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Fantasy Merdian Campaign [Character Sheets]

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Lore
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Iskandar

Doujin Expert
Character Name:

Appearance(Realistic or Anime pictures are fine. Description is optional.)

Race:

Alignment:

Age:

Gender:

General Class(Something like Fighter, Mage, Rogue.):

Advance Class(Paladin, Monk, Sorcerer, Assassin etc.):

Equipment:

Skills(Special Attacks, Spells and things like lockpicking, cooking etc can be placed here):

Attributes(All start at a base of 5. You have 15 free points. Maximum of 10 points in a category. Can only have one category at 10)

  1. Strength:
  2. Dexterity:
  3. Constitution:
  4. Wisdom:
  5. Intelligence:
  6. Charisma:
  7. Mana:

Personality:

Likes:

Dislikes:

Background(keep It very minimal. Would rather have it slowly revealed in the story.)

Goals:

Others:
 
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Caenis

Caenis5.JPG


Appearance: Stands at 5'10" and weighs 160 lbs of pure muscle. She has dark tanned skin and various red tattoos that mark her caramel skin. Caenis has long white silky hair that she puts into a pony tail that resembles that of a horses tail. She has deep blue eyes and pearly white teeth. Atop her head are two ears that resemble that of horses, a gift from the oh so great Vehelian.

Race: Human

Alignment: Neutral Good

Age: 30

Gender: Female

General Class: Fighter

Advance Class: Spear Master

Equipment:
  • Spear of Lightening
  • Shield of Recovery
  • Steel Dagger
  • 100 Ducats
  • Rope
Skills:
  • Spear of Lightening: A divine weapon that Caenis obtained by helping the Elven God Hav'aal. It possesses tremendous power and allows for Caenis to use electricity and lightening in a variety of attacks.
  • Electric Shock: Caenis points her spear towards the heavens and calls upon fierce lightening to aid her. The lightening gathers at the tip of her weapon before she spins it to face downward and thrusts it into the ground. The lightening ripples through the ground, causing a minor quake as well as a deadly field of electricity.
  • Lightening Shot: Much like Electric Shock, Caenis gathers lightening at the tip of her spear, but instead of sending it through the earth, she fires the accumulated lightening at her enemies, making her an even deadlier enemy from range.
  • Shield of Recovery: The Shield is another divine object, and was originally meant to recover the users health, but Caenis asked for it to recover her mana, rather than her health, allowing her to use the Spear of Lightening to its fullest potential.
  • Invulnerability to Weapons: A wish granted by the Elven God Vehelian, Caenis is completely invulnerable to weapons. While she cannot be killed by a sword or arrow, she can still be killed through poison, suffocation and other means like those.
  • Will of a Usurper: Because Caenis wishes to become a god, she is willing to do whatever she must. Will of a Usurper allows for her continue fighting past her limits, and even acts as a boost to her stats, health and mana. This skill can be used once a day, and makes Caenis a deadly foe who will not stop until the enemies that stand before her and her goal are eliminated




Attributes:

  • Strength: 9
  • Dexterity: 8
  • Constitution: 9
  • Wisdom: 5
  • Intelligence: 5
  • Charisma: 6
  • Mana: 8
Personality: Caenis is a loud, headstrong, carefree, rambunctious and adventurous person. She is a warrior with much pride and a massive ego to boot. She believes she is the best spearman in the world, and is willing to throw down with anyone to prove herself right. Caenis doesn't believe she is wrong about herself and can't really be convinced otherwise. The woman is extremely outgoing and curious, and prefers to have fun over silence and seriousness. She is extremely determined though, doing whatever it takes to win and achieve her goal. Due to her past she is also extremely vindictive towards deities and gods. When making friends, she will do whatever she can to protect them and keep them at her side, even putting them above her own life. She wishes for happiness to those closest to her, and hopes to help them succeed on their own path. Caenis is extremely quick to feign trust but if you catch Caenis' eye and she becomes very close to you, she will reveal a whole other side of herself. One that depicts a broken girl that has gone down a path she can't turn back from and shows a quiet, timid and cute side.

Likes:
  • Battle
  • Training
  • Fun
  • Drinking
  • Cute Girls
  • Jokes
  • Reading
  • Money
  • Freedom
  • Glasses.

Dislikes:
  • Gods/Religion(Mostly the Elven Deities)
  • Men
  • Serious People
  • Silence
  • Slavery
  • Drugs
  • Womanizing
  • Government.
  • Men.
  • Butterflies.

Background(keep It very minimal. Would rather have it slowly revealed in the story.): WIP

Goals:
Obtain Godhood.
Slay Vehelian.

Others:

Invulnerable to all weapons due to a wish granted by a god.
Homosexual
Her Horse Like Ears were a "Blessing" from a certain god.

