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Fantasy Lost Sanctuary (CS)

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Melon Bomb

hi i make bad decisions
Name: Include aliases or titles if your character has one

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    [Abilities]

    Spell: (Max 3 at start)

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Name: Include aliases or titles if your character has one

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Name: Princess Alisa Trine

Gender: Female

Age: 16

Race: Human

Faction: Trinian Royal Family

Personality: Nonchalant and more than a little bratty, Alisa's cocky but carefree behavior is at times a cover for someone who is normally more thoughtful. She is easily conflicted and torn by difficult choices, but tries her best not to let it show. By taking her decisions in stride, she believes she can overcome the mental barriers wearing her down. Despite being openly friendly, she tends not to be a popular figure within her social circles.

  • [Equipment]

    Weapon - Silver Rapier: Alisa's weapon of choice.

    Armor - Cloth Armor: Light armor worn underneath the clothes, offering protection from slashing and thrusting attacks.

    Item - Trinian Royal Insignia: An jeweled ring emblazoned with the crest of the royal family.

    [Abilities]

    Spell - Wind Current: Simple wind magic that allows one to send currents through the air in order to move things around, not unlike telekinesis.

    Spell - Wind Slash: A more precise form of wind magic that creates high-pressure waves of force capable of slicing through soft tissue.

    Skill - Swordplay: Alisa is trained in the use of one-handed blades, namely rapiers and short swords.

    Skill - Horse Riding: Alisa can (usually) stay on a horse, as long as it doesn't decide to kick her off.

    Skill - Home Economics: Cooking, sewing, gardening, and other such basic life skills were taught to Alisa from a young age.

    Skill - ? ? ?: Unknown.

    Skill - ? ? ?: Unknown.

 
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Name: Tanner Shillelagh

Gender: Female

Age: 27

Race: Human

Occupation: Engineer

Personality: Tanner likes to consider herself well-rounded and well-adjusted; fiery when her anger is stoked, moody when she doesn't get her way, and introspective when she's trying to overcome a difficult problem. She is often laid-back, but gets incredibly excited when something piques her interest -- in this case, outer-sanctuary expeditions.

  • [Equipment]

    Weapon - Steam Rifle: It's seen more use as a club honestly, but it's in pretty good working condition.

    Weapon - Survival Knife: It's a knife. For surviving.

    Pet - Fireball: The elder of the twin drakes. This one can breathe a little fire, sometimes.

    Pet - Camilla: The younger of the twin drakes. Sleeps a lot.

    [Abilities]

    Skill - Marksman: Not the greatest shot with a rifle, but definitely above average. Don't be surprised if she blames her misses on faulty parts, though.

    Skill - Tinkerer: Tanner is good with machines.

    Skill - Animal Handling: Tanner is good with machines AND animals.

 
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Name: Myril A'Vaeri

Gender: Female

Age: 40's

Race: ???

Occupation: Doctor/Alchemist

Personality: Myril is mysterious but kind, often seeming to sacrifice her sleep for the sake of her patient. She has little regard for her own health and well being, however she does understand her own limits and wont do anything rash to endanger herself. Myril A'Vaeri has had an interesting life and as a result has an interesting, albeit eccentric, personality. Her moods often switch suddenly between serious and humorous. She loves to talk and learn about history and enjoys sharing (most) of her knowledge from her studies.

  • [Equipment]

    Artifact - Staff: Doubles as a weapon. Is made from ancient thestle wood, stained with ash and carved with ornate runes.

    Weapon - Dagger: Handle is made from ancient thestle wood and stained with ash. It has a slightly curved silver blade.

    Item - Alchemy Kit: Contains various field instruments, including tools for medicinal purposes.

    Item - Necklace: A small golden pendant with the Elven word for 'sister' engraved into it's surface.

    Item - Sack of Herbs: Sweet, sweet herbs.

    [Abilities]

    Spell - Fire: Simple magic that can start and stop fire.

    Spell - Heal: An advanced magic that accelerates the healing process on small wounds. Can be used to restore strength and rejuvenate. This spell has mild to severe exhaustion effects on the user, and the user cannot use it upon oneself.

    Spell - Protection: Produces a light shield/armor over the user or chosen subject that can withstand small amounts of damage.

    Skill - Doctor: A skilled physician.

    Skill - Alchemist/Researcher: A skilled alchemist that can produce potions. Studies biology and is extremely knowledgeable.

 
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Name: Khilith Hruind

Gender: Male

Age: 29

Race: Human

Occupation: Drunkard

Personality: Khilith is very depressed nowadays. He drowns his sorrows, and wastes what little coin he has left, in alcohol or women, whichever fits his mood best. Whatever Khilith used to stand for - honesty, bravery, sacrifice, honor - have all been stripped away from him as surely as his former title. Khilith is a mess, but there is still a part of him that hopes to find some means of redemption.


  • Khilith 2.5.jpg

    Weapon - Sword: It was his father's, and it's about the only thing he has left to his name at this point. Used to be a Warden weapon, but now it just functions as a regular weapon.

