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Fantasy Realms of Aldaan -CS Thread-

Main
Here
Lore
Here
Other
Here

Kloudy

The Lore Savant
Roleplay Availability
Roleplay Type(s)
GM: Kloudy Kloudy
Mods: @Idea @SentinelSeven @Voril


Starting Locations:
(Easy) Thallassy - 6 (FULL)
(Easy) Magocracy - 5
(Moderate) Republic - 6 [FULL]
(Moderate) Ironcrown - 4
(Moderate) Dacht - 5

(Hard) Justicar - 6 [FULL]

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(Image)

(Anime/art/drawing.)

Full Name:
(Your real name.)

Aliases:
(Your not-so-real name.)

Combat Class:
(Choose from Fighter/Spellsword/Mage.)

Magical Potential:
(See magic lore. Don't forget to check it against your combat class and race.)

Race:
(Race Name - Traits)
(See race lore.)

Age:
(See age lor- nah I’m kidding.)

Sex:
(Physically speaking.)

Height/Weight:
(Feet/inches and imperial pounds, please.)

Homeland:
(Choose somewhere on the Aldaan map to be born.)

Location Start:
(Choose from among the six starting locations to begin your adventure.)

Inventory:
(Item Name - Description)
(Use the above format and include everything in your possession, such as clothes, currency, equipment, food, etc.)

Skills:
(Skill Name - Description)
(See skill lore and use the above format please.)

Mana Pool:
(See magic lore. Low spells are worth 1 point of mana, moderate spells are worth 3 and high spells are worth 10.)

Magicks:
( School Name: )
(Spell Name (Cost/Time/Type) - Description)
(See magic lore and use the above format please. For "Type" please put either "Incant" or "Rune".)

Aspiration:
(What you live for, what you wish to see and what you hope to obtain. Your drive shall know only one path: Onwards.)

Personality:
(At least a paragraph. If you don’t want to go into too much detail, an alignment and a few descriptive sentences will do.)

Backstory:
(At least two paragraphs. Anything added here may feature in future plots.)

Other:
(Anything not listed above goes here.)

(Please delete anything in brackets before posting your CS.)
(A <3 from me means you're accepted.)

 
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Full Name:

Grorg Wildslayer

Alias:

The grey destroyer - Earned as a nickname from his fellow hunters after he was vital in killing dangerous beasts, such as pack wolf leaders. Oh, and also his tendency to collapse weakly structured wooden buildings if he isn't careful enough


Combat Class:

Fighter

Magical Potential:

None

Race:

Pale Ork - Regenerative/Adaptive

Age:

25

Sex:

Male

Height/Weight:

7’2”

324 pounds

Homeland:

Tribal Expanse

Location Start:

Jormun Maritime Thallassy

Inventory:

Leather armor - Orkishly large and a bit crude but it works
Wooden shield - capable of being wielded on the forearm but still large enough to protect from most non-magical and some magical attacks. Try to avoid fire spells and enemy axes
Heavy Greataxe - A giant and heavy greataxe that most non-orks would have trouble wielding
Multiple throwing spears - Excellent for hunting beasts and splitting unsuspecting heads open
Money - Coins ‘n shit
Camping equipment - Basic adventurer gear
Hunting equipment - Including a knife, traps, a shovel, some basic medicinal herbs, bait, and more
Weapon equipment - Basic equipment to maintain ones weapons
Food and water - No raw or dried beast meat yet sadly but it will last for a few days
Wildslayer pendant - A pendant that is proof that Grorg is a descendant of the Wildslayer chieftain. It may help in negotiations with other orks and tribes. It may also help in antagonizing elves


Skills:

Weaponry skill:

Axe Expertise - You have honed your skills with the axe and can wield it with a degree of finesse. Shield? What shield?

Fighter skills:

Defensive - You have learned a stance to resist and recover from strikes with more skill than most, at the expense of giving yourself less room to launch your own. Defence is the best offense.

Strength - You have trained your body to exert and carry more force than is usually capable of your race. Kolo would be proud.

Instincts - You have attuned your mind to sense when something is wrong, allowing you to anticipate attacks and sense hostile intent. Who’s that, what’s that?!

Hunting - You have learned to track and ambush prey, gaining an advantage at the beginning of combat. Works on people just as well as animals, you know.

Survivalism - You have learned how to live off nothing but the land and not be killed by it. The wilderness is the only castle you need.

Bonus skill (don’t get jealous, I got it fair and square):

Shield Expertise - You have honed your skills with the shield and can wield it with a degree of finesse. You hope they don’t have an axe.

Pale Ork traits:

Regenerative - Your body has the ability to regenerate it’s tissue at a rapid rate, restoring damage at the expense of stamina. Pretty useful, although it doesn’t stop death.

Adaptive - Your body has the ability to consume the flesh of other creatures and temporarily absorb their abilities depending on how much is consumed. It’s as gross as it sounds.


Mana Pool:

None

Magicks:

No magic potential but interested in the school of might, learning what he could about it whenever he got the chance on his travels and will continue to try and learn more about it

Aspiration:

To become a strong ork worthy of legend. To hunt the strongest and most ferocious of beasts and devour them.

Personality:

Grorg is a bit more intelligent than most orks and refers to himself in the third person. He is a calm guy, compared to most orks. He loves hunting and all contests of strength, such as brawls or duels. Grorg is very curious about the world in general and people and cultures in general. He is most interested in all things that have the potential to make him stronger and nearly obsessed with finding strong beasts to hunt and devour.

Although his tribe had violent run-ins with elves before, he doesn't treat them differently than other races. Oh, and Grorg can be rather intimidating if he doesn't want to talk with his axe.

Backstory:

As the 12th child of the Wildslayer tribes chieftain, Grorg didn't have an easy start in life. He wasn't respected by his older siblings and other members of his tribe growing up, made worse by the fact that he is a Pale Ork. Some deemed him simply weak while others cursed him as some sort of bad omen. He mostly found solace with the tribes shaman and his younger sister Uz. The shaman told Grorg stories of legends and the gods as well as what the capabilities of pale orks are. Uz, with her natural strength and aggression, protected Grorg when he couldn't protect himself when they were children.

As Grorg grew up, he did everything he could to become stronger. Eventually, his strength training paid off and he was as strong as the other orks but that didn't mean that they began to respect him. Respect needed to be earned. So Grorg fought and brawled with the other orks in the tribe until he was allowed to go on hunts with them. Grorg quickly discovered his love for the hunt and also how exactly his ability worked. He then began to hone his skills until he was able to defeat one of the strongest young orks of the tribe and gained his axe as a reward.