Caenis3.JPG

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Caenis2.JPG

Caenis6.JPG

Theme:
[​
 
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Song||Insert Coin(s)



Alice.Margatroid.full.1757737copy.jpg Name
Ava

Race
Human

Alignment
Neutral Good

Age
24

Gender
Female

General Class
Mage

Attributes
[Strength - 5]

[Dexterity - 7]

[Constitution - 8]

[Wisdom - 10]

[Intelligence - 6]

[Charisma - 4]

[Mana - 9]

Advanced Class
Myth Speaker: A conjuration type magic that focuses on breathing life into the words of books and giving form to fiction. Those who practice this magic are often known as Speakers. By reading a sentence, a passage or even a page a Speaker can summon what they have read. The objects summoned have the same qualities as its fictitious counterpart. Becoming a Speaker can be a demanding task. Only the most proficient can pick up any book summon within moments. Most Speakers spend months pouring over pages, memorizing and committing the contents to memory. Mastery of the art is time-consuming but well worth the effort for those willing to apply themselves.
Objects summoned remain in this world so long as the book they belong to remains open. Once closed, the objects disperse. An object cannot be summoned unless the Speaker has spoken a sentence that mentions the object. A Speaker must also have the page with the same sentence open. An idea or object that is too abstract for the caster to understand cannot be summoned, even if described in detail within the pages of the book. If one wishes to summon a sword they must first know what a sword looks like and how it feels to wield one. A Speaker must also understand the all the qualities of an object as they are written down. Every mention of a specific object must be read before summoning can occur. Once a Speaker has read every sentence that contains the object they may summon it by reading any sentence that mentions it. Grander objects expend more mana to summon. Often times the amount of mana needed is proportional to size. Exceptionally complex objects can also require more mana.

Advanced Speakers are able to summon an object that is capable of keeping form even if its book closes. However, such a feat requires a hefty amount of mana and a Speaker must say aloud every sentence that mentions the object within the book if they wish to summon it. If the book is closed or the Speaker interrupted for too long then the casting fails, the mana is still expended but the object is not summoned.

Equipment
[The Path We Tread]
Ava's main catalyst for magic and all around favorite book. It is a romantic tragedy that details two strangers caught in a gruesome fate brought upon by warring countries. It is a lengthy book of 500 pages. There are drawn pictures along with the text, detailing characters or settings. Those pictures are a large reason Ava loves this book. The author is still alive and continues to write to this day.

[Pencil and Paper]
And lots of each. Mostly for making bookmarks and notes to make keeping track of the information in books easier. But one may never know when they may need to put pencil to paper.

[150 Ducats]
Ava's a rich girl, perks of being adopted by a Nobel.

Skills
[Page Number 255 - Endless Friends]
Ava's titular spell wherein she summons dolls of varying sizes to fight alongside her. These dolls are equipped with lances and due to the nature of the spell cannot use any other weapon. Each doll connects to Ava by a string, this string is how Ava controls them and without that connection, they fall inanimate. The strings can be hard to spot but are easy to split. They also limit how far the dolls can move from Ava. The more dolls she summons, the shorter their collective range.

[Page Number 398 - Vanguard Spear]
A magical weapon of old, a stout great lance that takes considerable skill to wield correctly. Ava does not wield it correctly, but the lance is her favorite weapon regardless. It possesses the ability to increase its range for one thrust, allowing it to hit targets up to 20 yards away. After this skill is used the lance dissipates. Oddly enough, the lance is only mentioned in one paragraph in the entirety of the book.

[Page Number 449 - Crimson Flood]
Ava summons forth a great flood of water true to its name. Such a spell can be classified as a natural disaster. The water materializes before Ava and spills forth. The force of the wave is sure to carry anything not rooted down. It consumes and envelops, destroys and washes away. The water will continue to spill so long as Ava keeps up the spell, but the mana cost for such a spell is higher than any other spell. Assuming Ava was to expend her maximum amount of mana the spell would only hold for 15 seconds. Befitting of the name, the water is red in color and tastes of iron.

[Page Number 111 - Ambrosia]
A healing herb, one which restores the body at the cost of the mana. The herb is able to heal most wounds, sickness, and even fatigue. Truly a miracle plant. Though the herb can only act as a first aid for fatal injuries. If the target is in a critical state the best the herb can do is prolong the amount of time they have until death. The miracle plant is not without its side effects. Those who use the herb frequently may grow dependent on its effects, requiring it even when in perfect health. Those addicted will go through violent withdrawals. Overdosing is also a threat, as too much may cause the body to reject and collapse on itself. The herb also cannot take effect if the one to consume it has little to no mana left.