    [Abilities]

    Spell - Water Bolt An arrow made of water with lightning coursing through it. Khilith can adjust the charge in the bolts, but the higher the charge, the harder it is to summon.

    Skill - Warden: Khilith was a highly skilled warden, reaching the higher ranks of the Brotherhood as an Arch Warden. Technically, he should still retain this skill but he's a bit out of practice now.

    Skill - Archery: Khilith is an exceptional archer when he's not drunk.

    Skill - Swordplay: Khilith is a decent swordsman, but he prefers ranged engagements.

 
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Name: Urshta Bakabi

Gender: Female

Age: 32

Race: Beastfolk

Occupation: Assistant to Myril A'Vaeri

Personality: A kind and energetic beastfolk, Urshta has a very inquisitive nature. She can be somewhat sensitive, needs time to cool off when upset, and can be very understanding. Urshta is particularly swayed by tiny and cute things. She is also very empathetic which leaves her with a strong, protective urge when she sees others in pain or suffering. However, this empathy also allows her to connect with others better and read situations easier.

  • [Equipment]

    Item - Vials: You never know when you'll come across a sample!

    Item - Cloth Bag: She has to carry her stuff somewhere. Why not in a simple brown bag scrapped and sewn together from scraps of cloth? It's very sturdy surprisingly.

    [Abilities]

    Spell - Grounding: A spell that allows Urshta to manipulate dirt. She can move small mounds the size of fists and create holes or bumps without touching the ground. It can be used multiple times.

    Skill - Cat's Eye: Urshta is able to see well in the dark and her eyes adjust quickly to the amount of light present.

    Skill - Acrobat: Urshta's nimble feet allow her to navigate precarious places easier than most. She has wonderful balance and always lands on her feet. It is also very hard to trip her.
 
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Name: The King of the Condors

Gender: Male

Age: ??

Race: Mega-Raptor

Faction / Occupation: None

Personality: He grows curious o'er the death of an ancient one. Concerned even. And should he be? One can't entirely say...

  • [Equipment]

    Artifact: N/A

    Item: N/A

    [Abilities]

    Spell-King's Decree: His presence alone makes the birds kneel before him. All lesser beast show respect and deference. The fiercest ones may yet fight but o'er him they hold no sway.

    Spell-Beast Tongue: The beasts, they all speak many strange languages. He has learned most of them all. Those he has not should be silenced.

    Spell-Anger of the King: Anger not the Lord of the Skies.

    Skill-Pro Wrestling

    Skill-Sight of Endless:
    One of his size of his magnitude, can see beyond the pale.


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Name: Azy (Formerly known as Cordelia De Luca)

Gender: Female

Age: 25

Race: Human

Faction / Occupation: Formerly a noble

Personality: A serene woman who mostly keeps to herself. She's fair-spoken and decorous, upholding a ladylike image befitting those of upper class. Oddly enough, she acts rather cautious about everything and prefers to keep attention off herself. Additionally, she elects to distance herself from others physically, most notably from fellow humans.


  • Equipment:
    1. [Item]Bow - Just a normal, wooden bow
    2. [Item]Arrows - Wooden arrows for ammo
    3. [Item]Pendant - The pendant appears to depict a certain crest; however, it is too damaged to be recognized.

    Abilities:
    1. [Skill] ??? - ???
    2. [Skill] ??? - ???
    3. [Skill] Archery - Cordelia is proficient in using bow and arrows. She had access to the Sanctuary's best trainers thanks to her background.
    4. [Skill] Hunting - The De Luca clan is a long line of hunters and huntresses, said to be as old as the royal family themselves. They teach the skill to all descendants out of tradition. This includes setting up campfires, tracking preys, and other basic wilderness survival skills.
    5. [Skill] Cooking - The De Luca's business revolve around food. As such, Cordelia was taught how to create the finest meals in the sanctuary.
    6. [Skill] Athletics - A huntress must be quick on both feet and in mind, capable of overcoming obstacles to capture their preys.
    7. [Skill] Musically inclined - Cordelia was taught how to play both the violin and the piano. Additionally, she's an operatic soprano with a remarkable voice.
 
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Name: Hanna Edsel

Gender: Female

Age: 28

Race: Human

Occupation: Delver turned merchant, seller of unusual goods from the outside world

Personality: A seemingly charming, sweet woman. Perceptive, clever, and incredibly self serving.



  • Item - Map: Unfinished and badly creased. Wine stained. Small notes written on it in an unsteady hand.
    Item - Bag: Old leather, filled with trinkets and snacks. An absolute mess inside. Surprisingly useful at times.

    Weapon - Walking Stick: Durable and reliable. Simple carved design. Stands taller than Hanna by a foot.

    Spell - Illusion: Creates a weak, easily detectable image. Great party trick or distraction to dimwitted foes.
    Spell - Vanish: Allows Hanna to become invisible for as long as she can hold her breath. Used sparingly.

    Skill - Deception: Her ability to lie is a gift, not many can see through her trickery. She's convincing.
 