It wasn't that many months after this duel that he grew bored and frustrated. He was stronger and more clever and capable than most orks around his age but not strong enough to defeat the true warriors of the tribe. But through wandering orks and raiding bands he learned more of the vastness of the world. So he left the tribe, setting out to find the best prey that may help him grow truly strong and become an ork greater and stronger than anyone before him.


Other:

Good at throwing all kinds of spears
Good at brawling
Good at intimidating people, even fellow orks
Knows Orkish and Volkish
Grorg is devoted to his weapon. He beliefs that weapons need to be either passed down or buried when they are no longer needed, such as being unrepairable or having found a better weapon
He loves and cherishes his younger sister Uz
Grorg believes he can permanently evolve into a stronger Ork variant by eating enough of the right beasts but he has yet to be proven right


Wildslayer tribe - A relatively small tribe of orks that mainly hunts beasts. Raiding and pillaging isn’t really their style but they often get into conflict with elves over territory disputes. Strength and skill are the most reputable things an ork in this tribe could have but good equipment is also well received. They are more open to trade and less inclined to kill each other in matches of strength than other ork tribes. Devoted to Kolo and Rocsis




Currently training (in that order, not all at once, may change):

Throwing (Spears)
Endurance
Nocturnal
Acrobatics (Speed?)
Axe Mastery
Strength Mastery
Juggernaut
Aggressive Combat
True Fighter
Unarmed Expertise
Iron Stomach

Devoted to Kolo - Warrior God of Strength & Skill
Prays before and after every fight (including hunts)
Prays before and sometimes during training
Learned from the tribe traditions and the shaman how to do so

Devoted to Rocsis - Savage Goddess of Beasts
Prays before and after every hunt
Devotes what he eats to her (only stuff he hunted himself)
Learned from the tribe traditions and the shaman how to do so
 
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Full Name:
Matthieu Huginn Lashley
Aliases:
Meren Ritari
Guardian of Raufarnes
Sir/Mr. Zerstoiten
Matthieu De La Mer

Class:
SpellSword

Race:
Human – Humans receive an additional skill slot regardless of Class and can invest it into any skill tree.
Age:
27

Sex:
Male

Height/Weight:
5’9” 150.20 lbs

Starting Location: Hend Republic;

Birth Location: Raufarnes, located somewhere between the Hend REEEEEPublic and Aristocracy;

Inventory:
Item Name - Description
Rusted Armour of the Blue Knight – An armour that has been in Lashley’s family for generations, and its’ age shows. Despite its’ durability being weakened, it is better than no armour at all. Originally and ironically, it was enchanted to be resistant against oxidation and rust formation.
Tattered Lashley Family Cloak – The cloak complimented the armour’s colouration and distinction, now it is only a pitiful reminder of former glory.
Sharpened Longsword – A bog-standard longsword. Do not be fooled by its’ common appearance, it is sharp as any other. Also comes with a sheath.
Undergarments – For padding and for when Mattieu must take off that suit.
Shoulder Sack – Lightweight pilgrimage bag, useful for carrying water canteens, small food items, and coinage. (He is terribly low on both.)
Leathery Satchel - used for small knickknacks like finger food (hard-boiled eggs, apples, etc.) or small, valuable objects like precious gems or mystical artefacts. Also, coinage.

Skills:
Skill Name – Description
Weaponry:
Sword Expertise – Matthieu can wield a sword with fine finesse.

Combat:
Opportunist! – Years of Spearfishing have taught Huggin how to strike at the right moment.

Artisan:
Fishing – Growing up near a fishing village has endowed Matthieu with skilled “fishmanship.”
Minor Sailing – What type of fisherman would he be without knowing how to sail a dugout canoe?

Magicks:
School Name: School of Rain

First Class
Spout (Low) - Conjure a small spout of water from your fingertip. A nice refreshing drink, or a deadly weapon for water fights.
Cloud (Low) - Generate a small cloud above you that rains slightly. Cools you down and puts out small fires.
Waterproof (Low) - Prevent water from sticking to you and your things. Helpful when being wet is suddenly an inconvenience for you.

Second Class
Minor Hydro Needle (Low) - Shoot a particularly sharp blast of water from your hand. Careful, it stings if you get hit.
Water Walk (Low) - Enchant your feet not to sink through the surface of the water. Like stepping in a puddle, constantly.
Detect Water (Moderate) - Place your hand over a target to detect if water spells or enchantments are present. Clear the splash zone!
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Third Class
Summon Pressure Blade (Low) - Summon a sword made of flowing water. Two fast-moving currents churn concurrently in opposite directions to form a rending blade. Rip and tear!
Surf (Moderate) - Conjure water beneath your feet that carries you across any surface, vertical or horizontal. Surf can now be up if you’d like.

Aspiration: Grow as a swordsman in order to slay his brother and usher prosperity to his village.

Personality:
Matthieu Huggin was shaped very much by his father’s worldview of suspicion and paranoia. Quick to doubt, slow to trust—It takes a lot for someone to earn his trust. Although, he isn’t trusting of others that doesn’t mean he has the right to be rude to them; you can bet that Matthieu would act respectfully towards other people… Unless of course you really pissed him off! He believes that the law is just, should be followed however, he is not blind to the plights of the people and may find justice in bending the law.

His mother taught him how to make some mean calamari fritters with the family’s secret dipping sauce. Despite his pilgrimage, he still misses his home village and everyone in it. Although, his father taught him to keep a cool head during fights: insults to his family crawl under his skin. While he enjoys a good day fishing or hunting, if you are not going to do it properly, then you shouldn’t do it at all.
Backstory:
Matthieu’s life is integrally connected to his village, Raufarnes, as it is to his own. Raufarnes was founded by Lashley’s 9th great grandfather, Robert Lashley. It is a simple fishing village by the sea, renowned for the quality of fish and small but hardworking people. The Lashley family assumed the role of village leaders, starting with Robert Lashley who had decreed that he would devote his family also as protectors. At first, the Lashley family had mostly been martial combatants, relying upon their skill with weaponry solely to defend their obligation. That is until Marjorie Hamlett, a water mage of minor esteem, married into the family and introduced the School of Rain. Now armed with this knowledge, the Lashley’s donned the name Meren Ritari or also known as sea knights.

Matthieu second born of his father, lead a peaceful life. Unlike that of his older brother who was groomed from birth into the role of protector as all first children were. He spent his days fishing, singing, and spending a jolly good time at the local inn. This earned him the ire of his older sibling, Nigel, who cursed the freedom that his younger brother had been allowed. For he could not see the value or prestige of being the village’s guardian and leader. Thus, on Matthieu’s 18th birthday, Nigel tore most of his family asunder! Grandparents, cousins, siblings, even his own mother fell upon his aquatic blade. Matthieu and his father fought off the crazed man by sheer luck although not without sustaining a crippling blow.