"A torrent of lances. Meet your end by my Endless Friends!"​
Alice.Margatroid.600.1866627.jpg
Personality
One must work hard for their dreams. One must persist through trial after trial as proof that they are alive. Ava believes that people define themselves through struggle. She meets challenges with a smile and a willingness to see everything through until the end. She embodies a headstrong attitude, taking everything as a challenge to be surmounted. If it cannot be done then it will be done, there is so such thing as an absolute. To imply something is impossible is to challenge Ava's very way of being. Such an attitude can be admirable, but more often then not ends with Ava wasting energy in pursuit of something meaningless. Yet the woman would fight and say that any pursuit has meaning. Chasing her goals without pause, even if she becomes worse for wear because of it.

The impression most people first make of Ava is not that of the spunky go-getter she really is. In her downtime, Ava is unassuming and quiet, not one for social interaction. In this regard, she is socially rough around the edges. She is unable to read a situation at first glance and struggles with knowing the proper things to say during a conversation. More often than not she'll use the words of others than her own words, quote dialogue from books when applicable. One could say that social skills are her Achilles heel. Though kind in nature she is slow and awkward and quick to panic under social duress.

The unwavering spirit of a wallflower, kind and just, though a bit strange.

Background
Human born within the Elvin city. Ava is a woman who knows nothing but a past of solitude by her own volition. Her earliest memories are those spent with a family she knew she did not belong to. An Elvin woman, long since widowed, Ava called her mother even though they were not tied by blood. Ava remembers spending days on her lap as she would read aloud books from her vast collection. Her mother would worshipers promises, that one day her library would belong to Ava. One day she would become a worthy successor. She read so one day she would be able to weave a story herself. Someday she would become the truest of storytellers.

Ava spent most of her life in the library. Those looking on must have thought of this girl's world as something so tiny. Ava disagreed. Her world was infinite. Her world extended past known boundaries. As a child, Ava lived into the books she read. Yet, no matter how fantastical her world was, she lived in a fake reality. As she grew her reclusive habits became destructive. Days would pass where Ava would dare to not step outside the library. The outside world was something she began to fear because it was unfamiliar.

The woman Ava called mother began to worry. Her daughter would scarcely leave their home. In the event Ava did walk the streets there was always some complication. She would get lost after walking a few blocks and come running back. An animal would scare her and she would run back. An Elf would question her lineage and she would run back. Any reason to run with one's tail between their legs was a good reason. It didn't take long for the woman who loved Ava to become concerned. Yet she did not know how to handle the situation. Every time she would approach Ava to help the girl would sink further into the library. Further into her fake world. In a moment of desperation, Ava's guardian turned to the only person she felt could help.

He was a mage of some skill, a teacher. He became Ava's personal tutor. If Ava wanted to read for the rest of her life that was fine. But she needed to be productive. So the man introduced Ava to the art of Myth Speaking. A magic that relied on one's ability to read and remember written word should have been perfect. Ava should have been a prodigy, but the truth was that her skills were lacking in every sense. Though she read the words she never committed the pages to memory. She had read hundreds of books but could only recall bits and pieces. Talentless is how her teacher described her. The cruel man worked her ragged. Memorizing book after book, committing its contents to memory before moving on to the next. His methods were effective but offered little in the ways of empathy. There were no brakes, no rests, daybreak to nightfall. And Ava hated every second of it. The two made little progress. Ava was a failure in every sense of the word. She had great difficulty understanding the basics of being a Speaker. Months would go by with little actually learned. The lack of progress would wear on Ava and her teacher. He became increasingly more irate with her shortcomings. Yet, all the same, she understood her teacher and why he did as he did. Ava knew in her heart that all the man was doing was giving her a way to be brave. The world outside her library was terrifying, so he set out to teach Ava how to give the world she knew true form. It was an honorable goal.

Ava tried her hardest, dedicating herself to the lessons. Though she struggled she continued on and on. Her mentor's critique became more relentless. Yet despite how cruel they were, Ava adapted his words as her mantra. "You are without talent" was something Ava would repeat to herself often. The meaning of those words changed with time. They were no longer about her shortcomings. Rather it was a reminder that what power she had was not because she was born with innate skill. The power she had was from her failures and successes. The words became her reminder that even though she was a failure, she would become better than who she was yesterday.

Goals
A request to assist the Kingdom of Loth from a lord does not come often. Ava only hopes to bring honor to the Confederacy of Blackwood, her homeland, by being a good representative.

So pure!
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A young Ava, in her own world
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Taking up arms
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She must be cold
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  • Cina Lesoa
    I bet you didn't know that I was dangerous.

    081616727ec2fbfa09f37ee028f67298.jpg

    • "It's a pleasure, my name is Cina- W-What do you mean you expected me to say 'yar'? You are a strange one."
      Name:
      Cina Lesoa

      Age:
      31

      Gender:
      Male

      Sexuality:
      Demiromantic Bisexual
      Demiromantic meaning he has no interest in romance, but might consider it if he knows you. Not the actual meaning. A date can be fun, but he's not after a relationship.