Lycidas Sterling.png
"Want a chocolate? It's sweet, salty, and crunchy, all the best things in life in one bite!"
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Gender: Male

Age: 19

Race: Human

Faction / Occupation: Fourth Eye (Assassin)

Personality:

Lycidas is a candid, go-with-the-flow type person. He is staunchly independent and doesn’t show respect for anybody, even the royalty. As such, he tries to avoid them at all costs. He is incredibly bold and daring and is somewhat rude and uncaring. He dislikes being bored-- and he gets bored really easily. Despite all this, he is particularly affable and friendly. While he doesn't like to express his emotions, if he sticks by you, it's proof enough that he likes you in some way. Cause if not, wouldn't he have already moved on? That and Lycidas doesn't like making strong attachments.

Lycidas is at heart a cold-blooded killer with little regard for human life. He gets a thrill from taking the lives of others, as well as the feeling of power that stems from it. Another reason for the murders he commits is to incite chaos, which he finds extremely amusing.

Ironically, Lycidas is afraid of the dark, so he tends to do his murdering in broad daylight. He’s very tolerant of other people’s views, however, he believes that it shouldn’t stop him from achieving his beliefs. The person whose beliefs are squashed first would be the wrong one. He also has an extreme love of chocolate and wine.


  • [Armor] Forearm Guards: Lycidas wears forearm guards beneath his clothes which allows him to block attacks with his arms as if there was a shield on it. There are magic runes on it that helps it disperse magic as well as divert force off of the forearm guard like water. Definitely was stolen.
    [Artifact] Tarukaja Gloves: Leather gloves warded with Greater Impact, allowing for his psionic longknife to deal deadly blows. Similarly stolen.
    [Spell] Persona!: Lycidas can create a shadowy silhouette version of himself with glowing yellow eyes. This version of him is immune to harm, has enhanced strength, and is completely under his control. There will be a "tail" connecting him to the shadow, and if this tail is more than 20 feet long or is severed, his Persona vanishes. This persona will have a longsword in one hand.
    [Spell] Eternal Sin: Lycidas can make up to sixteen glowing knives with complete control. He can also sacrifice the capacity of three knives to make a psionic longknife.
    [Skill] Chocolate Connesseur: For a brief period of time, Lycidas was apprenticed in making chocolate, and throughout the years he has perfected his recipe. He can create magnificently delicious chocolate servable to even the nobles.
    [Skill] Bloodshed: Lycidas is proficient in silent kills like assassinations. He also is very good with aggressive attacking to bypass someone's defense for things like murders.
    [Skill] Street Survival: Lycidas is proficent in street fighting. He also can effortlessly survive in the slums by himself, through a mix of stealth, agility, and wit.
    [Item] Chocolate: Lycidas carries an absurd amount of chocolate on him. Orange chocolate, coconut chocolate, almond chocolate, honey chocolate, chocolate with caramel, white chocolate, he probably has it.
    [Item] Lantern: An oil lantern, with a cover to prevent too much light from seeping out. To remedy Lycidas's fear of the dark.


 
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Name: Art Schanzee

Gender: Male

Age: 30

Race: Human

Faction / Occupation: Ennead / Delver / Ward Weapons dealer

Personality: Art has a very mischievous personality - always taking things at his own pace and has little regard for what other people say. He proves to be a little messy and annoying at times especially when he doesn't always listen to warnings given to him. A lot of the people he makes deals with could assure you, however, that beneath all of what he is, is a cautious person. He is well aware of the things he can and cannot do and makes precautions against it. He laughs almost all of his problems off and he doesn't seem to be too disturbed when something doesn't go his way. In fact, he almost seems to enjoy it. He's landed himself in some hot water every now and then but he does what he does best to get out of it - adapt to the situation.

  • [Equipment]

    [Ward Weapon] Gauntlets: Silver gauntlets on hands and a knife can be ejected from the top of the gauntlets for extra damage. It was something he had made himself with help from his friend.
    [Weapon] Sword: A regular steel sword.
    [Weapon] Blowpipe: A rod that was smoothed out specifically to make the blowpipe.

    [Item] Poisoned Darts: Paralyzing darts for hunting.
    [Item] Leather Armor: His first line of defense against attacks on him.
    [Item] Knapsack: A regular leather bag for his items.
    [Item] Ward Cage: He carries it around constantly just in case he comes across one of them. You'd never know what you will find in the wilderness.

    [Abilities]

    [Spell] Physical Reinforcement: A buff spell that allows the user to exceed their physical capabilities without consequence.
    [Spell] Arm Constructs: Forms one to four magical arms around him that all have the same physical capabilities as him.