Nigel faded into the wider world and left Raufarnes, defenceless. It did not help that they recently suffered economic hardship, leaving them with few resources at their disposal. Matthieu’s father, crippled, fought off depression by putting his son through the wringer. Matthieu now had to become the Meren Ritari and that resulted in a gruelling process of physical fitness and theory. Each day, his body was plastered by bruises and his muscles twitched in pain, his psyche exhausted by reading through countless scholarly books and combat treatises. In time, he had become the new protector but his demand for justice shadowed his every waking moment. It was not revenge, not truly. But he really did want to kill his brother if nothing else, imprison him and have him face his people. Sadly, he could not fulfil that, not unless he found someone to take his place, which of course he did. For the first time since William Lashley the Ocean Strider, someone else took up the defence of Raufarnes.

Matthieu still wonders whether he did the right thing.


Other:
- Worships Ba'an, Wrathful God of Storms and Yurri, Calm Goddess of Rain.
- He also likes to promote his town in hopes of raising interest in trade.
- Likes sea pets ala hermit crabs and such.
-He seeks improvements in his water magicks as he deems them rushed and ill-prepared!
 
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Nine's playlist

COME LAUGH WITH US
Flyer.png
Full Name:
Quizeirra Solari Braxis

Aliases:
Nine

Class:
Mage

Race:
(Godkin/Elf - Traits)
(+affinity for healing or nature magic, +affinity for all magic, spiritual bond,)

Age:
24

Sex:
Male

Height/Weight:
5'10/ 144lbs

Homeland:
Tribal Expanse

Start Location:
Hend Republic

Inventory:
Tattered Noble Clothes-Clothes that Nine stole from some unsuspecting drunken noble. These have been his prized possession for awhile and as such are in tatters. They may, or may not have also been damaged in the process of extraction, but thanks to Yrais they are as good as new.

Brief Case: A brief case that is usually empty. Nine insists that it is not empty but in-fact contains everything which is why it only seems to be empty. Makes him look important. This is definitely not stolen.

Amnesis: A regular black walking stick that is also good to supplement his performances. Also good for wacking people over the head with it.

A knife-Usually hands it to Dove, but desperate times sometimes call for desperate measures.

A dusty pocket watch.

A bag of cookies fresh from the bakery

Coin pouch-for monies



Skills:
Charisma - You have learned to persuade and convince others with a better degree of success. A silver tongue is not always forked.

Scholar - You have learned to read and write in the languages you know, allowing you to translate ancient texts, write up documents and contracts, read magical scrolls, draw runes and much more. If knowledge is strength, your brain knows how to flex in Ork.

Attuned:You have attuned your mind to react to mana and can sense its presence more acutely than most, allowing you to perceive its school type and density. They call you the runefinder!

Magicks:
Minor Silence (Low/5s) - Silence a small object, muffling its sound. No, the tree makes no noise if you don’t allow it to.

False Alchemy (Low/5s) - Change the appearance of a small object. Wait, was that always there?

Minor Shroud (Low/5s) - Bless a small object with invisibility for a short time. When you only need a “sleight” moment of deception.


C2

-Minor Hallucinate (Low/5s) - Touch a target and conjure a small illusion in their field of view. Wave a knife in their face without waving a knife in their face, if you know what I mean.

-Skulk (Moderate/15s) - Suppress your aura, making it harder for others to sense your presence. Hmm? Who, me?

-Disguise Intent (Low/5s) - Bless yourself and hide your intent from others. Even without instincts, people can tell when you don’t like them, you know..

C3
-Summon Dream Geists (Moderate/15s) - Summon three small illusory creatures to fight at your side. Permanently has Conceal. Can use Minor Manifest.

Illusion (Low/5s) - Conjure an illusion. For when obscuring the truth is easier than telling it.



C1
Minor Focus (Low/5s) - Bless yourself with focus, allowing you to concentrate slightly better on the task at hand. For us scatterbrained fools.

Dull Pain (Low/5s) - Place your hand on a target and reduce the pain of small wounds and scratches. Wow, it’s like they aren’t even there anymore.

Calming Touch (Low/5s) - Touch a willing target and bless them with peace of mind, somewhat calming them down. Might not cure all your problems, but a clear mind is a healthy one.

C2
Message (Low/5s) - Send a telepathic thought to another target, speaking in their mind. Covert communication can be quite important.

Link (Moderate/15s) - Bless yourself and a willing target with telepathy, allowing you to communicate through thought for a short duration. Wait, say that again, I wasn’t listening.

Minor Recall (Low/5s) - Sift through your memories and remember a memory you couldn’t before. The longer ago the memory, the longer this spell takes to resolve.

C3

Third Bless Mind (Moderate/15s) - Cancel the effects of a mental curse spell up to Third Class. Clear your senses of chaos and breathe, child.

React (Low/5s) - Bless yourself with improved reaction speed. Woah, what was that?



Aspiration:
Nine strives to make Cirque de Straixs known throughout the world and to venture out and see new sights.

Personality:
(Chaotic/Neutral)

Nine is an enigma to say the least. One could say he was naturally timid, and honest; however, due to his upbringing he became more cynical and his outlook on the world dimmed.

Now Nine has delved deeper into his more negative traits. Although he isn't as pessimistic as his younger self, he still revels in getting under the skin of others and often speaks with metaphors whether the situation calls for it or not. He loves to wrap the meaning of his words in obscurity for the sheer pleasure of annoying others, talking in circles to the point some who don’t know him might believe he has seen the face of Darl. Behind the riddles, behind the plethora of inappropriate jokes, is someone who wants to be…..yea no I’m taking over the rest of this bio thank you very much.

Backstory:
Ah a backstory, the basic requirement of any legend in the making. A bit intrusive to say the least, but I suppose I’ve been left with no choice. You see it was a classic tale of Romeo and...wait...I don’t think that has been invented in this world...probably doesn’t even apply. Well it was a classic tale of boy meets woman. Woman teaches boy. Woman saves boy. Then the boy and the woman self impose an exile so they can see the world. They are then forced to fend off the bearing teeth of that other cruel woman called nature. One thing led to another and then I decided it was circus time! Of course this was the only logical conclusion. I was exiled after all and the shrubby was the worst audience I could ask for. The whole tribe thing was a bit overrated, never vibed with it. Someone as talented as me being cast aside only meant I was destined to be a legend in the making; an obvious protagonist of some fictional story. So I basked in unacceptance. However, there was one minor plaguing issue. No one cared. O’ I cried out to the heavens, praying for a sign that my new found purpose in life wasn’t a pile of folly….shit...the word I was looking for was shit. That was when my prayers were answered in the next paragraph. CUE THE PARAGRAPH!!!!

