's no real philosophical meaning for the name...it reminds him of the moon, and the blade itself glints brightly under the moonlight. As far as armor goes, Xander is definitely one for lighter-weighted clothing. His coat is lined with chainmail mesh, the cloth being padded and tailored to fit his form. His boots are durable and plated with metal at the soles and toes, and a steel pauldron, balanced in weight, is attached to the left shoulder of his coat.

Items & Personal Belongings: A few herbs and spices for any game he cooks, a couple of interesting knick-knacks that may or may not be magical in nature - all in which he has found in his travels, and steel dagger, much too ornamental and beautiful for fighting. The initials, L.C., is embedded at the bottom of the hilt. His mount is Atlas, a healthy and sturdy white destrier. Currently his closest companion. Gets a lot of apples.

Skills & Abilities:

  • Combat. Xander was taught the ways of swordsmanship, hand-to-hand combat, cavalry skirmishing, and jousting, all from his old Master. The man was a rough and overbearing teacher...but he was a good one, and Xander was always an energetic boy. Sir Livingston taught well, and Xander learned even better, putting his all into the lessons taught to him. Eventually, due to his lack of heavy armor, he began experimenting with his own style of combat, taking into account his own immense physical talent. Bastard swords have always been his favorite style of blade to handle.
  • Knowledge. Sir Livingston wasn't the biggest scholar, but the old man had learned plenty in his decades of living, and imparted that knowledge onto Xander. The young boy wasn't the most academically-inclined, preferring swords to books, but whenever he put his mind to something, he tried his damnedest. Math, reading, writing, wildlife and herbalism - all things he would need to survive in this world, he learned in some manner. He was especially fond of war tactics.
  • Leadership/Charisma. Xander is a natural leader, at heart, and this shows in his dealings with other people, both in battle, and out. He is empathetic to the plight of others, and is always willing to help and protect those in need - perhaps to a naive degree. However, he is undoubtedly experienced in both battle and fighting with others, able to call out tactics and commands without hesitation, and with a sense of focused authority. Despite his kindness, he has killed both monsters and men, and has seen and experienced the death of a loved one. This experience is what allows him to take charge of a situation when needed, without a second thought.
Spells & Magic: Xander has no formal experience with magic. Sir Livingston was the absolute opposite of a mage, and actively disliked the usage of the arcane. However, Xander is familiar with magical energy, and although he doesn't exactly know what sort of magic he performs, the young warrior has the ability to Amplify his strength and speed with this inert energy. Recently, he has been attempting to imbue his blade with this same energy - with surprising success. Glowing runes would cover the surface of the blade, for a plethora of different effects. Runes for 'Fire' makes his blade searingly hot, and by pushing more energy into the runes, he can even coat the blade in searing flames. Similarly, runes for 'Ice' does the opposite effect, and so forth. While he has gotten experienced with Amplification Magic, he is still a novice to Rune Magic, and plans to do much more research into it.

Weaknesses:

  • Chaotic Good. Xander does what he feels is right, regardless of rules and regulations. A Village Chief bans the villagers from opposing an Orc Chieftain's domineering plundering? Cowardly and tyrannical - Xander has no issues with breaking the law of the Chief and taking the fight to the Chieftain's camp. This has gotten him into plenty of trouble in the past, and will undoubtedly cause problems in the future.
  • 'Tainted' Soul. Xander couldn't do anything but watch as his only lifeline was slaughtered, and this has scarred him. He feels as if he is, inwardly, tainted by his own helplessness, and vows to never show that same weakness again. While this bolsters him against opposition, allowing him to fight with ferocity and protectiveness second to none, it also weakens him. In a way, he sees himself as ultimately expendable, and is fully willing to take life-threatening risks in order to save someone 'untainted'. Someone unlike him. He would even be willing to sacrifice himself, if need be, without hesitation or fear. This is unhealthy.
  • Cooking. Other than salting and preparing a seared boar, Xander's culinary skills are absolutely atrocious, to an almost comedic degree. The last time he attempted to make 'sweets', he burned down the entire hut he was cooking in, and was forced to pay an outrageous amount due to the damages he caused. Of course, he was guilty and agreed with the payment, but it was still incredibly embarrassing.
FLUFF
Hobbies: Other than saving damsels and slaying dragons? He actually enjoys reading romantic fantasy books and novels, believe it or not - although he's incredibly embarrassed about it, and hides any book he may or may not be reading at that moment. Xander is also a pretty big fan of moonlit strolls, especially when the air is cool and breezy. It's rather relaxing.

Quote\s:

"Retreating already? And here I thought that we had a semi-stable relationship..."

or...

"Twenty-five gold? I'm sorry, ma'am, but I cannot take this..."

"B-but yer' killin' the giant rats in me hut, sir!"

"Then pay me back with some of that potato stew, if you will. I'm rather hungry, and the scent is amazing!"
 
Last edited:
5932da9e35d2d4404eed9f0e9bebe65b88dedf76_hq.jpg

Name: Alexander Caelburn. Goes by Xander. Seriously...he hates his first name.
Aliases: His Master called him a 'blueberry' quite often. Xander isn't sure if it was a term of endearment or not.
Age: 23
Gender: Cismale
Race: Human
Class: Warrior

PERSONAL

Sexuality: As far as he knows? Xander has only been attracted to women. Keeps his options open, however.
High Concept: A young and courageous swordsman, out to explore the world and - hopefully - make it a little less...shitty.
Character Alignment: Chaotic Good.
Relatives: He isn't too sure who his birth parents are. Was found and raised by an old knight - Sir Livingston Caelburn. Deceased.

Organizations\Affiliations: None, as of yet. However, he has been having thoughts of creating some sort of brotherhood, or guild - something small, yet close-knit. Men and women from all walks of life, helping others and exploring the lands? His Master would've loved it.

Occupation: Adventurer. Takes odd jobs for gold, but mostly does things just to do 'em. Monster and bandit slaying is generally a common task in his journey. Despite his somewhat naive generosity, most villages give him quite a bit of gold to help them out.

Personality: For better or for worse, Xander is a naturally determined and selfless young man, moving forward with an unflinching courage that never fails to motivate those around him. Fierce and protective, both in battle and out, he endeavors to make his late Master proud.

A genuinely good person, Xander was raised under the watchful and - often - stifling gaze of an old knight. Despite this, Xander tries his hardest to live his own life, and not hold himself up on legendary stories of chivalry and honor, much-so preferring dreams of adventure. Even with his own independence, however, Xander does have a habit of placing the safety of others before himself, a flaw as much as it is a strength. He doesn't have a death wish...at least, he doesn't think he does. The truth is that he simply sees himself as ultimately expendable, as long as he manages to save the life of someone with a soul purer than his own. The guilt of his Master's death weighs heavily on his psyche, even if he manages to maintain a calm and good-natured mentality on the forefront. Honestly, he prefers not to think too much on it. Healthy? Probably not.

His sense of humor is moreso on the quick-witted and sarcastic side, all things considering - although, there are times where stupid puns and jokes could leave him gasping for air after minutes of full-belly laughter. Avoiding the topic of how excited he can be whenever he discovers unexplored land or hidden treasure, Xander is pretty damn proud of how cool and focused he is under pressure, but his emotions are definitely not muted. He holds them on his sleeve, be it anger or happiness, and sees no real purpose in deceit and political machinations. He'd rather come right out and say what he feels, and prefers others to do the same.

Charisma and leadership are both natural qualities of his, despite his dislike of politics and noble culture. In spite of this charisma, however, Xander isn't...the best with romantic interest. It's not really something he expects others to show him, and thusly, he can't help the damnable blush that covers his cheeks, or the gaping of his mouth, or the slight widening of the eyes. Stop laughing, damn you! Give him some time. He's nothing, if not adaptable, and can eventually give better than he receives.