    [Skill] Close Quarter Combat: Art is skilled in fighting in close range and using his opponent's movements and attacks against them.
    [Skill] Acrobat: Art is surprisingly nimble for his physique, which had made him infinitely annoying to deal with. He can traverse difficult terrain and even climb up tall structures with ease.
    [Skill] Navigator: Due to his time as an adventurer, he's gotten better at reading both the stars and the environment so he knows where he is and how he can get home.
    [Skill] Tracker: One of his main goals has always been to search for more guardians. While he isn't as expert at it, as they are difficult to find in the wild, he has successfully tracked one in his lifetime. He'd like to think that he's at least good at it.
    [Skill] Warden: Art is capable of summoning his own guardian which takes the form of a snow leopard. He has named it Ash and it has a rather fierce personality. He loves having Ash around him.
    [Skill] Ward Weapon Creation: Art knows how to create a ward weapon but utilizes other skilled people to help him create it.
 
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Beric_Dondarrion_GillesKetting_2013.jpgName: Eidrik the Stonewall

Gender: Male

Age: 56

Race: Human

Faction / Occupation: Militiaman (The Militia)

Personality: Kind-hearted and jovial, yet bold and fierce when he has to be. He dares not involve himself with the rugged nihilism that has consumed others, instead perceiving the world through the idealist's perspective; Edric remains hopeful for a better life even if its beyond his grasp. Being a father, his paternal nature leads him to be protective of others, perhaps to an extent considered unreasonable. Despite his optimistic attitude, he remains aware of the dangers that plague the world, and will do everything within his power to protect his companions from this harsh reality regardless of the cost.

  • [Equipment]

    Weapon - Greatsword: An heirloom of his family, passed down since the time of his great grandfather. It's construction is nothing impressive but it does its job like any good sword.

    Armour - Brigandine & Gambeson: A cuirass of steel plates riveted onto a canvas frame, worn over a quilted jacket to afford Edric some basic protection.

    [Abilities]

    Skill - Swordsmanship: Edric is a skilled swordsman, perhaps better than most.

    Skill - Martial Arts: Pinpoint strikes and submission holds are a staple of Edric's fighting style.

    Skill - Strength:
    Nigh on incredible, Edric is capable of performing fetes of strength beyond what others are capable of in spite of his age.
 
Name: Merik Roricson Long-Iron ( Merik the mad) myn.jpg

Gender: Male

Age: 110

Race: Dwarf

Faction / Occupation: Ennead/Blacksmith (self styled steam-smith)

Personality: Merik has been called many things over his relatively (for a dwarf) short life, stubborn, loud, proud, boisterous, loyal to a fault, and slightly smelly. These traits are considered par for the course when your a dwarf. The one thing that sets Merik apart from his kin, and the thing the earned him the moniker "the mad", is his propensity to invent. Among the very conservative Dwarf clans invention and innovation aren't looked on kindly "if it ain't broke why try to make a better one" is a common phrase. So Merik's willingness to build or mix or hammer something new without decades of research first seems to be right on the edge of insanity to "good and proper" dwarfs.



  • [Equipment]

    (Weapon- War hammer) A classic dwarf weapon of war, inscribed with runes and names from the Long-Iron clan.

    (Weapon- Shield) Another classic piece of dwarf kit, an almost five foot tall oval of wood and iron with the crossed hammers of the Long-Irons painted on the face.

    (Armor- Leather coat over Scale) A coat of leather over personally made scale male, it would be way to heavy for some of the taller folk to wear.

    Item:

    (Artifact-Steam hammer) A large backpack like machine that acts as a small mobile smithy. Don't ask where he got it, he didn't get it from anywhere, shut up.

    (Item-Blacksmiths belt) A simple cloth belt with everything a smith might need.

    [Abilities]

    (Skill-Expert blacksmith) You need a new plow blade? What about repairing that old spear your uncle left you. Some fancy railing for a noble's new manor? Merik can do it all, for a price of course a dwarfs got to make a living.

    (Skill-Tough as stone) Just like his ancestors who made they're homes in the mountains they mined Merik is a solid mass of muscle and beard.

    (Skill-Shield dwarf) Merik isn't a master swordsman but he can fight all day and most of the next if you ask nice enough.

 
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Name: Prince Pregor Cuculdo

Gender: Man

Age: 60

Race: Man

Appearance:
eleanor-barlow-a50c0e71-2e28-4f83-b968-fe8d50292b99.jpg

Faction / Occupation: Head of House Cuculdo, Landowner

Personality: If the evils of the nobility could be personified the creation would much resemble Prince Cuculdo. A ruthless, calculating capitalist, tough businessman, and stoic warrior, Cuculdo’s heart is as cold as his demeanor. As a young man Cuculdo held some love in his heart for family, friends in the nobility, but that kindness has now left him. With each tragedy in his life Cuculdo was hardened. With each child lost a piece of his humanity departed with them. Cuculdo has no warmth left, no affection for any living thing. His only remaining loyalty is to one concept. A single idea. There is only one thing he serves, and it is House Cuculdo.

  • [Equipment]

    Item – Crown of Cuculdo: The ancient crown of the Cuculdo Royalty. It has not been worn for many ages. Only to be adorned on the head of the King of Cuculdo.

    Weapon – The Cuckold’s Balls: A pair of long ball-and-chain flails, bound in leather. Cuculdo’s weapons of choice.