      Race:
      Merfolk

      General Class:
      Pirate

      Advanced Class:
      Dread Pirate
 
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Character Name
Keyrah Softstep

Appearance f6c6da5a25d15902ed77ba9eaacb7579.jpg

Race
Elf

Alignment

Chaotic Neutral

Age
208

Gender
Female

General Class:
Ranger

Advance Class
Shadow Walker- Blessed with the natural affinity for stealth, Keyrah has mastered the unseen kill. Her footsteps are ever silent, the draw of her bow barely a whisper, and her targets are dead before they even know she has been there. She leaves no trace and most find they must take great effort to even notice that she is there if she wishes to be hidden.

Equipment
An enchanted bow that she has named Zephyr, it needs no physical arrow (though she doesn't advertise that)
Quiver with 20 arrows
Two daggers
A backpack of camping necessities (canvas for a tent, bedroll, flint)
Waterskin
Flute made of animal bone
Rope
50 Ducats

Skills

Combat:
-Sniper: An ability she can activate at will that allows her to see at abnormally far distances
-True Shot: With her long life and experiences she rarely misses what she aims for
-Nimble Dodge: Can avoid almost all attacks

Non-combat:
-Tracking
-Hunting
-Deception
-Dark vision
-Acrobatics

Attributes

  1. Strength:5
  2. Dexterity: 10
  3. Constitution: 7
  4. Wisdom: 7
  5. Intelligence: 7
  6. Charisma: 9
  7. Mana: 5
Personality
Keyrah is very rarely serious about anything and is always teasing, flirting, being sarcastic and being mildly dramatic. The only time she seems truly serious and calm is when she is playing her flute or singing. She is very secretive about her past, so you'll probably never hear the same story twice and you can always count on her to either embellish the truth or avoid it altogether while she dances around other's questions. Spontaneous is her middle name, and sometimes it seems like even she can't tell what she'll do next as she often gives into her whims at the expense of others. She finds cities stifling and will always prefer the comfort of the forest floor over a bed. She is a firm believer that she will one day be celebrated for her deeds throughout Merdia and will jump at any chance to further that ideal. She seems very much a free spirit.

Likes
-Music
-Sunrise
-Sunset
-Nature
-Games
-Stories
-Hunting
-Sneaking up on others

Dislikes

-Prying questions
-Being surprised
-Large cities
-People without a sense of humor


Background
From Blackwood Confederacy, has been a wanderer for most of her life.


Goals
Become either a celebrated hero or live in infamy. Either works as long as her name is known throughout the land and is mentioned with respect, and maybe a little fear.

Others
-Doesn't know the meaning of personal space
-Literally flirts with anyone she thinks is attractive
 
Character Name: Draxt’Cthall, Chief of the Chain-Breakers

Appearance:

1d931929-719c-42ab-b650-c9071162cc03-jpeg.476042


Race: Orc

Alignment: Chaotic Bad

Age: 124

Gender:Male

General Class: Warrior

Advance Class: Beserker

Equipment:

Shackles of a Free Orc: His shackles, once used to bind him and strip away his freedom are now a tool of war, supposedly enchanted by Draxt’Cthall’s own rage.
92e87031-8c1b-44b2-974b-e690f18a7f24-png.476046


A Sword of Orcish Design: Crude looking, but nonetheless deadly. Despite its appearance, the weapon is sturdy and durable, though too large for your average Human to handle properly.

d72cfe39-4301-4dbf-bc1d-47f1eac5a64e-jpeg.476051


12 Ducats

Skills:

Shackles of a Free Orc: The weapon has a tendency to combust into flames when it is whipped, creating a torrent of fire when Draxt rampages through his enemies.

Selective Breeding: Generations of selective breeding have lead Draxt to be much larger than your average Orc. He can work and fight without tiring for long periods of time.

Black-Chief’s Gifts: Draxt struck quite the deal to escape bondage. The Black-Chief Kradorr, War-Spirit of the Orcs, angered by the peaceful nature of Ordaniuss, left his mark upon Draxt. Draxt’Cthall’s skin is black and leathery, extremely challenging to cut through. Because of this, has has no need for armour. Along with a new natural toughness, Draxt’Cthall is a rather terrifying combatant. When he fights, its almost as if he is a god himself. As long as Draxt embraces war for the Orcs, The Black-Chief Kradorr will continue to bless his newfound servant.
Attributes
1 Strength:10
2 Dexterity:9
3 Constitution:5
4 Wisdom:5
5 Intelligence:9
6 Charisma:7
7 Mana:5

Personality:
Contrary to the ideology held by the Orcs of Ordaniuss, Draxt’Cthall is a bloodthirsty, murderous, violent, S.O.B. He doesn’t give a damn about how beautiful the architecture is, or how soothing the music sounds. That peace loving mentality is what got the Orcs where they are. He believes strongly that it is time for Orc-Kind to return to their roots and wage war, just as their ancestors had done since the dawn of their beginning. To hell with the art! To hell with the music! Orcs weren’t meant to act like Elves. Orcs belong with a sword in their hand, and a corpse at their feet!