Bio: He'd been travelling close to the forest's canopy, on his way back to his old shack, when he heard it. Sounds, definitely different than the usual grunts and howls. So...the old knight checked it out...and what he found would change the dynamics of his life forever. What, exactly, is the usual course of action for when you find a bundled baby nestled deep within the thickets of a goblin-infested forest? Especially then the rough blanket wrapped around said blanket is stained and splattered with blood? Considering the fact that said blue-haired baby was currently sobbing his eyes out, Livingston Caelburn only saw one possible course of action - take the infant before they were both besieged on all sides by those impy little creatures!

And so he did.

Taking care of a baby was something he hadn't done in...well, forever, so the baby's first few years weren't, exactly, normal. Little Alexander - named after Sir Livingston's own father, was a fussy little thing, grabby and whiny, with a penchant for crawling a bit too close to the fireplace. Rather than stifling his sense of adventure, Sir Livingston did what his father did to him, and his father to his father before him...allowed the boy to discover that fire was hot, knives were sharp, and wood wasn't something to chew on. Alexander learned - oh, did he learn, but even then, these discoveries only stoked his young, brave heart! Sir Livingston, both amused and unamused, figured that training the little tyke at such a young age would be good for him. He'd be able to shed all of that excess energy and curiosity, and then maybe the old knight would be able to earn a little sleep now and then! And so, Alexander's story began.

He was taught his alphabets and numbers at the age of three, and was given a wooden sword to practice and play with a few months after that. His body grew quickly, along with his mind and heart. At the age of six, he was getting his ass kicked in spars against a crotchety old man with balding hair, and at the age of eight, he was riding into town alongside his master in search for some iron armor to train in. Life was...good. It wasn't a life of most children, but it was a life - his life, and he loved it. His master wasn't the most loving, or the most caring, or the most empathetic, but he was, at the heart, a good man, and he taught Alexander the values of the human life - the values of being honorable, and protecting the common man and woman. One could even say that Livingston loved the blue-haired boy like his son, and that Alexander loved the grumpy old man like a father. For eighteen full years, it was like them against whatever the world threw at 'em. Bandits, orcs, goblins, lizard-folk - they went to tourneys, helped out villages, and Alexander gathered valuable life experiences, experiences that would help shape him into the man he is today.

Of course, all good things must come to an end...

It happened on their last 'expedition'. It was supposed to be a simple enough task - something they've done plenty of times before. A group of beastmen were bothering Cheku Village - a settlement of little squirrel-like creatures who mainly traded in herbs and vegetables. The Elder of the village, an old friend of Sir Livingston, requested their help in driving the beastmen away. Scouts from the village said that the beastmen were pretty small in number. Physically imposing, humanoid animals of various sizes, but low in intelligence and common sense. Easy task. At this point in his life, Alexander himself was more than enough to make his mentor, as old and wise as he was, yield, and Sir Livingston was a well-renowned Knight in his own right. Despite all of their strength, however, they weren't prepared to walk into a cleverly-hidden ambush. Perhaps he had gotten more arrogant over the years? Too lax? Regardless, the memory, even now, is blurry. Blurry the memory may be, but Alexander cannot ever forget the soul-wrenching horror when he heard his Master's shout. Looking back, an uneasy grin on his lips, only for his heart to stop at the sight of a barbed arrow embedded shaft-deep in the old man's throat. Even now, he doesn't know why they didn't attack when his guard was down - when he was crouched over his Master's body, feebly trying to hear the man's last words - words that he could not utter. What Alexander does remember vividly, however, is slaughtering the entire ambush party in a haze of blood-red rage.

All of that death did not stop the aching in his heart.

After the burial of the man he looks back on as a Father, Alexander left their old shack, and began his life as an adventurer. The pain eased over time, and he eventually began feeling again...but that deep-set ache in his soul never left. Good deeds and adventure helps him forget, and helping others makes him feel good, despite the ugly guilt coating part of his soul. He can only hope that he can, eventually, find true meaning once more.



PHYSICAL
Appearance: Xander stands a bit over 6 feet, with indigo-colored locks of hair, fair skin, and a lean, muscular physique that tells of an active upbringing. Over-all, he cuts for a rather tall and striking figure, rather easy to pick out in a crowd. Azure blue eyes, a slightly lighter shade than his hair, watches his surroundings with casual ease, never really straying on one specific person or thing unless Xander's own interest is piqued.

Weapons & Armor: A fine length of folded steel, Xander's trusty blade, a hand-and-a-half sword, was forged by an elderly blacksmith in one of his many outings with Sir Livingston. The hilt wrapped in rich crimson leather, and the guard lightly reinforced with a golden-bronze ore, Xander named it 'Lunare'. There's no real philosophical meaning for the name...it reminds him of the moon, and the blade itself glints brightly under the moonlight. As far as armor goes, Xander is definitely one for lighter-weighted clothing. His coat is lined with chainmail mesh, the cloth being padded and tailored to fit his form. His boots are durable and plated with metal at the soles and toes, and a steel pauldron, balanced in weight, is attached to the left shoulder of his coat.

Items & Personal Belongings: A few herbs and spices for any game he cooks, a couple of interesting knick-knacks that may or may not be magical in nature - all in which he has found in his travels, and steel dagger, much too ornamental and beautiful for fighting. The initials, L.C., is embedded at the bottom of the hilt. His mount is Atlas, a healthy and sturdy white destrier. Currently his closest companion. Gets a lot of apples.

Skills & Abilities:

  • Combat. Xander was taught the ways of swordsmanship, hand-to-hand combat, cavalry skirmishing, and jousting, all from his old Master. The man was a rough and overbearing teacher...but he was a good one, and Xander was always an energetic boy. Sir Livingston taught well, and Xander learned even better, putting his all into the lessons taught to him. Eventually, due to his lack of heavy armor, he began experimenting with his own style of combat, taking into account his own immense physical talent. Bastard swords have always been his favorite style of blade to handle.
  • Knowledge. Sir Livingston wasn't the biggest scholar, but the old man had learned plenty in his decades of living, and imparted that knowledge onto Xander. The young boy wasn't the most academically-inclined, preferring swords to books, but whenever he put his mind to something, he tried his damnedest. Math, reading, writing, wildlife and herbalism - all things he would need to survive in this world, he learned in some manner. He was especially fond of war tactics.
  • Leadership/Charisma. Xander is a natural leader, at heart, and this shows in his dealings with other people, both in battle, and out. He is empathetic to the plight of others, and is always willing to help and protect those in need - perhaps to a naive degree. However, he is undoubtedly experienced in both battle and fighting with others, able to call out tactics and commands without hesitation, and with a sense of focused authority. Despite his kindness, he has killed both monsters and men, and has seen and experienced the death of a loved one. This experience is what allows him to take charge of a situation when needed, without a second thought.
Spells & Magic: Xander has no formal experience with magic. Sir Livingston was the absolute opposite of a mage, and actively disliked the usage of the arcane. However, Xander is familiar with magical energy, and although he doesn't exactly know what sort of magic he performs, the young warrior has the ability to Amplify his strength and speed with this inert energy. Recently, he has been attempting to imbue his blade with this same energy - with surprising success. Glowing runes would cover the surface of the blade, for a plethora of different effects. Runes for 'Fire' makes his blade searingly hot, and by pushing more energy into the runes, he can even coat the blade in searing flames. Similarly, runes for 'Ice' does the opposite effect, and so forth. While he has gotten experienced with Amplification Magic, he is still a novice to Rune Magic, and plans to do much more research into it.