So a poor little elf like me stuck out like a sore thumb in the big city. By a stroke of stalking err luck...a not so random noble came strolling about the street and I realized that…...I must remove his burdens and place them upon my shoulders. His burdens were silky, warm, and...a bit dark if I do say so myself; nevertheless, the way his body hunched over told me that it was my duty to help this poor unfortunate soul. I did what needed to be done! I stole….err unburdened his body by removing his cloth shackles! Now that I was no longer a savage from Tribal Expanse, it was time to really take off. My mission, to make any and everyone smile by day and unburden the the denizens of this world from their earthly possessions by night then get the hell out of there.

The only problem was that...I had no fodder members. So I was a solo act! Yes, I would inspire the masses to join my movement. However, the first customer I came across wanted to punch me for no reason other than to quench his appetite for violence. Never one to run from a fight, I avoided his fists elegantly by consistently stepping in the opposite direction of their trajectory. Somehow this beautiful dance we developed cultivated a bond that could not be replicated by any two creatures inhabiting this world. Imagine my surprise when the violent him was actually a violent her. This mistake reignited the dance until we called a truce due to our hearts becoming overloaded with fatigue. She became my first member of...Cirque du Straixs. We gathered a few more members along the way who were all perfectly normal and here we are in Hend Republic on the quest to become infamous.....FAMOUS I MEAN, the only place that would not kill us on site!

Other:
During his time in Tribal Expanse, Nine came across a rather peculiar dove. He developed an even more peculiar bond with the dove who seemed hell bent on world domination. His creativity at an all time high he called the dove...Dove. Nine usually utilizes Dove to send messages to those far away, or general recon. Obviously, For fear mongering purposes, Dove can be a great distraction if given a knife. Dove is a member of the troupe just as much as anyone else, and is often utilized in their performances. It's wonder how they can stand each other.

His troupe called Cirque du Straixs is a play on the word "strays". Circus of Strays. However, there is one more reason for the name...

The Gods-Nine doesn't worship any particular god. Actually he thinks they're quite full of it and rather irresponsible. Despite that, he would still ask if they want to join his circus.

Nine lives by these rules of life.

If you have a peaceful memory. Cherish it.
Remember that there is no perfect thing in this world. Not even the Gods.
Discover everything that this world has to offer for you.
Find purpose before it finds you.
If you see something you want. Get it by any means necessary.
Never teach your student how to surpass you.
Don’t rely on magic to grant a wish. That only comes through pain.
If you can find someone you trust. Protect them at all costs
When you want to cry the most. Smile and laugh.




 
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SUBARU VALENTINE


"Want a bite of this curry? Careful, it's spicy."
FULL NAME: Subaru Valentine
CLASS: Fighter
RACE: Elf
AGE: 23
SEX: Male
HEIGHT/WEIGHT: 6ft 3in, 130lbs
HOMELAND: Tribal Expanse
ALLEGIANCE: Cirque de Straix
STARTING LOCATION: Hend Republic
  • Trident
  • Poison derived from plants
    • Paralysis Poison: Poison derived from plants that causes paralysis
    • Assassination Poison: Poison suitable for combative uses. You can also put this into food.
    • Painful Poison: Slow reacting poison that is really painful. Doesn't kill.
  • Circus costume
  • Simple leather armor (stolen)
  • Black cloak
  • Curry material
  • Other cooking material like pots pans and some ingredients all in a bag
  • A leather waterskin filled with cranberry juice
  • A journal with a book and quill. Has a few of his poisons listed down and a few recipes
Traits:
  • Life magic affinity
  • Animal familiar: A black cat named Devil. Subaru loves her because she is like a harbinger of bad luck. Also she looks edgy.

Skills:
  • Spear Expertise
  • Cooking
  • Poisonmaker
  • Acrobatics
  • Iron Stomach
  • Cunning Eye
  • Spiritual Bond
“It’s pretty difficult to tell when I’m being friendly and when I’m threatening you. I don’t blame people for not seeing them apart. It's fun mixing the two emotions too.

I love disorder. I don't care what kind of chaos it is, I'd love to mess with it. It's fun messing with those who think they're chaotic, to show that their chaos doesn't make them immune. That goes for me too. I look forward to the day that the chaos that I savor becomes my downfall. I want to eventually kill a god-kin. That will be proof that I can fight the gods. So because of this, I worship Venn.

I’m not a fan of loyalty. It keeps you from doing what’s fun. Instead, I like to keep things wild.

I might look like a monster, but at least I cook. I love using chilis. You’ll get the best curry in the Tribal Expanse from me. I kinda want to make shark curry. I also like making cranberry juice. It tastes awful, but it looks like blood, and I find it cool pretending that I’m drinking a cup of blood.

I don’t think there’s any such thing as ‘cowardice.’ People will call you a coward because they want to kill you. They see their fighting skill as better than your movement prowess. It’s bullshit. If you wanna flee, go live your life.

Yes, I’m sadistic. It’s the same as being greedy, or being envious. It’s a sin. But it’s also a part of me. And it’s going nowhere anytime soon.

I've worked in the circus industry for quite a while now, so I'm basically used to being entertaining. Strangely enough I'm good with the kids.”

Aspiration: To kill the gods, or the gods kill him
Subaru wasn't born in fire or blood, but he was fated to become monster-like. He was neglected by his parents and allowed to do his own thing, which often led Subaru to live a wild and unruly childhood. This led to his chaotic and spontaneous personality. Subaru also liked it when he bullied people to make them cry, and although hes grown out of that now, it was what led him to become cruel and sadistic. He also didn't care for his culture, and despite what the village leader said to him about the orks, Subaru just didn't really care.

Since he lived in the Tribal Expanse as a elf, Subaru had access to healing magics. Both of his parents, although usually absent in his life, also wanted him to take up the magic, but Subaru refused. Like they usually did, Subaru's parents just shrugged and moved on.

In the past year, Subaru met and battled an ork, and after Subaru got thoroughly beaten up by her, the ork introduced herself to him. Their odd friendship led Subaru to meet her friend, Nine, which led to him joining their circus troupe. With no real reason to stay, Subaru said goodbye to the tribal expanse and joined the circus on whatever clown acts they were to perform.