Despite his mentality, Draxt’Cthall isn’t some mindless killing machine. He’s actually quite clever, with the discipline of a true warrior. He is capable of composing complex battle plans, and able to adapt quickly when things go wrong. He doesn’t play into the ‘Brutish Stereotype’ of the Orcs of old. Too many lives are lost that way. Draxt’Cthall treasures the lives of his tribesmen, if they ever hope to return the Orcs to their former glory, they’ll need every helping hand. Swarming waves of mindless Orcs simply wont work anymore.

Draxt’Cthall has a rather negative view when it comes to Elves and Men. As far as he’s concerned, the Elves are just a bunch of pretty *ssholes, and the Men are weak, only strong when gathered together like dogs. He’s truly envisions a world where Men and Elves are driven from the continent into the sea...
Likes:
Slaves (Of the Elf/Human variety)
Weaponry
Money
Power
War
Tactical Intelligence
Obedience

Dislikes:
Slaves (Only of the Orcish variety)
Bureaucracy
Ordaniuss
The Weak
Music
Art
Peace-Lovin’ Hippies

Background: After escaping slavery and heading to Ordaniuss, Draxt’Cthall eventually formed the 13th Tribe, the Chain-Breakers, a tribe composed of outcasts and runaway slaves. Since then he has been a heavy advocate for rapid expansion, though being an outsider, he and his tribe haven’t gained much momentum. Runout has it he’s been conducting raids all across the continent, enslaving Elves and Men, while freeing his Orcish Brethren.

Goals: Establish the Orcs as the dominant race of the world, with himself as their Warchief.

Free the Orc slaves scattered across Tyrst.
 
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Character Name: Vithar
Appearance(Realistic or Anime pictures are fine. Description is optional.)

5442C84C-C272-4A43-9E15-A194F689FC07.png

Note: He doesn't currently have the hole in his armour. This armour is actually silver but if you think it’s black that’s fine too.

Race: Human? (Former Human/Ghost-Revenant: Possessing a suit of empty armour)

Alignment: Chaotic Neutral

Age: 28 (the age when he died) (Actual age is unknown to the character but he’s about 3 980 years old)

Gender: Male

General Class(Something like Fighter, Mage, Rogue.): Tank Warrior

Advance Class(Paladin, Monk, Sorcerer, Assassin etc.): Magic Knight/Berserker
Equipment:
  • Armour: A suit of old armour, though it looks old it’s unnaturally durable and doesn’t rust. Highly resistant to magic.
  • Long sword: A sword that looks a lot newer than the armour. It’s basic but gets the job done. It probably gets replaced often.
  • Basic Blacksmithing Gear
  • Throwing knives
Skills(Special Attacks, Spells and things like lockpicking, cooking etc can be placed here):

Combat Skills:

  • Master swordsman
  • The Flames of Vengeance: A blue fire that doesn’t burn but disintegrates whatever makes contact with the fire. Since it’s only fire in appearance and is of magic origin, it can only be snuffed by anti-magic abilities.
  • Anti-Magic or Abjuration: Possesses abilities to cancel spells and prevent mages from casting.
  • Can’t Die Yet: If he gets destroyed he can forcibly repair himself preventing him from using his flames until he kills the enemy that killed him which will then reset the skill. If the enemy escapes he has to sleep to regain the skill.
  • Schadenfreude: The equiped weapon will be coated in the Flames of Vengeance and any attacks done with the weapon will have buffed damage. The damaged done will also heal the user on a 1:1 ratio but the weapon will eventually disintegrate.

Non-combat skills:

  • Blacksmithing: Skilled in armour repair and forging blades, specifically longswords and throwing knives.
  • Very basic fire magic: Meant only to aid blacksmithing.
  • Undeath: Doesn’t need to eat, drink, breath or sleep and is immune to most status effects that are not direct damage. Weak to holy damage.
  • Durability: Due to his will to live, Vithar provides his armour with immense durability and high magic resistance.

Attributes(All start at a base of 5. You have 15 free points. Maximum of 10 points in a category. Can only have one category at 10)

1 Strength: 9
2 Dexterity: 7
3 Constitution: 10
4 Wisdom: 5
5 Intelligence: 8
6 Charisma: 3
7 Mana: 8

Personality: Aloof, blunt and sarcastic, Vithar doesn’t see the point in developing close relationships with anyone. Though if one can get past his walls he is fiercely loyal to those that earn his trust but earning his trust is difficult as one would have to pass his deep-seated fear of close relationships.

Vithar has long stopped viewing anything in the world as important and looks only to find and kill the object of his vengeance. Anything else is simply helping him to find vengeance. He is so focused on his goal that he doesn’t realize how much he has missed and because of this he may wander forever.

At his core he is a man who simply wanted love in any form and he received it before it was taken from him. Now he wanders as a husk of his former self.