Weaknesses:

  • Chaotic Good. Xander does what he feels is right, regardless of rules and regulations. A Village Chief bans the villagers from opposing an Orc Chieftain's domineering plundering? Cowardly and tyrannical - Xander has no issues with breaking the law of the Chief and taking the fight to the Chieftain's camp. This has gotten him into plenty of trouble in the past, and will undoubtedly cause problems in the future.
  • 'Tainted' Soul. Xander couldn't do anything but watch as his only lifeline was slaughtered, and this has scarred him. He feels as if he is, inwardly, tainted by his own helplessness, and vows to never show that same weakness again. While this bolsters him against opposition, allowing him to fight with ferocity and protectiveness second to none, it also weakens him. In a way, he sees himself as ultimately expendable, and is fully willing to take life-threatening risks in order to save someone 'untainted'. Someone unlike him. He would even be willing to sacrifice himself, if need be, without hesitation or fear. This is unhealthy.
  • Cooking. Other than salting and preparing a seared boar, Xander's culinary skills are absolutely atrocious, to an almost comedic degree. The last time he attempted to make 'sweets', he burned down the entire hut he was cooking in, and was forced to pay an outrageous amount due to the damages he caused. Of course, he was guilty and agreed with the payment, but it was still incredibly embarrassing.
FLUFF
Hobbies: Other than saving damsels and slaying dragons? He actually enjoys reading romantic fantasy books and novels, believe it or not - although he's incredibly embarrassed about it, and hides any book he may or may not be reading at that moment. Xander is also a pretty big fan of moonlit strolls, especially when the air is cool and breezy. It's rather relaxing.

Quote\s:

"Retreating already? And here I thought that we had a semi-stable relationship..."

or...

"Twenty-five gold? I'm sorry, ma'am, but I cannot take this..."

"B-but yer' killin' the giant rats in me hut, sir!"

"Then pay me back with some of that potato stew, if you will. I'm rather hungry, and the scent is amazing!"
Nicely done
Accepted
 
Appearance: image.jpeg

Normally her eyes are a light purple.

Name
: Mary

Aliases: Seeker

Age: 25

Gender: Female

Race: Human

Class: Psionic Spellblade


PERSONAL
Sexuality
: Bisexual

High Concept: A seeker of ancient knowledge and of anything magic.

Character Alignment: True Neutral

Relatives: None that she knows of.

Organizations\Affiliations:
The Seekers: This group is comprised of only psionically gifted individuals, so unless you have Psionic magic then you aren't allowed to join. They are more akin to a Templar and a Monk, with their training more centered around a Templars but they hold the mentality of a monk seeking knowledge. They focus their magic in a way that allows them to do a multitude of things, a simple trick is to use Psionic Blades as weapons. One of the harder things to do is control another person through a mental link. The goal of the group is to seek knowledge for the sake of knowledge, and also to discover the depths of Psionic Magic.

Occupation: Adventurer/Seeker

Personality:
Mary is often described as wise or fearless, the term most used though is emotionless. As a Seeker she was taught to put away her emotions, not because they can be destructive, but because it limits her ability to learn and gain knowledge. What she loses in emotion is made up for in knowledge and wisdom, as she is typically giving out wise advice to people. With the search of knowledge she has learned that curiosity is a great tool, and whenever something new comes across her she is always asking questions.

Now while she is emotionless, she can still make friends just don't expect her to show emotions immediately. Now in a romantic sense she is hard to truly have a romantic relationship, to allow such a thing you must break her emotionless shell. One thing to note is that the concept of Good and Evil in her eyes is something that is nonexistent. She does not view these things with emotion but by knowledge, if someone is seeking to rule the world most likely they will hinder The Seekers in their pursuit of knowledge which is something she doesn't want.

Bio:
Mary was born a Psionic Mage, and very early on she was left in the Care of The Seekers with no real knowledge of her parents. Still she found a family with all the teachers, and scholars. While you may think the training process is interesting, it really isn't at least in the beginning. What the Seekers do is they strip you of your emotions first, making you a blank slate for the absolute absorption of knowledge. Then they teach you the ways of the world, languages, mathematics, literature, anything they could teach a child. This process feeds you this desire to hunt and seek knowledge, for they drill it in your head early on that a Seeker seeks knowledge no matter what form it takes shape in.

Then the interesting part comes in, when you turn 12 they begin teaching you the ways of Psionics while you retain your studies. You are taught the very basics like learning to summon your Rend Blades, Sword like energy sprouting from your wrists to fight enemies (Look at the pic for a reference cause that's what they look like). The older you get, the more your brain develops, the more powerful your Psionic magic is. They teach you more about the more powerful Psionic magic like messing with the emotions of your enemies or even summoning a Pillar of Psionic energy to act as cover for you.

Eventually once you turn 23, you are then tested on your knowledge and powers in Psionic magic. You are required to pass three trials of intellect and a battle with a Seeker. Once you pass you are held a ceremony as you are given the distinct Seeker Armor, and a piece of paper proving you to be a Seeker.

This is what Mary had to go through until two years ago, now she wanders the world seeking the secrets hidden in dungeons while exploring the depths of Psionic magic.


PHYSICAL

Weapons & Armor
:
Seeker Armor (Seek pic): This armor is lightweight yet study armor is the most identifiable thing about a seeker besides their Psionic Magic. It is lightweight enough not to hinder the wearers magical abilities, yet sturdy enough to protect as good as scale mail armor.

Seeker Gauntlets: These gauntlets were made specifically for the Rend Blades, making it easier to use the blades with the design. These gauntlets provide stability rather than strength making the blades last longer for less mana.

Items & Personal Belongings:
Rations
Bedroll
Things needed for survival really
A parchment of paper stating that Mary is a Seeker with an authentic signature from The Seer (Leader of the Seekers).
A notebook she uses for writing down things she learns and the current happenings of the day.
Some clothes to wear while not wearing armor.

Skills & Abilities:
Intense Knowledge: Being a Seeker, Mary has a lot of information stored in her head. Whenever knowledge is required for a task or for explaining somethings historical value, Mary most likely will be able to recall something. (This is basically a knowledge roll for various things in the world, like say the best way to beat a monster).

Expert Fighter: Having trained rigorously for 11 years, Mary is a skills opponent on the battlefield. Even without her magic, she can use a sword and shield as good as any other person, but mostly her deadliest fighting style is using her Rend Blades.

High Willpower: Due to her mental training she is quite resistant to any attempts places upon her mind. Whoever makes a mental thing or even mental effects must make a roll to affect her and she rolls with a bonus to resist. (Not sure if this Rp requires like rolls and stuff so I can easily change this if you want, For like skill checks)

Perceptive: Mary can see things most people usually don't, since she is a Seeker this skill is very important. Whenever she wishes to look around a roll must be made with a bonus or advantage.

Spells & Magic:
Psionic magic: Magic that is more related to the mind than most magic. It is through a deep mental connection to Psionic Energy that gives an individual these powers. They are capable of a multitude of things such as creating blades of pure Psionic energy to mind controlling the enemy to even creating a lance-like Psionic blast to hit an opponent.

Rend Blades (Psionic): Blades if Psionic energy that the user summons to attack their foes.

Psi Lance: A destructive spell that shoots a lance like blast in a single direction to cause quite a bit of damage.

Psi Drain: A spell that is used to drain the life force of the enemy and reinvigorates the user with renewed health. Doesn't one shot kill but killers enemies closing in on death.

Psionic Barrier: A spell that summons a Psionic pillar to be used as cover.

Psionic control: A spell that attempts to control the enemy, works on living targets only.