In a twist of irony, his mother revealed to him to him the extent of the darkness that surrounded his family. They were a syndicate of evil. It wasn't that his parents didn't want to be a part of his life, it was more of that they were quite busy with keeping the syndicate afloat. His mother was glad Subaru grew up to be the villain that he was, and after packing him a bag that contained all the things he'd need for survival, patted him on the back and wished him a good journey.

"Make me proud"
She told him that, while also repeating tenants that she and Subaru's father had created, acting as a guideline that would never leave Subaru throughout his journey:

People can prepare for physical pain, but when it comes to emotional pain, they will hurt regardless of how they prepare.
A group that understands you and accepts and respects your faults and fortes is crucial.
Betray. Kill. Destroy. Those are the time-tested strategies to make sure nobody can get a foothold of you.
The final moments of a villain are truly pathetic. So laugh at the pain and destruction you've caused before they were able to take you down.
Morals are there for the weak to control the strong. It goes against the order of things, so throw away the idea of morals.
With light there always must be darkness. Even when you feel that evil will inevitably fail, it'll always rise back up to bite our enemies anew.
Working on this

THEME:


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  • Full Name:
    Lagruz Wildslayer

    Aliases:
    Uz - A common nickname for most of her companions and how she commonly refers to herself
    Red Riot - Gained for her reckless fighting style and red skin, often charging into challenges headfirst

    Class:
    Fighter

    Race:
    Red ork - Regenerative/Enrage

    Age:
    24

    Sex:
    Female

    Height/Weight:
    7'4 | 310 lbs

    Homeland:
    Tribal Expanse

    Starting Location
    Hend Republic
 
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Full Name: Jeanne Credeur
Aliases:
Class: Spellswords
Magic potential: 7 and 8 for the school of rain.
Race: godkin, Auranian
Age: 19
Sex: female
Height/Weight: 5feet 7inch and 120lbs with legs, 260lbs with tail,

Homeland: auranii
Location Start: iron crown






Appearance:
The displayed image for the most part correctly describes her appearance with the exception being her tail. which looks more like that of an eel and is slighty bigger. reference image disclosed at the bottom.

Inventory:
jeanne is in possession of a special amulet that lets her walk on land by transforming her tail into two legs. because she has eel like bottom features she can still move about when out of the water. In fact shes even more agile this way, although she will dehydrate quicklier if she moves around without using the amulet.

For combat she uses either one of two daggers for diffrent situations, a sturdy parrying dagger that has a curved quillion and a guard ring. The other one is a misericorde dagger that features a long thin blade used to pierce chainmail and to find its way trough the visor of a helmet or the joints of plated armor.

She also has a large hooded poncho for incase she wishes to stay anonymous. Underneath she wears very mundane and commonly used clothing pieces, so she blends in well into crowds. (All of them in brown tints)

mana pool:
9​

Skills:
daggers, acrobatics, trade.​
Race:​
aqua affinity, rain affinity, godkin, attuned.​

Magics:
school of rain:
First class:​
minor fill​
Hydrate​
Waterproof​

Second class:​
Waterwalk​
Detect water​
Sense liquid​

Aspiration:
Because she is somewhat limitated in movement because of her biology, she wishes to buy a special artifact that can change her into a human on command so she can freely travel on land. Inorder to achieve this, she wishes to become a succesfull bussines manager so she can earn a fortune. Besides that she was initially just curious about the world and wishes to indulge in what it has to offer.

Personality:
*Because of her godkin curse shes always very expressionless and calm, unable to feel much emotions, when she does show emotions though,* she behaves cheerfull, energetic and enthusiastically. Regardless of her curse shes always polite and speaks in a respectfull manner. Shes polite but she isnt very much into charity as she has her own agenda and has a rather shallow moral compass as often seen in cunning merchants. She learned a great deal by working among the humans in the jormun maritime thallassy. Shrewd profit oriented strategies aswell.
After being introduced to human society, her kind personality became intertwined with that of a sly entrepreneur.

Backstory:
jeanne lived a normal youth in a middleclass family, she spent her days hunting fish and doing chores for her community. as she became older she got curious about the outside world. She heard stories of all the other races and cultures aswell as magics.

She proceeded to learn watermagic and found out she had quite a nack for it. She started to save up for a special amulet and decided to travel to these other lands. Her parents weren’t too fond of her decision but couldn’t change her mind.

In the nation of thallassy she could manage to adept to life on land as well as gain some experience on side jobs. Here she learned of many things absent from her homeland. Nations were all intertwined and relied on each other trough exchange of knowledge, goods and services. There were complexly organized businesses and institutions much more sophisticated. All of them consisting of tons of people working together. It greatly fascinated her. There were many new inventions and materials which she wasn’t familiar with. She came up with the idea to set up her own business and searched for an opportunity to gain experience and knowledge that would be required. She took a job at a trading company and worked her way up by starting with mundane boring tasks, As she eventually got the chance to learn about the profession.

After she gained an understanding of the occupation, she set out for new lands to find business opportunities.

Other:



Special credits: prophet


theme songs:

 

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Wsser

Artist: Even Amundsen

  • Basics
    Full Name: Wssersurress
    Aliases: Wsser, Shrub, "Is that a lantern? A torch? No, it's a burning tree!"

    Class: Spellsword
    Magic Potential: Fourth Class
    Race: Treefolk - Circle of Life, Regeneration

    Age: 39
    Sex: Female
    Height / Weight: 5’2” / 204 lb

    Homeland: Hend Baronlands
    Location Start: Hend Republic
 
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  • __nagoriyuki_guilty_gear_and_1_more_drawn_by_uncle_rabbit_ii__e1c155f66ad6cf4704d708ce8dd81cc4.jpgFull Name: Sialun Yrais

    Aliases: None, yet.

    Class: Spellsword

    Race: Nebosi - (+divinity, affinity for chosen god’s magic)

    Age: 22

    Sex: Male

    Height/Weight: 8'2 (250cm), 350 pounds (158kg).

    Homeland: Dacht Theocratic Conglomerate

    Location Start: Hend Republic

    Appearance: Refer to the images. He possesses tattoos that cover his body.

 
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Po on Twitter.jpg

  • Full Name: Iseult Nihar
    Alias: Truthwitch / The Ruined
    Class: Mage
    Race: Human / Godkin (+1 skill, affinity for all magic)
    Age: 25
    Sex: Female
    Height/Weight: 5'6", 112lbs

    Appearance:
    Iseult is a slender, young woman with bright, amber eyes, and long, wavy, auburn hair. Following her escape from the Ruins of the Eclipse, her once smooth, fair skin is left horribly scarred all over. She is often seen wearing a black shawl over her head to hide her face.

    Homeland: Ironcrown
    Location Start: Justicar

    Aspiration: Iseult seeks justice against Lord Sharpe for the life he damned her to and for a way to restore her voice.
 