Due to his long standing reclusiveness he is socially awkward with no idea how to complement someone without sounding rude. His distaste for parties, crowds and small talk definitely doesn’t help this fact.
Likes:
  • Dark humour
  • His former lord
  • Reliable people
  • Blunt, straight to the point people
Dislikes:
  • The object of his vengeance
  • Naive people
  • Mages (He can’t explain why)
  • Things getting in the way of his vengeance
  • Parties
  • Crowds
  • Casual conversation
  • Tip toeing around topics
Background(keep It very minimal. Would rather have it slowly revealed in the story.)

A former knight, who seems to never takes off his armour, that is looking for the target of his vengeance. Having no memory of who it is, he wanders looking them.

Goals:

Find and kill the target of his vengeance.

Others:

Is an empty suit of armour
Has amnesia but doesn’t realize how bad it is
Is as elegant in conversation as a bull in a china shop
Indirect with his affection.
If he’s excessively rude to you that means he likes you
Does not know how to handle friendly people

Theme:
 
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THEME




Character Name: Rahpaar Ahmik

677610d1cdc872882e954eef85f4f2dc.jpg

Appearance: Stands at 6'7, he is a giant by all accounts. Incredibly muscular, able to easily lift 200 pounds from a deadlift. His scales are like that of a chameleon, shifting colouration depending on his mood. However, they tend to stay a shiny Bronze.

Race: Dragonborn

Alignment: LN

Age: 230

Gender: Male

Advance Class: [Dovsil]
The Dovsil is a warrior destined to reunite Dragons and bring forth a new empire for Dragonkind. Born with the heart of a dragon, The Dovsil is unmatched in might. All Dragons can recognize the Dovsil, and few will dare to challenge his might. The Dovsil is unlike any dragon, with shifting colour scales they embody all of Dragonkind in one. A Dovsil is able to morph into any Dragon but is unable to control such events without extensive training. The Silver Serpent prophesises:

The Dovsil will rise to the power of The First Dragon, and when Dragons are once again united under one banner shall the Dovsil rise to Godhood and claim his throne as the rightful ruler of Dragonkind.




Equipment:
Platemail Armour:
Rahpaar has little need for armour due to his Draconic scales already attacking as such but prefers the safety of having an extra layer. The Armour was bought from a merchant long ago and has never let him down.
Kings Claw [Bastard Sword]:
A sword forged from Draconic steel, it appears to be nothing more than dull steel at first glance. However, the longer one looks the more they see. The can see draconic words and can swear they see moving images of dragons taking flight within the moving patterns of steel. It is was given to Rahpaar in secret by the Silver Serpent as a weapon to unite dragons once more. The sword can only be properly wielded by the Dovsil, and its magic is a force to be reckoned with.
Bastion[Tower Shield]:
A magical shield enchanted to protect those who fight alongside the Dovsil. When planted, The spirit of Sahratgolstrunmah is summoned. Sahratgolstrunmah was a mighty dragon of old who's mighty stone wings protected his allies from attacks in battle. The Spirit will enwrap the allies in it's wings and protect them from incoming missile fire, both magical and physical. However, Sahratgolstrunmah will only stay summoned so long as the Dovsil himself can withstand the force of the attacks and keep the shield planted.
Essential Items for survival:
What more can be said for these?
300 Ducats




Skills:
Kings Claw's magic:
The mythic sword Rahpaar wields also acts as a magic catalyst. It allows him to cast any magic he knows through it, even midswing.

Flames Fury and Might:
Rahpaar is able to recreate the art of Fire breathing, which now is only held by the Red Dragons. He can breathe a scorching ray of flame from his mouth up to 50 ft away. The Heat can easily melt through shields and heavy metal. This ability drains Rahpaar and he can only use it 3 times per day.

The Might of The First Dragon: Rahpaar has created his own specialist evocation spell. This spell coats both himself and his weapons in a burning fire, making him a terrifying sight on any battlefield. He sprouts wings of fire and can take to the skies like his full-blooded relatives. it is a power he uses sparingly when the tides of battles need to be changed. It is particularly draining on mana

Kings Call: While not technically Elder Draconic, this power is very close to being so. Rahpaar can sing an ancient Draconic song that beckons dragons of to aid him if they can hear him. The song can be heard for miles in any direction when sung and is often called one of the greatest songs that those lucky enough to hear it will ever experience.

Dragon Morph:
This ability is not under Rahpaars control. When under stress, he transforms into a full-blooded dragon. He transforms into a hulking 30-foot behemoth. His scales are a dark onyx but seem to change colour depending on how the light hits them, like oil in a puddle. The scales are impervious to damage, but he can still be taken down by magic directly used to slay dragons but cannot directly be killed by them. Should he fall in Dragon form, he reverts back and is unconscious. He is able to speak any Elder Draconic still wielded by Dragons. As well, Kings call reaches for hundreds of miles in any direction. During this state, Rahpaar forgets himself and wishes to only complete whatever task caused him to morph. Rahpaar can train to morph on command, but doing so is extremely draining and will make him unable to perform in combat for a couple days after training. The training itself helps him gain control over his emotions as well. Each time he trains he increases his probability to succcessfully morph on command by 5 percent starting from a 1% chance to morph .