Appraisal (Psionic): This ability helps appraise the magical nature of objects through the use of meditation and Psionics. Must make a roll to see what the object is.

Weaknesses:
Emotionless: Due to having no emotions it makes it really hard to bond with Mary.

Knowledge above all: Mary seeks the knowledge of things which can lead to some morally evil things like say raising an entire graveyard of undead for example.

Squishy without magic

FLUFF (Optional)
Hobbies:
Read
Meditate
Train
Giving out advice

Quote\s:
"I see no benefit of doing this action."
"Why do you sacrifice knowledge for such petty things like good and evil? Knowledge is knowledge no matter how good or evil."


Theme: (I don't have a theme yet, looking for something mystical yet serene and calm)

Kylesar1 Kylesar1
 
Last edited:

305a21a0131f52e1759fd4c1e7c239a9.jpg

Name
:
Alwin Eklund
Aliases:
Beyond people screaming and calling him out as 'That armor set walking around', he has no aliases
Age:
29 Years Old
12 Spent Alive
17 Spent 'Alive'
Gender:
Formerly Male, Currently Genderless
Race:
Former Human, Currently an Animated Suit of Armor
Not sure if that's a race but role with it =P
Class:
The Dark Knight

PERSONAL
Sexuality
:
Pansexual but there's nothing there to do anything with so it'd be kinda hard to...y'know, do lovey dovey stuff
High Concept:
Man lives his life as an armor set and tries his best to keep everything together but can't.
Character Alignment:
Lawful Neutral
Relatives:
Damo Eklund (Deceased Father)
Organizations\Affiliations:
Former Squire of the Order of the Clover
Occupation:
Adventurer
Personality:
At a young age, Alwin swore an oath to dedicate his life to protecting others and to think of others before thinking of oneself, and while he may no longer have to follow that code, he still tries to live his life according to that code as best as possible. In fact, he attempts to live his life as closely to every lesson he's been taught as possible, despite how impossible that seems. It gives him a sense of control over his life and pride and confidence in his decisions that he probably wouldn't have otherwise, and as such even something as small as putting his elbows on a dining table is enough of a crime to deserve severe punishment. He's also very controlling, and expects everyone around him to follow his personal codes and lessons to at least some degree, this controlling nature also manifests in his way of going about things, he seems to want to handle every situation not because he desires a spotlight, but because he seems to genuinely think that he can handle any given situation better than most around him.

Despite all of this, Alwin is fiercely loyal and honestly a bit of a lad at heart, as much as he gives off this idea that he was apart of some high up noble family, most of his childhood was spent roughhousing in pigpens and slacking off, and this is clear once he really gets comfortable with someone and begins to let down some of his barriers. On top of that he's self sacrificing to the core, often using his being made of metal as an excuse to jumping into danger without care for his own well being.

While Alwin has made himself a very literate and well read man over the years, his real sense of humor when he isn't attempting to act more mature than he is is actually very juvenile. He's willing to laugh at the smallest thing or stupidest joke or comment, and while he'll defiantly attempt to hide that aspect of himself when someone is first meeting him, keep him laughing long enough and you'll hear the giggles and snorts sneak through the cracks.
Bio:
Alwin was born an only child to Sir Damo Eklund of the Order of the Clover, an order dedicated to protect every person in the land and, most importantly, bridge the gap between the civilized people living in cities and the more uncivilized living in the wilds of the world, often moving their base of operations once every few months to find new people out within the wild lands and teaching them how to read and write as well as fend for themselves. Alwin was born into a long line of paladins that had served the order since its inception, and his family expected him to do the same, and as such Alwin was expected to one day take his father's place as the Order's Paladin. To accomplish this goal, Alwin joined the order as a squire at the young age of six, training under his father's tutelage with other young boys and girls aiming to join the Order as well, taking an oath at a young age that made him vow to never harm another living thing as long as they don't harm others, and to never seek vengeance when it is not needed.

Alwin however, had only become a squire to make his family happy, and in truth had no desire to be a Paladin what so ever, he slacked off in his training often, never really living up to his potential or attempting to whatsoever. He strongly believed in the Orders goals and mission, but the responsibility of being a Paladin scared him, and as such he instead fought other kids in the pigpens he was meant to be cleaning, slept on the hay he was meant to be feeding to the horses, and used the swords he was meant to be sharpening as makeshift kitchen knives. His father, seeing his lack of work ethic, began to station him in harder positions, putting the two in a back and forth for years about Alwin's future. Despite his under performance however, due to his father's age and his bodies destruction from constant battle, the Order moved him up the ranks in order to rush him into the Paladin position, giving him more work that he found ways to avoid.This all culminated when he was twelve and had taken up his first round of guard duty with the other squires, and instead of doing his job he decided to take a nap.

When he had awoken, he was bleeding heavily and found it hard to breath, the camp had been attacked by the Knights of the Rose, a group who were opposed to the idea of letting the uncivilized into society and had attempted to put an end to the Order of the Clover for centuries. That night, they got close to accomplishing their goal because Alwin had slept instead of staying watch at his post, which allowed the Knights of the Rose to sneak into their camp. Alwin spent his final moments hiding in a closet with the other squires as they watched his father attempt to fight off the remaining Knights, and it was then that Alwin finally understood the importance of his oath and all the lessons his father taught him, seeing his father fight to protect others even at the cost of his own life spoke to Alwin, which made it devastating when his father failed, and was then cut down by the Knights of the Rose, followed soon after by himself and the other squires. This however, is not the end. For in his last moments, Alwin begged and pleaded with the gods to give him one last chance, to allow him to continue his life in memory and honor of his father and to begin the good work he'd yet to do.

And somehow...the gods listened.

Alwin was allowed to choose one body to be his for the rest of his life, and in a move he thought was a sort of poetry at the time, Alwin chose the suit of armor once worn by a hero of the Knights of the Rose to be his body. He was given simple rules to his new life, spread the Order's message through the land, improve yourself and others around you, and become the new Paladin of the Order of the Clover, if he should continue to do these things he would be given his old body back. He was then divine powers to aid in this quest, the ability to heal, to raise the dead, all of it was his. However, Alwin quickly forgot of these rules, and in the next few years sought revenge on the Knights of the Rose, something that ended when Alwin chose to seek vengeance on those who killed his father, and spent the next four years hunting down Knights apart of the Knights of the Rose, culminating in the night when he did as was done to him and snuck into the Knights of the Rose base and killed all the squires. It was then, when he was covered in the blood of those who had not directly wronged him, as he stood there having completely gone against his word and not only broken the rules of his resurrection, but also of his oath. His divine powers were taken away and replaced with dark magic , and he was forced to stay in the armored husk for a body with no chance for a human one, and atop all of this was granted three dark signs atop the breastplate of his armor marking him as one who used necromancy and blood magic, which made him ostracized from society. After this, Alwin swore to be better and to make something of his life, to find a way to use his dark magic for good and finally make his father proud, and although his life hasn't been easy since that decision, it's been better than it was before...