    [Abilities]

    Skill- Flail Master: Cuculdo is a master flailer. With the Cuckold’s Balls he is precise and deadly.

    Skill- Green Health: In many ways Cuculdo acts his age, but when battle is upon him he has shown to have the combat abilities of a man many decades younger. As if his body is not quite as feeble as it should be...

 
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Name: Sigrid Lindstrom

Gender: Female

Age: 27

Race: Human

Occupation: Crafter/Smith | Faction: The Guild

Personality: Sigrid grew up with a big family, and so was her heart. It's because of her family that she became a caring, hardworking, and responsible individual. Besides, it was pretty much fate to be such a kind and easily panicked worrywart when all of your younger siblings always got into trouble one way or another. Suffice to say, Sigrid is always serious when making her craft to the point of perfecting it and scraping it if she deems it imperfect. She pretty much spends all her day in her workshop either smithing or studying about Artifacts and how to make it. She can be quite naive at times and is always, most of the time, willing to help someone in need... If she isn't in a state of cowardice. She isn't good at dealing with conflict despite her large and strong stature, she's not fond of intimidation but it's a different case when her siblings are involved, although that was mostly were when they were kids, big sister and all that. She's also a bit of an opportunist when it comes to money.

  • [Equipment]

    Items
    Weapon - Metal Rod a rod that she made from steel. It's able to be folded into two for ease of carrying.

    Item - Smith's Hammer a simple hammer that she has used for metalwork ever since she took over her father's business. It's also good for bashing skulls but she'd avoid combat as much as she can.

    Item - Smith's Glove protection against the heat of the fire or heated metal.

    Item - Rune Carver an item used to carve runes, she mainly uses it for when she tries to create artifacts, which is more or less likely to explode on her face.

    [Abilities]
    Spells
    Pyromancy - the ability to control the fire which she learned from her mother. Pretty handy for when she smiths.

    Skill
    Crafting - Sigrid has always been good with any sort of craft since she was a child. While she can make all sorts of crafting, she mainly specializes in smithing. Weapons, armor, furniture, and etc. You name it.

    Artifact Creation - Sigrid has been studying artifacts for years and has been meddling in creating a few every now and then. Her works are either a hit or miss in this particular field of expertise. It's either a great item or the magic will ooze out and it will just be a normal weapon or something dangerous will happen.

    Close Quarter Combat - While Sigrid may be somewhat of a pacifist in nature, her father did teach her how to fight. She's a decent fighter, by all means, learned from her father who was a former member of the Militia.
 
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Name: Luck Undine Pandora

Gender: Male

Age: 24

Race: Human

Faction: Money

Occupation: Lucky Stars (Odd Jobs business)/Treasure Hunter

Height: 6' 1"

Appearance: Luck is a tall and charming man with bright red hair and green eyes. In fact, he can be quite intimidating before he opens his mouth and starts cracking dumb jokes, or ill advised attempts at philosophy. Every movement seems to exude purpose and confidence...even when he is running away. How he does it, we will never know. Without his trusty headband, his hair usually drops down to his shoulders and covers parts of his face. Furthermore, he usually never stands at his full height since he often walks with a small hunch that can probably be attributed to carrying Eliza on his back. The carefree adventurer can usually be seen laughing, or smiling.

Personality: Luck is an extremely self serving, shameless, money grubbing fiend; however, he is actually a fairly easy-going person. While he loves the feel of adventure....stuff costs money. Moreover, his family is in a never ending competition to see who is the worst out of them all, so can you blame him? Despite his many character flaws such as lying, stealing, and sacrificing others to get ahead, he always exhibits a a kindling of morality when it really counts. This often confuses others around him.

You could call Luck cowardly; however, it isn't that he isn't afraid to fight. In fact, he is pretty brave. Instead, it is that he is not afraid to run away...truly shameless. Somehow he often finds a way to smooth talk his way around these flaws and appears to be a confident, and capable warrior that can be as predictable as the flow of money and self preservation.


  • [Equipment]


    Item:
    Eliza: A prophetic, pun loving great sword that he pulled out of a rock on one of his adventures. It can speak in prophecy...however, it only ever states things that the wielder has already witnessed...the sword itself is actually quite large.

    Pandemonium: A White steam rifle passed down...err yeah passed down for generations. This serves as his ward weapon.
    His Guardian takes the form of a Hawk that he shoots out of the rifle.



    [Abilities]
    No Spell at the moment

    Skill:
    Arch Warden: Despite his sketchy past, Luck is an Arch Warden; however, he would rather use his power for his self instead of the betterment of mankind. Because of this he often keeps this hidden from others.

    Quick Draw: Rifles are incredibly slow; however, Luck has become adapt in firing, and re-loading at a greater speed compared to most gunmen.

    Escape Artist: Pretty good at slithering/running away before capture, even if the means are unorthodox

    Tank: He's been bullied for years by his horrible family. Whatever you do to him can't be worse. His most useful skill is probably his ability to take a punch to the face.


 
dbrknhg-86c0194f-3d85-4818-a235-c8412307ff62.jpgName: Tracey Morgan

Alias: Sapphire

Age: 24

Gender: Female

Race: Wingless Fae

Faction/Occupation: The Blind Eye

Personality: You'll know very soon...