Dragonborn Cooking: Rahpaar values good food, good drink, and good company. And as such has become a skilled chef. He's learned some of the finest recipes from all across Merdia, and it's all surprising to see what he can always manage to cook with so little at hand.

Charming: Rahpaar is highly charismatic and most who meet him can feel the kindness that radiates off of him. He is very good at talking to people and doesn't try to persuade them, but to help them. Rarely, he uses his charm to get things from people he has helped.




Attributes





  1. Strength: 10
  2. Dexterity: 6
  3. Constitution: 7
  4. Wisdom: 7
  5. Intelligence: 6
  6. Charisma: 7
  7. Mana: 7

Personality: Rahpaar is a gentle giant most of the time. He is willing to be selfless to anyone, despite how little he knows about them. He is brave and courageous, but often a little hasty when rushing into situations. He isn't the smartest but makes up for his lack of wits with a kind heart and skill with a blade.

However, his gentle demeanor should not be underestimated. Rahpaar is highly emotional, and his emotions dictate his way of thinking and actions. He's not the sort you'd want to be angry at you.

Likes: Friends, Food and Drink, Exploring, Singing (Being a rather talented singer, as all Dragonborn are), Learning

Dislikes: Rudeness, The dark, Injustice, Bad tasting meals

Background: As a youngling, Rahpaar was destined to be great. He was sought out by the Silver Serpent who proclaimed him to be the Dovsil. This was a great surprise to his parents who lived in the slums of Kruziik Junaar. The Silver Serpent saw the birth of the child in a dream and immediately searched for the child. The boy was raised under the care of his parents and the Serpent. He was trained and taught how to be a great warrior and kind soul.

When he reached adulthood, The Silver Serpent spoke a great prophecy to Rahpaar and told him he was destined to be the next Dragon King. Rahpaar was prepared to undertake the monstrous task. He was gifted with King's Claw and Bastion as his tools to bring about the new age. Rahpaar was confused, and when he asked how he should even start to bring about the "new age", so to speak, the Silver Serpent only told him to be himself and fate will do the rest.

And so for the past 30 years that has been what Rahpaar has done. He has travelled Merdia, helping the downtrodden and wronged of the world to the best of his ability. He has learned greatly of Dragonkind in his travels, befriending both Chromatic and Metallic dragons in his travels. Rahpaar has learned greatly of his powers over the years, and still believes with a burning passion he will do the right thing and mend the wound torn by Julian between dragons.

Goals: To ascend to his Dragon/Godking status and reunite dragons under one banner..
 
Character Name: Tovelson Stonebeard

Appearance
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Race: Dwarf

Alignment: “Wat the blazin’ hell do you care, you stankin’ piece of Shite!” (Chaotic Neautral)

Age: ”I’m young enough to kick your feckin’ balls up into your throat!” (67)

Gender: “Quit askin’ me all these damn questions ‘fore I whoop your saggy arse!”

General Class: “What Class am I?! The arse-kickin’ kind! I’ll punch, kick, shoot, or stab any sonsa bitch that needs it!”

Advance Class: “How ‘bout you ask my big metal friend over there! Idiot.”

Equipment:
100 Ducats
A Steam Powered, Magic maintained, Weapon of mass destruction! (Detailed below)
A set of basic Forge Tools
A large Metal hammer, typically a tool for the forge, but Tovelson has clobbered heads with it before. “Don’t touch me Damn Hammer!”
7CF658EF-4C58-46FD-900C-992C3F9630D6.jpeg
A pair of wrist mounted guns, one set on each wrist, muzzleloaded.
FF3E550A-703C-4603-99F4-F440AB3C7000.jpeg
Skills:
Engineering/Smithing: If you can think it, Tovelson can probably create it. Whether it’s a sword or a 8-foot war machine, Tovelson is very experienced in the forge.

Enchanting: When Tovelson’s machines are finished, they’re already fine tools of war. But the Steam Powered Golems often need a touch of magic, giving them life. Although Tovelson typically only enchants his Golems, he has dabbled in weapon enchantments as well.

Attributes:
  1. Strength:9
  2. Dexterity:7
  3. Constitution:7
  4. Wisdom:5
  5. Intelligence:10
  6. Charisma:5
  7. Mana:7
Personality: Despite his intelligence, most people perceive Tovelson to be quite the fool. He is very impulsive, doing and saying whatever comes to mind on a whim, often getting himself into trouble. On top of his impulsiveness, Tovelson is aggressive. It’s not unheard of for him to intentionally start fights for no other reason than he can. The Spontaneous little dwarf always seems to be getting into some sort of trouble.