PHYSICAL
Weapons & Armor
:
In terms of weapons, Alwin really only has one, and it's one he modeled after his father's own weapon, a spear. It's a long black weapon of shoddy make seeing as he forged it himself and he isn't the best craftsman.The tip of the spear is also black, though bits of ivory white and gray are seen throughout due to the way the spear was crafted. The only other really interesting thing about the spear is the piece of cloth he keeps wrapped just under the tip of the spear, and that cloth is an old, ruined flag belonging to the Order of the Clover.
Alwin also doesn't really need armor considering...y'know, he is a giant piece of armor himself.
Items & Personal Belongings
Seeing as he doesn't need food or water, Alwin tends to travel light, mostly packing things like the basic bedroll, torch, rope, whetstone and LOTS of healing potions (Eight to be exact). He also carries a variety of books, from books on agriculture, to books on war and even table etiquette, Alwin always has at least five books on him at all times (One of which is always a cookbook). Beyond that, he carries the essentials he needs to stay alive, like oils and wax to prevent rust, oil for joints, and a hammer to take care of any dents he may get. He carries all of this in a simple cloth knapsack.
Skills & Abilities
Combat-Alwin didn't pay the most attention during training, but he has studied for years now the art of combat and war. While he isn't going to be leading any armies into battle anytime soon, he knows how to handle that spear strapped to his back. He mainly uses a two-handed style and keeps the majority of the spear in front of him at all times.
Scholar-While he didn't always have the best drive or work ethic, Alwin has taught himself how to be willing to learn, and as such knows the easiest and quickest ways to attain information he doesn't always have. Alwin is great at being able to look at a book and flip through its contents, find the information he needs quickly, and move on without skipping a beat. These scholar-like practices have also left him with a great sense of organization and wealth of knowledge about the world.
Tank- While he's not invincible, Alwin is a living suit of armor, and as such can take more damage than your typical person without having to deal with some of the drawbacks. He isn't the slowest and he can take a beating and keep on going rather easily. On top of that, any pain he feels is a bit more dulled because of this, and as such he can deal with it a bit better.
Stealth-Although not the stealthiest due to the problem of being a loud piece of metal, he isn't the heaviest and can competently stealth around fine. On top of this, in certain situations he's probably likely to blend into the environment easier considering he appears to just be an empty suit of armor.
Spells & Magic
Basic Necromancy- Alwin can speak with the dead and see the cause of someones death through the simple casting of a spell.
Basic Blood Magic-When someone has an open wound or gash, with about a minutes focus, Alwin can stop blood flow to the wound, and whenever Alwin draws blood from a foe, the blood can slowly be added and morphed to be atop the blade, increasing its range..
Weaknesses
Dear god where to start...
Fire, Hammers and Magnets-These are really scary things for him to fight seeing as they directly counter the whole 'I'm a giant piece of metal' thing
Anti-magic-Anything anti-magic would probably kill him considering he's basically only alive BECAUSE of magic.
I hate my power-For Alwin his magic isn't a cool tool or resource, it's a reminder of his failures as a person, and as such he only ever uses it in times of great need or when someone else absolutely needs him to use them.
I have to be in control is a mentality Alwin struggles with, he's seen so many bad things happen because of his inability, that it's almost as if he needs to prove to himself that he can be in control of something and not fuck it up
Being a Human- This is a category for things like cooking, sleeping, fatigue things like that. Alwin hasn't had any need to take care of any of these things for years, and as such tends to forget that they're all things humans need to do in order to avoid death...
FLUFF
Hobbies
:
As much as he'd have you convinced he loves a good book most of all, and as much as it's impractical and a waste of resources, Alwin actually loves to cook. It's not something he hides or attempts to cover up, it's simply something that he enjoys doing because he feels it brings people together and allows them all to enjoy one common experience. If he's allowed to cook however, he always follows the instructions to a tee as to not mess up the taste of anything considering he can't taste his creations himself.
Quote:
'Well, I can tell you at least twenty-five things that you did wrong in that last encounter, though for the sake of time I suppose I can cut it down to just fifteen if you'd like.'
Theme:
 
Appearance: View attachment 386123

Normally her eyes are a light purple.

Name
: Mary Helm

Aliases: Seeker

Age: 25

Gender: Female

Race: Human

Class: Psionic Spellblade


PERSONAL
Sexuality
: Bisexual

High Concept: A seeker of ancient knowledge and of anything magic.

Character Alignment: True Neutral

Relatives: None that she knows of.

Organizations\Affiliations:
The Seekers: This group is comprised of only psionically gifted individuals, so unless you have Psionic magic then you aren't allowed to join. They are more akin to a Templar and a Monk, with their training more centered around a Templars but they hold the mentality of a monk seeking knowledge. They focus their magic in a way that allows them to do a multitude of things, a simple trick is to use Psionic Blades as weapons. One of the harder things to do is control another person through a mental link. The goal of the group is to seek knowledge for the sake of knowledge, and also to discover the depths of Psionic Magic.

Occupation: Adventurer/Seeker

Personality:
Mary is often described as wise or fearless, the term most used though is emotionless. As a Seeker she was taught to put away her emotions, not because they can be destructive, but because it limits her ability to learn and gain knowledge. What she loses in emotion is made up for in knowledge and wisdom, as she is typically giving out wise advice to people. With the search of knowledge she has learned that curiosity is a great tool, and whenever something new comes across her she is always asking questions.

Now while she is emotionless, she can still make friends just don't expect her to show emotions immediately. Now in a romantic sense she is hard to truly have a romantic relationship, to allow such a thing you must break her emotionless shell. One thing to note is that the concept of Good and Evil in her eyes is something that is nonexistent. She does not view these things with emotion but by knowledge, if someone is seeking to rule the world most likely they will hinder The Seekers in their pursuit of knowledge which is so,etching she doesn't want.

Bio:
Mary was born a Psionic Mage, and very early on she was left in the Care of The Seekers with no real knowledge of her parents. Still she found a family with all the teachers, and scholars. While you may think the training process is interesting, it really isn't at least in the beginning. What the Seekers do is they strip you of your emotions first, making you a blank slate for the absolute absorption of knowledge. Then they teach you the ways of the world, languages, mathematics, literature, anything they could teach a child. This process feeds you this desire to hunt and seek knowledge, for they drill it in your head early on that a Seeker seeks knowledge no matter what form it takes shape in.

Then the interesting part comes in, when you turn 12 they begin teaching you the ways of Psionics while you retain your studies. You are taught the very basics like learning to summon your Rend Blades, Sword like energy sprouting from your wrists to fight enemies (Look at the pic for a reference cause that's what they look like). The older you get, the more your brain develops, the more powerful your Psionic magic is. They teach you more about the more powerful Psionic magic like messing with the emotions of your enemies or even summoning a Pillar of Psionic energy to act as cover for you.

Eventually once you turn 23, you are then tested on your knowledge and powers in Psionic magic. You are required to pass three trials of intellect and a battle with a Seeker. Once you pass you are held a ceremony as you are given the distinct Seeker Armor, and a piece of paper proving you to be a Seeker.

This is what Mary had to go through until two years ago, now she wanders the world seeking the secrets hidden in dungeons while exploring the depths of Psionic magic.


PHYSICAL

Weapons & Armor
:
Seeker Armor (Seek pic): This armor is lightweight yet study armor is the most identifiable thing about a seeker besides their Psionic Magic. It is lightweight enough not to hinder the wearers magical abilities, yet sturdy enough to protect as good as scale mail armor.

Seeker Gauntlets: These gauntlets were made specifically for the Rend Blades, making it easier to use the blades with the design. These gauntlets provide stability rather than strength making the blades last longer for less mana.

Items & Personal Belongings:
Rations
Bedroll
Things needed for survival really
A parchment of paper stating that Mary is a Seeker with an authentic signature from The Seer (Leader of the Seekers).
A notebook she uses for writing down things she learns and the current happenings of the day.
Some clothes to wear while not wearing armor.

Skills & Abilities:
Intense Knowledge: Being a Seeker, Mary has a lot of information stored in her head. Whenever knowledge is required for a task or for explaining somethings historical value, Mary most likely will be able to recall something. (This is basically a knowledge roll for various things in the world, like say the best way to beat a monster).