  • Equipment:

    [Weapon 1: Dagger of Whispers] - A small dagger decorated with a red piece of cloth connected to the handle. A gift from Tracey's father, given to her after her father's death. The dagger speaks to the one who wields it. It offers a pair of eyes. It always has Thief's back.
    [Weapon 2: Ripper's Blade] - A standard short-sword with a twist. The blade has a modification a little sharp ridges are drilled into it. A cruel way to go... Sapphire's specialty.
    [Weapon 3: Hawk's Tear] - A longbow. It is rumored that Tracey not even once hit her target with this weapon.
    [Armor: The Mourning] - A standard light armor with steel shoulder plates and knee pads. It offers low protection but high flexibility.
    [Artifact: Thief's Sapphire] - The origin of Tracey's nickname, a shining blue stone capable of masking one's presence for a limited time.

    Abilities:

    [Magic] - ???
    [Skill] - ???


That's all you need to know about Sapphire.


The Blind Eye -- -- -- -- The Best Eye

The Blind Eye is an organization that is in every sense a terrorist group. The members despise nobility and order with all their hearts so they live their lives with one simple wish. To kill. To kill not just for money but to kill because they can. For the bloodthirstiness and yes that was the only reason, the Forth Eye kicked out these men and women out of their organization.

They have found refuge in the Blind Eye, where Sapphire gives them everything they thirst for.

Located at the edge of the Sanctuary, behind a calm spell it sleeps. However damned be those who disturb it's rest. For the Blind Eye never sleeps. And it will surely deliver eternal rest.

Little is known about this group for their intentions and endeavors are shrouded in mystery that are yet to be revealed.



Melon Bomb Melon Bomb
 
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Name: Celia

Gender: Female

Age: ???

Race: ???

Faction: The Guild

Occupation: Mechanic / Gatherer

Personality: A lost soul on an indefinite journey or perhaps a monster wearing human skin. Those capable of looking past Celia’s abnormalities view her as childlike in her naivete yet mature in speech. Though polite and someone who generally minds her own business, her tendency to intrude in dangerous areas or on others’ personal space whenever her curiosity flares up often lands her in all manners of trouble. In particular, she finds it difficult to ignore the call of any shiny artifact or device that happens to catch her eye. Surprisingly, considering her occupation and hobbies, she doesn’t seem to have much practical knowledge or skill in tinkering. Aside from discussions about work or machinery (or bread), she doesn’t talk more than necessary.

  • [Equipment]

    [Ward Weapon] Flamethrower - A high-power incendiary device capable of “burning” magical energy to generate an intense stream of fire. Supposedly. Though the heavy cannon-like object is always strapped over her shoulder to hang at her back, Celia is seemingly incapable of harnessing its power, whether it be a result of incompatibility or a lack of training in holy magic. More often than not, she’s seen swinging it wildly to bludgeon enemies with her monstrous strength. According to Celia, it was a Ward Weapon that belonged to her “savior”.

    [Artifact] Mechanic’s Coat - The runes inscribed in Celia’s clothes provide her with basic protection and are coated in a heat-resistant film. Though initially intended for those who work long hours in a smithy, she repurposed it for her own needs as an apprentice mechanic.

    [Item] Specimen Case - An insulated box that Celia uses to collect and carry unknown materials back to The Guild for appraisal.

    [Item] Research Journal - A worn book filled to the brim with notes and sketches of mechanical prototypes and materials. Based on the complexity of certain contraptions, it is evident that Celia is not the author.​

    [Abilities]

    [Spell] Flicker - A simple spell that produces a small flame. It's only useful for staring a campfire or lighting the way in the dark.

    [Spell] Stare - Gazing into Celia’s eyes for more than 5 seconds causes an unsettling chill to crawl up the opposite party’s back. Those who don’t expect it may even freeze in place from the shock, but she usually doesn’t mean anything by it. In fact, she does not appear to be aware of having such an ability.

    [Skill] Strength - The amount of strength contained in her tiny body is monstrous, further proving the fact that she is likely not human. Unfortunately, she is anything but a polished gem: all she has is brute strength and raw athletic ability.

    [Skill] Material Collection - No one in The Guild is entirely sure of how she does it, but Celia has a knack for tracking down all sorts of materials. Compared to her tragic lack of engineering prowess, her nose for good deals is sharp while her haggling ability is high. For rarer materials, she is adept at finding them outside of the safety of sanctuaries, as if by magic. As a result, The Guild treats her more as a gopher rather than a proper apprentice.

    [Skill] Terrain Scaler - Trudging through long stretches of mud or climbing tall mountains does little to impede her travels in search of materials. Her small size also makes it easy for her to squeeze through passages that others might not be able to.

    [Skill] ??? - ???