But beneath it all is a mind that could rival any. Tovelson is an inventive soul, turning scrap into marvelous machinery. He always seems to have some sort of project underway, whether it be big or small.

Above all else though, Tovelson is a Dwarf. A stereotypical one at that. He doesn’t like sharing his secrets, his inventions are his own, no one else’s. He doesn’t share well, not even if it’s in his best interest to do so.
Likes:
Ale
Money
Pretty Women
Good Food
Cool Weather
Bar Songs
Competition

Dislikes:
Orcish Cuisine
Peace and Quiet
Dull Stories
“And Feckin Brussel Sprouts! To hell wit’ ‘em!”

Background: “Really? You felt the need to ask? I’m a damn Dwarf! We all come from the same feckin’ place! What I’m doing wandering te’ world is none of ‘ur damned business!”

Goals: “I’m a simple man. I just want a Big Ol’ horde of money, honey ale, and a Huge Feckin’ Golem!”
The Dwarf’s Mighty Friend.
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Colossus is rather large, even for a Dwarven war machine. Standing up straight, it towers at roughly eight feet tall, though hunched over as it normally is, Colossus still stands significantly smaller, at an intimidating six and a half feet.

That machine, being so large, isn’t particularly fast, but if you’re foolish enough to get within arms reach of it, Colossus is more than capable of ripping a man to pieces. Colossus’ armament varies, as Tovelson likes to experiment. One moment, he may be toting around a tremoundous axe, the next day his hands may be replaced by oversized cannons of sorts.

It does not speak, and has no real personality. Colossus exists purely to do whatever the hell Tovelson tells it to.

Notable Skills of Colossus:
Extremely durable: If you want to take down Colossus, you litterally have to do it piece by piece. Being made of mostly metal makes forcing this monstrosity down quite the challenge.

Adaptable: As mentioned earlier, Colossus is adaptable. If Tovelson has the time, and knowledge of what’s coming next, He may change his giant metal friend to better suit the situation.

Very Strong: Colossus is large enough to go head to head with just about anything, and likely come out on top. This machine sacrifices speed for brute force.

Weaknesses:
Very slow
Explosive Magics or actual explosives work very well on him.
 
Jakob_Etherios.jpg
Name: Eden Smythe

Race: Human

Alignment: Chaotic Neutral

Age: 17

Gender: Male

General Class: Rogue

Advance Class: Shadow Thief. Through years of necessity and practice Eden has mastered the art of thievery. He's quick, silent and knows how to disappear when he's in over his head.

Equipment:

Ol' Reliable: His trusty sword. He's had it as long as he can remember. Nothing flashy or fancy, but it never fails to get the job done. (Sometimes.)

4 Knives of varying lengths. He picks them up along his journeys, replacing the ones he breaks and loses frequently.

Pack: A simple pack he throws around his shoulder. Keeps his clothing and valuables, if you can even call them that.

Brown cloak. Keeps him warm, keeps him hidden. It's worn and torn but he wouldn't go anywhere without it.

One Ducat.

Skills:
Eden is an expert pickpocket. A gentle brush or cough is all he needs to distract from what his hand(s) are doing. This is how he makes his living.

His keen awareness of light and reflections allows him to disappear into environments of which he is used to. If all else fails he's damn good at climbing a tree.

Eden has built up a respectful skill in the art of knife throwing. By contrast, he sucks at darts.

Eden is a remarkably skilled musician, although he's never had enough to afford his own guitar. In a better life he would have lived off of the music he created.

Attributes(All start at a base of 5. You have 15 free points. Maximum of 10 points in a category. Can only have one category at 10)

  1. Strength: 5
  2. Dexterity: 10
  3. Constitution: 7
  4. Wisdom: 5
  5. Intelligence: 9
  6. Charisma: 9
  7. Mana:5

Personality:
Eden is very easy going. He's easy to get along with, and is very trusting and loyal, often to a fault. He doesn't take anything too seriously and has a great sense of humor. He has a generally positive outlook on life. He is easily startled, flustered and easy to talk over. He very rarely is able to stick to one path, journey, or group of people. He rather enjoys the security and adventure of change. Few things anger Eden, but a soft spot is his background. he doesn't like to reveal this to others.

Likes:
Music.
Friendly people.
Food.
Women. (They are often nicer to him, and thus often easier targets.)
Jokes.
Heights.


Dislikes:
Water. (He can't swim.)
Money.
Rude people.
Being cold.

Background:
Eden ran away from home at a young age. He's gotten by on his own through his quick thinking and sleight of hand. His resourcefulness has allowed him to live to his current age of 17. He hasn't stayed in any one place for more than a week at a time, preferring a nomadic lifestyle.

Goals:
Avoid going to prison, earn enough to eat.
Others:
Can't read.
 

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