Expert Fighter: Having trained rigorously for 11 years, Mary is a skills opponent on the battlefield. Even without her magic, she can use a sword and shield as good as any other person, but mostly her deadliest fighting style is using her Rend Blades.

High Willpower: Due to her mental training she is quite resistant to any attempts places upon her mind. Whoever makes a mental thing or even mental effects must make a roll to affect her and she rolls with a bonus to resist. (Not sure if this Rp requires like rolls and stuff so I can easily change this if you want, For like skill checks)

Perceptive: Mary can see things most people usually don't, since she is a Seeker this skill is very important. Whenever she wishes to look around a roll must be made with a bonus or advantage.

Spells & Magic:
Psionic magic: Magic that is more related to the mind than most magic. It is through a deep mental connection to Psionic Energy that gives an individual these powers. They are capable of a multitude of things such as creating blades of pure Psionic energy to mind controlling the enemy to even creating a lance-like Psionic blast to hit an opponent.

Rend Blades (Psionic): Blades if Psionic energy that the user summons to attack their foes.

Psi Lance: A destructive spell that shoots a lance like blast in a single direction to cause quite a bit of damage.

Psi Drain: A spell that is used to drain the life force of the enemy and reinvigorates the user with renewed health. Doesn't one shot kill but killers enemies closing in on death.

Psionic Barrier: A spell that summons a Psionic pillar to be used as cover.

Psionic control: A spell that attempts to control the enemy, works on living targets only.

Psi Zombie: A spell that controls the dead body of an enemy to attack to fellows. Works only on the dead.

Appraisal (Psionic): This ability helps appraise the magical nature of objects through the use of meditation and Psionics. Must make a roll to see what the object is.

Weaknesses:
Emotionless: Due to having no emotions it makes it really hard to bond with Mary.

Knowledge above all: Mary seeks the knowledge of things which can lead to some morally evil things like say raising an entire graveyard of undead for example.

Squishy without magic

FLUFF (Optional)
Hobbies:
Read
Meditate
Train
Giving out advice

Quote\s:
"I see no benefit of doing this action."
"Why do you sacrifice knowledge for such petty things like good and evil? Knowledge is knowledge no matter how good or evil."


Theme: (I don't have a theme yet, looking for something mystical yet serene and calm)

Kylesar1 Kylesar1
Gotta drop the psionic zombie. Utilizing the dead to attack is necromancy only. Plus, the dead has no mind to control

Once changed, you're accepted





305a21a0131f52e1759fd4c1e7c239a9.jpg

Name
:
Alwin Eklund
Aliases:
Beyond people screaming and calling him out as 'That armor set walking around', he has no aliases
Age:
29 Years Old
12 Spent Alive
17 Spent 'Alive'
Gender:
Formerly Male, Currently Genderless
Race:
Former Human, Currently an Animated Suit of Armor
Not sure if that's a race but role with it =P
Class:
The Dark Knight

PERSONAL
Sexuality
:
Pansexual but there's nothing there to do anything with so it'd be kinda hard to...y'know, do lovey dovey stuff
High Concept:
Man lives his life as an armor set and tries his best to keep everything together but can't.
Character Alignment:
Lawful Neutral
Relatives:
Damo Eklund (Deceased Father)
Organizations\Affiliations:
Former Squire of the Order of the Clover
Occupation:
Adventurer
Personality:
At a young age, Alwin swore an oath to dedicate his life to protecting others and to think of others before thinking of oneself, and while he may no longer have to follow that code, he still tries to live his life according to that code as best as possible. In fact, he attempts to live his life as closely to every lesson he's been taught as possible, despite how impossible that seems. It gives him a sense of control over his life and pride and confidence in his decisions that he probably wouldn't have otherwise, and as such even something as small as putting his elbows on a dining table is enough of a crime to deserve severe punishment. He's also very controlling, and expects everyone around him to follow his personal codes and lessons to at least some degree, this controlling nature also manifests in his way of going about things, he seems to want to handle every situation not because he desires a spotlight, but because he seems to genuinely think that he can handle any given situation better than most around him.

Despite all of this, Alwin is fiercely loyal and honestly a bit of a lad at heart, as much as he gives off this idea that he was apart of some high up noble family, most of his childhood was spent roughhousing in pigpens and slacking off, and this is clear once he really gets comfortable with someone and begins to let down some of his barriers. On top of that he's self sacrificing to the core, often using his being made of metal as an excuse to jumping into danger without care for his own well being.

While Alwin has made himself a very literate and well read man over the years, his real sense of humor when he isn't attempting to act more mature than he is is actually very juvenile. He's willing to laugh at the smallest thing or stupidest joke or comment, and while he'll defiantly attempt to hide that aspect of himself when someone is first meeting him, keep him laughing long enough and you'll hear the giggles and snorts sneak through the cracks.
Bio:
Alwin was born an only child to Sir Damo Eklund of the Order of the Clover, an order dedicated to protect every person in the land and, most importantly, bridge the gap between the civilized people living in cities and the more uncivilized living in the wilds of the world, often moving their base of operations once every few months to find new people out within the wild lands and teaching them how to read and write as well as fend for themselves. Alwin was born into a long line of paladins that had served the order since its inception, and his family expected him to do the same, and as such Alwin was expected to one day take his father's place as the Order's Paladin. To accomplish this goal, Alwin joined the order as a squire at the young age of six, training under his father's tutelage with other young boys and girls aiming to join the Order as well, taking an oath at a young age that made him vow to never harm another living thing as long as they don't harm others, and to never seek vengeance when it is not needed.

Alwin however, had only become a squire to make his family happy, and in truth had no desire to be a Paladin what so ever, he slacked off in his training often, never really living up to his potential or attempting to whatsoever. He strongly believed in the Orders goals and mission, but the responsibility of being a Paladin scared him, and as such he instead fought other kids in the pigpens he was meant to be cleaning, slept on the hay he was meant to be feeding to the horses, and used the swords he was meant to be sharpening as makeshift kitchen knives. His father, seeing his lack of work ethic, began to station him in harder positions, putting the two in a back and forth for years about Alwin's future. Despite his under performance however, due to his father's age and his bodies destruction from constant battle, the Order moved him up the ranks in order to rush him into the Paladin position, giving him more work that he found ways to avoid.This all culminated when he was twelve and had taken up his first round of guard duty with the other squires, and instead of doing his job he decided to take a nap.

When he had awoken, he was bleeding heavily and found it hard to breath, the camp had been attacked by the Knights of the Rose, a group who were opposed to the idea of letting the uncivilized into society and had attempted to put an end to the Order of the Clover for centuries. That night, they got close to accomplishing their goal because Alwin had slept instead of staying watch at his post, which allowed the Knights of the Rose to sneak into their camp. Alwin spent his final moments hiding in a closet with the other squires as they watched his father attempt to fight off the remaining Knights, and it was then that Alwin finally understood the importance of his oath and all the lessons his father taught him, seeing his father fight to protect others even at the cost of his own life spoke to Alwin, which made it devastating when his father failed, and was then cut down by the Knights of the Rose, followed soon after by himself and the other squires. This however, is not the end. For in his last moments, Alwin begged and pleaded with the gods to give him one last chance, to allow him to continue his life in memory and honor of his father and to begin the good work he'd yet to do.

And somehow...the gods listened.