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Full Name:
Fetch

Aliases:
The Handsome- Self given title

Class:
Spellsword

Magic Potential:
4 (5 for stone magic)

Race:
Goblin - +heat resistant, affinity for Stone magic.

Age:
19

Sex:
Male

Height/Weight:
3'9, 65 pounds

Homeland:
Skirk Prospect

Location Start:
Jormun Maritime Thallassy

Inventory:
Cutter- A simple Iron short sword made by Fetch
Blacksmith hammer with the symbol of his guild, marking him as a member but not yet a master
Padded cotton clothes
Leather backpack, with a change of clothes and a little money.


Skills:
Sword Expertise - You have honed your skills with the sword and can wield it with a degree of finesse.
Scholar - You have learned to read and write in the languages you know, allowing you to translate ancient texts, write up documents and contracts, read magical scrolls, draw runes and much more. If knowledge is strength, your brain knows how to flex in Ork.
Smithing - You have learned to temper and forge metals into weaponry and armor, allowing you to also fix and maintain various equipment.

Magicks:
School of Stone
First Class
Minor Sculpt (Low) - Change a small stone into whatever shape you want.
Dust (Low) - Send dust in a 5ft cone at your enemies to blind and distract them.
Minor Conjure Stone (Low) - Create a fist-sized stone for you to hurl at whatever you like.
Second Class
Detect Stone (Moderate) - Place your hand over a target to detect if stone spells or enchantments are present.
Muddy (Low) - Churn the earth to make a small puddle of mud at a target location.
Sculpt (Moderate) - Change a cabbage-sized stone into whatever shape you want.

Aspiration:
To prove to the world, or at least anyone who will listen, that he is the best blacksmith in history by forging a weapon so mighty even the gods would look on it with envy.

Personality:
It's common knowledge that most goblins are barely civilized savages, of course the exception to this rule are the inhabitants of the Skirk Prospect. Even out of those uncommon examples of the species Fetch is an outlier. He has a surprising level of intelligence for a goblin, an obsession for the forging and shaping of metal that borders on the fanatical, the only thing he seems to want to hoard is knowledge of the craft and has in a few short years absorbed almost everything I can teach him. In terms of smithing his talent and potential far outstrips my own humble skills. Admittedly in every other aspect Fetch is typical for his race, the farther any one topic is away from the art of smithing the harder it is to keep his attention on it. He is extremely hardworking in the forge, there has in fact been more than one occasion where I've found him sleeping curled up next to my anvil, alternatively when I've tasked him to run an errand in town for me he comes back not only lacking whatever I sent him to get he seemingly forgot that I sent him to get anything at all. He has always been very respectful to me and friendly to my other apprentices but has an unfortunate habit of being crass to the point of rudeness to clients. I've sent him to you in hopes that you'll take up the burden of his education, because despite his flaws I've never met another being more dedicated to the mastery of our art.
Respectfully Forge Master Morii'e of Jackson's Ford
To Forge Master De'Cuval in Ironheart


Backstory:
The story of Fetch the goblin started like a lot citizens of the Skirk Prospect, deep underground in the city of Sillish in a litter of thirteen. The only odd thing about his birth is that he was the one green goblin out of the litter, all of his brothers were black and his four sisters were all red. As a young goblin Fetch never stood out he didn't wrestle and fight with his siblings for food preferring instead to wait and eat whatever was left, for this and other reasons he was quickly overshadowed by his bigger and more aggressive siblings, he was not exactly treated poorly (in goblin terms) by his parents but he was far from the favorite. Like all goblins they grew quickly and in a couple of months he and his siblings were big enough to work the mines and enlist in the cities militia, here too his uncommonly colored siblings quickly left Fetch behind in terms of performance and within a year he was the only on in his family still heading down at the start of the day. The first five years of his life passed that way with his brothers and sisters prospering while Fetch never excelled in any meaningful way and they never missed a chance to remind him of that fact. Sure they would always have the worst luck afterwards, like belts breaking or finding spiders in they're boots, they never blamed Fetch for it though, it was just Fetch after all. Sometime during Fetch's fifth year everything changed.

He had been roaming the main city after work one day when he happened to spot a trader from the Justicar Knightdom, the man had a knight with him. Fetch had completely forgotten what he was doing and followed them, from a distance, for the rest of the day. It wasn't the humans he had seen them before and honestly he wasn't that impressed, but the big knight's weapons and armor that had enraptured the young Fetch, he had never seen anything more beautiful in his admittedly short life. Suddenly everything seemed to make sense to him, he wanted that mans armor and weaponry, NO, he wanted to make armor and weapons, NO, he wanted to make the best armor and weapons! Fetch shadowed the trader and his entourage for the next two days until the left the city with a large cart filled to the brim with iron ore and a young obsessed goblin stowaway. He didn't even say goodbye to his family.

Several weeks later the caravan had stopped for the night close to a small town by the name of Jackson's Ford just over the border between the Prospect and the Knightdom, and Fecth's growling stomach finally gave him away to one of the traders guards. Luckily the knight had been passing close by when the guard had found the stowaway and intervened on his behalf, something about a code or some such nonsense. After explaining himself to the knight and the somewhat irate merchant, with the little bit of the human language he was able to pick up from eavesdropping,they agreed to not send him back to Sillish and instead gave him a ride to Jackson's ford. There they left passed him off to the local smith, a kindly old human by the name of Forge Master Morii'e. This began a whole new chapter in Fetch's life, the happiest one to his memory.

For the next ten years Fetch lived, worked, and learned everything the old Forge Master was able to teach him, and for the first time in his life he thrived. He quickly caught up to then surpassed the old man's other apprentices in, and he loved the acclaim that got him from the master and the townsfolk. At the start of his fifteenth summer Morii'e declared that he was sending Fetch away, this devastated the young goblin until the master explained that he had done nothing wrong, it was because he had nothing left to teach Fetch. He was sending Fetch to apprentice under an old friend, a much higher ranked member of the blacksmiths guild, Forge Master De'Cuval. To the young goblins surprise the other apprentices took this news far harder than he did, all of them claiming that he was practically family and that they would miss him dearly, master Morii'e even said that he could proudly call Jackson's Ford his home. To this day Fetch still thinks of that little town by the river whenever someone says the word home. When spring came Fetch set out from Jackson's Ford to Ironcrown with a handwritten letter of introduction from master Morii'e to Forge Master De'Cuval.