    [Skill] ??? - ???​
 
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name: en

gender: male

age: 311 yrs

race: fae

appearance: His face is doll shaped with large doe eyes, thick lashes, a straight nose and pouty lips that have a defined Cupid’s bow. His pointed ears emphasize his dainty, feminine features, though the lobes have been pierced and stretched.

His hair, hanging a few inches above his ankles, is a wild, black, bushy mess. A portion of thick hair is kept away from his face by an old hair pin. Occasionally En will roll the whole thing up into a bun and skewer it with hair sticks or attempt to braid it into a long plait. His fringe is short and often chopped unevenly.

En has a tall, lithe body covered in red tattoos. His nails, both fingers and toes, are painted black and kept short via a nervous biting habit. Lastly, his wings are long, plain and resemble a fly’s.

faction / occupation: part-time, hole in the wall yoga instructor

personality: Loud, impish and eternally curious, though laziness gathered over the centuries has dulled his excitability, shaping him into an overall chill dude-bro. After his pursuit for inner peace, he has the capacity to starkly contrast this with stillness and introspection.

  • 「equipment」

    artifact: n/a

    items: A red hairpin, dirty ass overalls, and, sometimes, leather boots.

    「abilities」

    spells:
    (a) En can push bursts of air forth from his limbs, nostrils, or mouth. Typically a violent action, such as a punch, kick or shout, aids in increasing the intensity and strength of the blast. (example)​
    (b) A quick, sharp motion through the air with either his arms or legs creates a brief barrier of wind that can deflect an attack. (example)​
    (c) He can wield small, gentle, non-combative streams of wind with ease. (example)​

    skills:
    (a) Martial arts and hand to hand combat. En is not adept with any weapon.​
    (b) Partying, drinking and dancing. If En had a cult it would be comprised entirely of frat guys.​
    (c) Book keeping, sewing, canning, and cleaning—a man has to have some type of side hustle.​
 
20200913_230550.jpgName: Julius Mori Crestwood

Gender: Male

Age: 25

Race: Human

Faction / Occupation: Noble

Personality: Julius was raised with the utmost care to mold his personality a certain way, and it was for the most part successful. Julius is well-spoken and courtly in just about any scenario he may find himself in, mindful to keep his cool even in the face of adversity. He's rarely loud and makes a point to not act in any manner considered boorish or barbaric by his peers. With grace and eloquence befitting a young heir of his class, Julius finds peace quietly enjoying a tea as he would navigating the floor at a lively ball. While select individuals may draw an ever so rare composed venom from the man, he tries to keep such in check to maintain his appearance.

Julius has also been groomed to exhibit a sense of elitism like most nobles, though it's form is unlike some nobility of a lesser caliber. He knows that he's superior to others; he doesn't need to bring it up every five minutes in some show of arrogance. Instead he carries with him a calm confidence in both himself and his onlooker's perception to notice such. Julius is a socialite as well, popular among most of his noble peers and even some circles in lesser classes thanks to in part his extroverted nature.


  • Equipment:
    • [Weapon] Decorated Estoc - this ornate damascus estoc serves as Julius' main weapon. It is also a Ward weapon which takes the form of a black panther when summoned.
    • [Weapon] Halberd - Julius obviously can't carry it while out on an errand, but he does enjoy using a well made halberd if his estoc proves ineffective.
    • [Artifact] Fine Coat - Julius wears a fashionable coat magically modified to provide better protection against physical attacks.
    • [Item] Paint Supplies - Just a normal set to facilitate his painting.
    Spells:
    • [Spell] Quickstep - A simple spell that boosts his speed and maneuverability at no detriment to himself.
    • [Spell] Marked - By "marking" an item, Julius can recall the item to his hand as long as it remains within 160 feet of him.
    Skills:
    • [???] ??? -
    • [???] ??? -
    • [Skill] Natural-born Talent - Julius is naturally talented at most things he tries, easily able to do things proficiently. Anything he can't do, he instantly loses interest and gives up on ever trying to do it.
    • [Skill] Dancer - Julius's fighting style is reminiscent of his superb dancing ability, the style similar to a graceful dance more than a rough and aggressive fighting style.
    • [Skill] Artist - The Crestwood family is famed for their skill in art, whichever form that may take. Julius is personally gifted in the art of painting and calligraphy.
    • [Skill] Athlete - Julius likes to keep in good shape, confident in his speed and strength required for his favorite weapons of choice.
 
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Name: Myrlond. People also call him Myr, wanderer, Curse-born and monster, but you may really call him whatever you like!

Gender: Male

Age: 38

Race: Beastfolk(shark)

Appearance:
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Faction / Occupation: Not a stable one. Runs errands for plenty of them. Most frequently as a Delver

Personality: Myrlond might've once been a man like any other, but that is something none that even remotely know him acknowledge as a possibility. Wholly and utterly deranged, the man's mood and train of thought is capable of shifting in mere moments, with usually disastrous results. He is cruel, sadomasochistic, with a craving for human flesh. Most worryingly of all seems to be his firm belief that all men are insane. That the entire world is but a massive act, and only he can see the true nature of things. A madman's drivel, to be sure, but his absolute conviction in it drives him to...extreme measures, to prove it.