Alwin was allowed to choose one body to be his for the rest of his life, and in a move he thought was a sort of poetry at the time, Alwin chose the suit of armor once worn by a hero of the Knights of the Rose to be his body. He was given simple rules to his new life, spread the Order's message through the land, improve yourself and others around you, and become the new Paladin of the Order of the Clover, if he should continue to do these things he would be given his old body back. He was then divine powers to aid in this quest, the ability to heal, to raise the dead, all of it was his. However, Alwin quickly forgot of these rules, and in the next few years sought revenge on the Knights of the Rose, something that ended when Alwin chose to seek vengeance on those who killed his father, and spent the next four years hunting down Knights apart of the Knights of the Rose, culminating in the night when he did as was done to him and snuck into the Knights of the Rose base and killed all the squires. It was then, when he was covered in the blood of those who had not directly wronged him, as he stood there having completely gone against his word and not only broken the rules of his resurrection, but also of his oath. His divine powers were taken away and replaced with dark magic , and he was forced to stay in the armored husk for a body with no chance for a human one, and atop all of this was granted three dark signs atop the breastplate of his armor marking him as one who used necromancy and blood magic, which made him ostracized from society. After this, Alwin swore to be better and to make something of his life, to find a way to use his dark magic for good and finally make his father proud, and although his life hasn't been easy since that decision, it's been better than it was before...

PHYSICAL
Weapons & Armor
:
In terms of weapons, Alwin really only has one, and it's one he modeled after his father's own weapon, a spear. It's a long black weapon of shoddy make seeing as he forged it himself and he isn't the best craftsman.The tip of the spear is also black, though bits of ivory white and gray are seen throughout due to the way the spear was crafted. The only other really interesting thing about the spear is the piece of cloth he keeps wrapped just under the tip of the spear, and that cloth is an old, ruined flag belonging to the Order of the Clover.
Alwin also doesn't really need armor considering...y'know, he is a giant piece of armor himself.
Items & Personal Belongings
Seeing as he doesn't need food or water, Alwin tends to travel light, mostly packing things like the basic bedroll, torch, rope, whetstone and LOTS of healing potions (Eight to be exact). He also carries a variety of books, from books on agriculture, to books on war and even table etiquette, Alwin always has at least five books on him at all times (One of which is always a cookbook). Beyond that, he carries the essentials he needs to stay alive, like oils and wax to prevent rust, oil for joints, and a hammer to take care of any dents he may get. He carries all of this in a simple cloth knapsack.
Skills & Abilities
Combat-Alwin didn't pay the most attention during training, but he has studied for years now the art of combat and war. While he isn't going to be leading any armies into battle anytime soon, he knows how to handle that spear strapped to his back. He mainly uses a two-handed style and keeps the majority of the spear in front of him at all times.
Scholar-While he didn't always have the best drive or work ethic, Alwin has taught himself how to be willing to learn, and as such knows the easiest and quickest ways to attain information he doesn't always have. Alwin is great at being able to look at a book and flip through its contents, find the information he needs quickly, and move on without skipping a beat. These scholar-like practices have also left him with a great sense of organization and wealth of knowledge about the world.
Tank- While he's not invincible, Alwin is a living suit of armor, and as such can take more damage than your typical person without having to deal with some of the drawbacks. He isn't the slowest and he can take a beating and keep on going rather easily. On top of that, any pain he feels is a bit more dulled because of this, and as such he can deal with it a bit better.
Stealth-Although not the stealthiest due to the problem of being a loud piece of metal, he isn't the heaviest and can competently stealth around fine. On top of this, in certain situations he's probably likely to blend into the environment easier considering he appears to just be an empty suit of armor.
Spells & Magic
Basic Necromancy- Alwin can speak with the dead and see the cause of someones death through the simple casting of a spell.
Basic Blood Magic-When someone has an open wound or gash, with about a minutes focus, Alwin can stop blood flow to the wound, and whenever Alwin draws blood from a foe, the blood can slowly be added and morphed to be atop the blade, increasing its range..
Weaknesses
Dear god where to start...
Fire, Hammers and Magnets-These are really scary things for him to fight seeing as they directly counter the whole 'I'm a giant piece of metal' thing
Anti-magic-Anything anti-magic would probably kill him considering he's basically only alive BECAUSE of magic.
I hate my power-For Alwin his magic isn't a cool tool or resource, it's a reminder of his failures as a person, and as such he only ever uses it in times of great need or when someone else absolutely needs him to use them.
I have to be in control is a mentality Alwin struggles with, he's seen so many bad things happen because of his inability, that it's almost as if he needs to prove to himself that he can be in control of something and not fuck it up
Being a Human- This is a category for things like cooking, sleeping, fatigue things like that. Alwin hasn't had any need to take care of any of these things for years, and as such tends to forget that they're all things humans need to do in order to avoid death...
FLUFF
Hobbies
:
As much as he'd have you convinced he loves a good book most of all, and as much as it's impractical and a waste of resources, Alwin actually loves to cook. It's not something he hides or attempts to cover up, it's simply something that he enjoys doing because he feels it brings people together and allows them all to enjoy one common experience. If he's allowed to cook however, he always follows the instructions to a tee as to not mess up the taste of anything considering he can't taste his creations himself.
Quote:
'Well, I can tell you at least twenty-five things that you did wrong in that last encounter, though for the sake of time I suppose I can cut it down to just fifteen if you'd like.'
Theme:

Accepted
 
Appearance:
5cec60ddeb9b250b9c50e2b133fa0bc5.jpg

Name: Ariella Makayla Osler
Aliases: Ariel
Age: 23
Gender: Female
Race: Human
Class: The Theurgist

PERSONAL
Sexuality
: Bisexual
High Concept: A girl with an obsession for the Occult who takes care of the very demon she's a fan of
Character Alignment: Chaotic Good
Relatives: TBR
Organizations\Affiliations: (Organizations, or people the character is affiliated with)
Occupation: If villain, write villain. If adventurer, write adventurer. Otherwise, what do they do for a living?
Personality: Ariel is a respectful woman, but kind of weird in that she's not a day person and loves the dark, as well as Dark Magic. She likes to go into darkened places and never loses focus of her goals. She's always keeps cool under pressure and uses Pandora's power responsibly. She has a VERY loving and protective relationship with Pandora and will not take anyone disrespecting her. She's highly empathic to Pandora's feelings, as Pandora is empathic to hers.

Bio:
At a young age, she was always a night owl. Active all night, sleeping all day. This may have been caused by the fact that, at as a baby, her parents constantly worked the night shift. This meant she was always awake at night and sleeping all day like her parents. As she grew up under the moon, she gained a fascination for the things that go on at night. While she was always social and made friends, she struggled in school due to her not being a day person. Plus, her fascination for the occult and secretive and taboo stuff from the age of 8 limited her friends to a small circle. However, she was raised in a Holy Religious household and was constantly punished for bringing home books and talking about things touted as heresy and taboo. The dark always called her though, and she kept coming back to it...........at the age of 15, she went into a dark cave, one always warned about being a source of malevolent dark magic and necromancy. Moving as if she were in a trance and ignoring any and all Dark Magic, she made it to the end of the cave, not having swung a single thing and suffering not a single injury. At the end was a purple cube. Upon touching it, it released the demon. Pandora, who was the cause of all the terror in the city without even knowing as she was sleeping in the cube and her Dark Magic was unwittingly leaking, took to her immediately after seeing how Ariel was not only unfearful of Pandora's actual demon form, but WANTED AN AUTOGRAPH from her. Pandora turned into her human form and Ariel brought her over. Her parents hated Pandora, but since was naked after turning into human form, her parents let her bring Pandora in, despite the INSANE uneasy feeling that Pandora brought with her. Ariel gave Pandora food and clothes and then her parents had her leave. She then had to sit and listen to her parents yell at her for 3 hours each. Pandora had nowhere to go, however, and just sat outside the house, being completely clueless on the modern day world and waiting on Ariel to show her more.