Working under master De'Cuval was much harder the it was under master Morii'e, on top of being in a bustling major city, De'Cuval's was not only a master smith he was also an enchanter and when he discovered that Fetch had an affinity for earth magic the amount of study and work he had gave to his little green apprentice doubled. For four years Master De'Cuval hammered, ignore the pun please, all sorts of knowledge into the young goblins head, from new and exciting ways to mold steel, to how to lay a spell properly into the hot metal they worked. Every night Fetch would fall into his bed exhausted and he loved every second of it. Halfway through Fetch's nineteenth summer Master De'Cuval unceremoniously plopped a pile of journeyman papers on his work bench and told him "Time to get out and make your way in the world so you can stop eating my food" before presenting Fetch with his own smith hammer, the unofficial badge of a member of the blacksmiths guild. The very next day Fetch once again set out this time however he had a clear destination in mind, the Jormun Maritime Thallassy, who knew what wonderful smithing knowledge he could pick up there.

Other:
He is a devout follower of Ebel - Armored God of Forges

Fetch's siblings hold many powerful positions in the city of they're birth including
Commander of the Watch: His Brother Clench
Head Forewoman of the Mines: His sister Olva
Master of Engineering: His brother Henkle
Advisor to the Lord: His sister Lanca​
 
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Licht Brombeere
20210611_211204.jpg

Full Name:
Licht Brombeere
Aliases:
N/A, though his parents called him Berry growing up.
Class:
Fighter
Magic Potential:
Class 6
Race:
Human God-kin
Age:
21
Sex:
Male
Height/Weight:
6 ft/185 lbs.

Homeland:
Ironcrown
Location Start:
Dacht Theocratic Conglomerate

Inventory:
Rapier - a rapier, taken as payment from a skilled blacksmith in a deal. It was originally meant for a nobleman, but now it remains fastened to Licht's hip.

Respectable clothes - created by Licht himself, these clothes resemble lower nobility or affluent merchants, largely above the dirty knapsacks that are peasant tunics.

Light armor - Light armor made from leathers binded together to provide protection without hindering movement.

Nice cloak - self explanatory; used when there's a need for stealth or to lay low. Also useful when it rains!

Empty Ledgers - several empty books used for number keeping in business.

Money - His family were small time merchants, so Licht set out with a comfortable amount of money.

Satchels - he has to keep his stuff somewhere, obviously.

Pendant - a simple carved wooden pendant he keeps around his neck as a necklace. Made by his father.


Skills:
Escapist - You have learned a stance for dodging attacks and putting distance between yourself and an opponent with a degree of finesse.
Sword expertise - You have honed your skills with the sword and can wield it with a degree of finesse.
Acrobatics - You have trained your body to move quickly and flexibly, allowing you to dodge easier and perform agile athletic feats.
Instincts - You have attuned your mind to sense when something is wrong, allowing you to anticipate attacks easier and sense hostile intent.
Opportunist - You have honed your skill in reacting to attacks, allowing you to anticipate and counter more easily. Of course, much to your opponents surprise and dismay.
Tailor - You have learned to fit and tailor various materials into fine clothing.
Disarming - You have honed your skill in disarming your enemies of their weapons, allowing you to render your foes unarmed.
Attuned - You have attuned your mind to react to mana and can sense its presence more acutely than most, allowing you to perceive its school type and strength up to Third Class.
Godkin - Your soul is charged with godly energy, granting you an affinity for all magic and the ability to sense the presence of other nearby Godkin.


Magicks:
As someone who's never practiced magic before, Licht knows absolutely zero spells. But do not underestimate his capacity for such; his talent and potential for such just might surprise you.

Aspirations:
To form the greatest business empire in all of Aldaan, which fronts the biggest black market in Aldaan.

Personality:
When you first see Licht, nothing seems awry in the slightest. Licht is well-spoken, positive, open, and approachable. He likes to take care of his appearance and make sure he looks good and in shape, and even likes to help others do the same. Despite his often happy and smiling demeanor, He has a good eye for details and a keen sense for business. You can expect lower prices and better goods with him along, as well as generally a more positive day. Licht enjoys playfully sassing and teasing certain people, but not maliciously. Almost a picture perfect ideal. Almost.

Under the surface of such a seemingly approachable young man, being nearby or in a room gives off a completely different atmosphere. He feels off, unsettling and unapproachable. Animals bark, hiss, and avoid him; even people typically shy away from his presence. Being near Licht is some odd and intense pressure, as if your mind is subconsciously telling you that he's a serious danger and to stay away. One can rationalize said feeling in their own way: maybe he looks crazy, suspicious, or even intimidating; It doesn't matter how the mind rationalizes the feeling of dread his presence may bring, what matters is that being in his presence is incredibly unsettling and uncomfortable. What an enigma, to be approachable and unapproachable at the same time.

Speaking of crazy, Licht has been seen to have flashes of mania. Like a dragon protecting his hoard of gold and jewels, anything he deems his own is subject to fierce protection and care. Touch his weapon for example, and you'll be fixed with an intense stare at odds with his positive personality, unreadable past the immediate danger it presents. another instance would be his lack of a morality and empathy, as well as difficulty in properly and truly expressing certain emotions. He can mimic them well, but under the surface Licht is simply emulating what he's seen before. It's not as if they don't exist, mind you, but they're very deeply set and don't genuinely express themselves often.

One last thing pertaining to his keen sense of business is Licht's fondness for trickery and messing with people. His favorite pastime is making deals with people and tricking them all the same. Should that be, getting someone to gamble their life savings in a rigged game, or making a mask for them to wear for misdeeds, only for the victim to find that they can't take the mask off; dealing with Licht is very akin to making a deal with the devil.

Backstory:
Born in a human city to human parents, Licht grew up watching his merchant parents go about their business daily. They were honest and willful people, kind and respected among their clientele despite Licht's reputation. They even treated their only son with care despite his father shivering whenever the young Licht fixed them with a stare. Licht had no desire to go out and play with the other kids; when he did, he would soon come back with some new cat scratch or other injury, crying about how all the other kids would run and adults would look at him weirdly. Instead of playing, Licht spent his time watching his parents conduct business and even picked up a respectable enough skill in tailorship from his mother.

It was when organized crime crept into their city that Licht got his first taste of what it looked like to be in power. Well dressed criminals, walking in broad ironcrown daylight, as if they owner the place. Everyone knew who they were and how much of a criminal each of them were, and yet their neighbors would treat them better then they would their own lord. They were eventually caught and jailed, but Licht had already seen what he wanted. The problem with those guys is that they had a weak cover for their business. No one would believe all that money came from a bathhouse. Licht wanted to do it better, and had just the idea for it.

But first, he needed money and fame. And what was the quickest way of doing that?

Adventuring.