If you have a job that needs a terrifying warrior or a grizzled survivalist, it's hard to go wrong with giving it to him. Otherwise, steer clear-this is a monster in a man's flesh. Or so they say...



  • Artifact: The Punchline: A large, one-and-a-half hand flanged mace. Odd, unrecognizable runes seem etched on the head, while the handle seems adorned with what looks suspiciously like human skin. Magical properties manifest themselves through this weapon. For one, it seems to be more durable than any regular mace, and it's blows seem to be reinforced with some unseen force. For another, it always returns to Myrlond's hands, no matter how far away. But most notably of all, those struck by it experience intense mental pain in addition to the physical damage. This intense mindspike also makes the target more vulnerable to mind-affecting magic. This effect is cumulative-Each consecutive strike withing a certain timeframe will reinforce this effect. One shudders to imagine what continuous contact might do...

    The Tyrant's fist: This large gauntlet covers his left arm, up to the elbow. the steel is reinforced and makes for pretty solid material. It is engraved with a special rune that can be activated, creating a powerful shield for a few seconds before it has to cool down. Any weapons or projectiles that make an impact with the shield will get stuck. When the shield expires, all stuck objects will be send flying at high speeds towards a desired direction.


    Item: Bowie Knife: A large knife, for survival situations or skinning prey. It's seen a lot of use, and it has skinned many different creatures....

    Ritual Blade: A smaller, engraved knife. Used to make careful incisions into flesh or skin.

    Repeater crossbow: A quality crossbow that can hold up to six bolts at any one time. Paid dearly for it.

    Maps: Somewhat crudely drawn but accurate maps of many of the uninhabited areas that he has scouted out

    [Abilities]

    Spell: Carve the Runes: Flesh and Skin hold weight. Hold power. Upon defeating a creature(although execution is not neccecary), Myrlond may carve a rune, either on his flesh or on a piece of skin. By channeling magic through that rune at any time thereafter, he may use a portion of the target's magic to cast a spell similar to the ones they may have( or had). This also works on innate unnatural abilities or traits, such as horns or wings.
    Currently he has three runes-one from a Warden, one from a beast, and one from an assassin.

    Feeding Frenzy: His teeth become like sharpened steel, his vigor is redoubled and his strength increased. For a brief duration, he can rapidly dash forward. If he succesfully bites off and consumes a chunk off of a living creature, then he gains a sizeable boost to his vigor and strength, while the cooldowns of his magical abilities refresh

    Herald of the Mad: Myrlond targets a creature that he can see within a modest range. The target feels the compulsion towards madness. Depending on the character's alignment and overall mental integrity, this manifest as tremendous terror, fits of vicious laughter, unparalleled aggression, or, in the rarest cases of kindred spirits, a charm-like effect. Repeated usages withing a relatively short time period increase the duration and the intensity.

    Skill: Massive Brute: Towering over most foes and with a heavy Endomorph build, Myrlond is able to bash through most defenses. While he lacks some of the finer points of combat, he is still a great melee combatant with lots of experience.

    Insane Psyche: This man's mind has already shattered-This actually benefits him in some sitations, however. He is much harder to affect with any mind-controlling or affecting ability, while he is immune to fear.

    Blood-Crazed predator: This mutant is a half shark, and like his animal namesake, he has an incredibly developed sense of smell, being able to track people by it alone.

    Relentless: Possessing enough scars to make a flagellant blush, A mad determination of Iron, and stamina honed through hundreds of hours in the wasteland, Myrlond is hard to stop-Overwhelming injuries or only the most extreme form of fatigue shall prove capable of slowing him down.

    Survivalist: This man is more at ease in the wasteland than he is amongst civilization-He is an expert at navigating and surviving even in areas choke-full of Tar-infested creatures

    Organization: You would by no stretch of the imagination expect this vile lunatic to be decent at coordinating parties~And yet, he knows how to play to each ally's strength.
 
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(Art was not by me)

Name: Mariam Wills Carter; Goes by Wills

Gender: Female

Age: 15

Race: African American/Witch

Faction / Occupation: Wills is an underground witch who makes money making potions and doing readings on people.

Personality: This young witch prefers to keep to herself in this unpredictable world. She is usually paranoid and shut in her little hut working hard to work her way to the top.. working for the king. She's calm and not very talkative but she will be friendly and enjoy listening to others talk! Her calm and open aura is what usually brings people to her door along with her knowledge of the spirit world. Wills is very imaginative and likes to be in her own world, this usually leads her to chase air and wondering through the mystical forest with a mist in her eyes. She also likes to find things, since spirits usually communicate to the human world through her, they always ask her to find things to give to their living loved ones and in return, they help her with her magic. She is someone who is very much in their own head and is usually in a dream-like state.

  • [Equipment]

    Artifact: An ancient spellbook

    Item: Moonstone necklace (helps her with her craft)

    [Abilities]

    Spell: Illusions, Psychic abilities, Spellcasting

    Skill: She can put people in a dream-like state with her ability illusion
 

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