In rebellion, Ariel brought Pandora into the house that night while her parents worked. This ensued until her parents found out that it was going on for 2 years. At 17, she was kicked out of the house and her parents ended up having to move out due to the fact that any sort of Holy Presence was completely and permanently drained from it.


PHYSICAL
Weapons & Armor:
Pandora's Box- An essence of Dark Magic that she can change into about 666 different forms. It can only hold one form at a time. Her calling on Pandora is symbolized as the upside down cross and a purple Halo
Unarmored- To preserve speed, she doesn't carry armor
Short Sword- She carries a short sword that she only uses when Pandora is in a defensive form (ie armor)



Items & Personal Belongings: Money

Skills & Abilities:
  • Fierce Intelligence- She holds intelligence far beyond the average person
  • Intermediate Swordsmanship- She can use a sword decent enough to dungeon crawl. She really won't be beating many people with her sword skills though
  • Beginning Intermediate Archer- She can use a bow somewhat effectively

Spells & Magic:
  • Dark Magic- Due to having Pandora, she has access to Pandora's magic. This is mostly Dark magic and Dark forms of traditional spells
  • Shift- She can turn Pandora into any form she needs her to be in for the situation

Weaknesses:
  • Holy Magic- Even though she's just as effective against it, She's IMMENSELY weak to Holy Magic
  • Unarmored- She has to use Pandora's Armor form to actually get some armor, preventing her from using other weaponry
  • Pandora Bound- Without Pandora, she loses 99% of her weaponry and abilities
  • Shifting Problems- She can't just change Pandora to whatever form fast. There is a cooldown, trapping her in whatever form until Pandora can change again
  • Generalist- Due to Pandora being able to take the form of just about any weapon form and being able to use most forms of magic, she's just unskilled in most of it. She's not a very skilled swordsman, archer, mage, or any other class. She has to learn it all
  • Learning Deficient- While she's highly intelligent in matters of the Occult, she's not in terms of Dark Magic and Weaponry Training. She has to learn all this stuff or her theoretical power is for naught
  • Night Owl: In the day, she gets tired faster, meaning that she can't fight for long

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)
Other:








Appearance:
4c9e065643d31efe430b8910efe6f0bb--art-designs-purple-hair.jpg

Name: Pandora
Age: Unknown, but Ancient (looks 16 and still shorter than average)
Gender: Presents Female, but can turn male
Race: Ancient Demon- A race about as powerful as an Archangel, which are 2 steps under an Ancient God
Class: ???

PERSONAL
Sexuality
: Pansexual
High Concept: An absolutely adorable, but one of the most powerful demons obsessed with anything purple, bows, and her host
Character Alignment: Host Dependent
Relatives: Only her Host
Organizations\Affiliations: "My Host"
Occupation: Whatever her host needs her to be
Personality: Pandora is a very naive and childish person, wanting to stick with her host over any and everything. She's always ready and willing to give her Host her powers to use, as long as her Host takes care of her. Otherwise, she'd have to eat her Host's soul. Pandora loves her host and is VERY empathic about her Host's feelings. She likes what her Host likes and hates what her Host hates. She has to obey her Host's whims no matter what, but she doesn't mind since her Host takes very good care of her

Bio: An Ancient Demon who was the standard for Dark Magic, Pandora was stronger than all without even trying to be. She just liked Dark Magic. It got to the point where she could single-handedly overthrow the Underworld King Hades..........if she actually knew she was that strong. What she knew was that everyone always wanted to kill her, so she had to kill them. After killing one of the 4 Master Demons, Belial, after he tried to kill her and steal her Dark Magic, she was tricked by Hades, who brought her into a cave and then put her to sleep while sealing her in a box

Thousands of years later, she was awakened suddenly by.........a human? In the cave she was sealed in, there were hundreds of dead bodies and about 30 possessed humans just walking around. She had no idea why so many were dead and why this human wasn't running in fear. Her very presence should've made her go mad. This girl also wanted an autograph, yet Pandora couldn't write English so an autograph would only be written in Ancient Tongues.

From there, this girl, Ariel, went out of her way to provide for Pandora, and Pandora couldn't help but like her. After Ariel was kicked out of the house at 17 and in her absolute lowest, Pandora held out her hand and offered her Pandora's Box to use how she sees fit, so long as Pandora can stay with her forever.

PHYSICAL
Weapons & Armor: N/A
Items & Personal Belongings: Whatever her Host gives her
Skills & Abilities:
Cute: To guys, simply looking that cute can get her whatever she wants

Spells & Magic: Pandora can't use any of her abilities except Harmless Illusion Magic until her host dies. She passes off her abilities for her host, but her host has to actually learn how to do it
  • Master Black Magic
  • Master Anti-Magic
  • Master Illusion Magic

Weaknesses:
  • Holy Magic: Good luck trying to defeat Pandora period, but if your ability is high enough, Holy Magic is the easiest magic way to win
  • No Direct Magic Access: With the sole exception of her harmless Illusion Spells, she can't use her abilities herself until her Host dies. All she can do is give her host all that power and teach her to use it
  • Host Love: She loves her host and will gladly put herself in danger for her Host
  • Unarmored: No physical armor
  • Weak: She's physically frail
  • Primitive: She doesn't even know how the light switch works, let alone how to operate in the current world
  • Childish: Despite her power, she's very childish
  • Clueless: Due to being asleep for thousands of years, she only know about the world what Ariel has taught her
  • Master's Beckon: She can't change forms unless her Host allows her to. She has to ask

FLUFF (Optional)
Hobbies: (What does the dark lord do in his free time, when not vying for supremacy over the world?)
Quote\s: *flicks light switch about 20 times* "Wwwhhoooaaa! You humans are amazing!"
Theme:
 
WIP
(*these indicate somethine I'll explain later on down the sheet)goblin_slayer_by_sendrawz-db7yafu.jpg
Name: Unknown
Aliases: Demon Slayer
Age: Estimates place him at around 20
Gender: Male
Race: Human, though this is up for debate*
Class: Fighter

PERSONAL
Sexuality: Straight
High Concept: He kills demons, nothing else matters.
Character Alignment: True Neutral
Relatives: None remain*
Organizations\Affiliations: Demon Slayer has ties to a Monster Hunting Guild, but only to take contracts related to demons
Occupation: Special Class Monster Hunter*
Personality:
+Dedicated to his goals and what he believes in.
+Nice, caring. May not like to dilly dally, but isn't absolutely rude
-Blunt, to the point. He has no time for walking around eggshell, or dealing with emotions.
-Social interaction is awkward and short. If it doesn't help him kill demons, then it doesn't need to happen.
-The emotions and needs of others aren't noticed by him, though he has tried to work on this.

Bio: "My name is......well, that doesn't matter anymore. I grew up in the small mining/farming town of Falendum, raised by my older sister. Our parents had died from starvation some winters prior, so it was just us two. Eris worked for the farm, trading the food for tools and other supplies. We had a home, good jobs, and nice enough food. But that all ended when a rift opened in the middle of town, and from its bowels spewed forth hordes of demons and their kin. Eris ran and hid me in our house at the start, but it was overrun within moments. I watched in terror, agony, and distress as they had their way with her body and our house, before tearing out her heart and setting it all aflame. I hurriedly grabbed her remains and carried them out into our garden out back. I looked upon Eris the only person in the world I had ever truly loved, and buried her with our parents. The screams around me died down, but I never forgot the ones that came from her. I will never forget them.

The rift began to close, and the demons began to return back into its depths.


PHYSICAL
Appearance: If written, at least a detailed paragraph of text. Otherwise, delete
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)
Other:
 

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