Other:
  • Licht is left-handed​
  • ???​
 
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Full Name:
Val'yor

Aliases:
Frozen one, The Abominable, Defiled one, Cursed Frost, Frozen One, Cold Decay, He Who Walks in Winter, Fimbulvetr

Class:
Spellsword

Race:
Treefolk - Circle of Life, Regeneration.

Age:
23

Sex:
Male

Height/Weight:
9'3", 945 lbs

Homeland:
Tribal Expanse

Location Start:
Justicar Knightdom

Inventory:
None

Skills:
Juggernaut - You have learned a stance to ignore blows and charge ahead at your enemy relentlessly. Pain is fleeting, victory is forever.

Disarming - You have honed your skill in disarming your enemies of their weapons, allowing you to render your foes unarmed. Fighting fair is for chumps anyway.

Defensive - You have learned a stance to resist and recover from strikes with more skill than most, at the expense of giving yourself less room to launch your own. Defence is the best offense.

Magicks:
School of Frost:
First Class:​
Anticold (Low) - Bless a target or yourself with warmth. Alternative description: Give yourself or another target immunity to natural cold.

Binding Cold (Low) - Cause an inanimate target or area up to 10ft in size to lower it’s temperature instantaneously. In special cases, water freezes over and snow becomes ice.

Chilly Wonderland (Low) - Creates an ice structure that can fit on your hand. The pure, uncontaminated ice is almost as clear as glass.

Second Class:​

Lesser Animated Snow (Low) - You can imbue a fallen mass of snow with mobility and a semblance of life. The snow can be either magically or naturally created. The animated snow can only sustain a size less than the caster’s. The construct only obeys vocal and oral commands.

Frostfire (Low) - Convert a magically or naturally occurring flame to turn ice blue. This unique subset of fire radiates a cold temperature instead of heat and freezes instead of burns.

Frostbite (Moderate) - Summons a streak of cold from your fingertips, which cools off anything that it hits

Aspiration:
To simply expand on his own knowledge of the world.

Personality:
This Treefolk, unlike others of his kind, pursues the line of thought and expansion of knowledge through experience. His travels are a tool in order to allow him to see beyond the world and what is visible to the naked eye. He looks upon obstacles as nothing more than knowledge that must be gained. This knowledge he seems is to provide a way to gain peace for not only his own kind, but for all races.

Backstory:
As a sapling, Val'yor saw the atrocious actions of the other races first hand. Their search for wealth, land and resources consumed all in their wake. Including his own parents. Despite this travesty, he never blamed the folks who killed his family, but rather he blamed their innocent lack of knowledge. Maybe if they understood nature and the way of the world better, they might lose interest in dominance. Who better to teach them than the race that knows more of nature?

He spent his life traveling. Long walks that filled his knowledge and soul with the wisdom of the continent. On those journey's he found himself in the Cryikk Wastes. He traveled to learn from the ancient Frostfolk elders, but while traveling there, he got himself caught in a magic confluence. The vortex of Magick swept him up and changed him forever.

His people saw it as a curse. When he woke up he was unlike his people. His body now part of the winter and made into a frozen version of his original form. Val'yor saw it differently. This was not a curse, no. It was a new experience. Now he was not bound by the shackles of his race. He was born anew as something more. The iced reach of his power would bridge the gap between all races and kingdoms. Bringing them together with knowledge, rather than tearing each other apart with greed and envy.

Other:
While he is not a devoted follower of any god, he does respect all gods as paragons of knowledge.​
 
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1623581420984.png
Full Name:
Gozoth
Aliases:
(Your not-so-real name.)

Class:
Spellsword
Race:
Drannids - +affinity for fire magic, heat resistant, molten armour

Age:

42 (the meaning of life boi)

Sex:
Male
Height/Weight:
6

Homeland:
Drannid hives

Location Start:
Jormun Maritime Thallassy
Inventory:
Mobile cooking station - comes with all the spices and the like so yeah
Writing supplies - self explanatory
Multiple copies of his self published cookbook

Skills:
Unarmed Expertise - You have honed your skills with your body and can wield it with a degree of finesse. Can be applied when using gauntlets. You are the weapon.

Connoisseur - You have trained your senses to taste otherwise imperceptible changes in certain substances such as blood, allowing you to discern the rough build, gender and age of a creature. People think it’s gross, but you know what you’re doing.

Cooking - You have learned to prepare and cook various food items, from vegetables to meats to a variety of drinks. You could open a tavern with your foody knowledge, table for two?


mana pool: 10
Magicks:
School of Flame

Class 1

Kindle (Low) - Point at a location within 2ft and start a small fire. Useful in some scenarios, less so when you burn your house down.

Candle (Low) - Produce a small flame from your fingertip. It can light your way, but a breeze may snuff it out.

Warm (Low) - Heat emanates from your palm, warming a surface. Perfect for enjoying a nice mug of schlogg on your travels or warding off the biting cold in the Cryikk Wastes.

Class 2

Flame Skin (Moderate) - Your body takes on a fiery glow, protecting you from light blows and granting you minor fire resistance. Looking hot bro.

Burnt Step (Moderate) - Empower your feet with the swiftness of fire. Move with the acceleration of combustion literally at your heels.

Sear (Low) - Your palms are deadly frying pans and become exceedingly hot, capable of boiling water and flesh alike. People won’t want to high-five you anymore.


Aspiration:
THE WRITE THE BEST COOKBOOK IN THE WORLD OF EVERYTHING AND EVERYONE

Personality:
An eccentric Drannid wander, having turned his endless hunger to a exquisite pallet as he calls it, though in reality it could be seen as a bit of insanity or just what a drannid actually is who really knows but overall gozoth tends to be kind if misguided bug man that just aspires to make the best cookbook in history by any means necessary and perhaps make some friends along the way.
Backstory:
Gozoth reason for his exile isn’t exactly well know or at least he refuses to explain it aside form him saying “a wonderful accident that left me to explore more important things” as gozoth would tell you. Regardless of this gozoth ended up in some interesting situations almost dieing several times or at least that’s what he’s said devoting his life to exploring the culinary diversity of the world and penning the most comprehensive cookbook to ever exist.. Because of course.

Other:
(Anything not listed above goes here.)
 
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(Art by Casey Bieca! Tash looks like this but a lil chunkier and with black hair)

Full Name:

Atash’keru Hordebreaker

Aliases:
Tash

Class:
Spellsword

Race:
Ork -
(+strength, regeneration)
(Magic potential modifier: -2)


Age:
23

Sex:
Female

Height/Weight:
7’2”, 330 lbs

Homeland:
Dacht Theocratic Conglomerate

Location Start:
Heirophant's Mageocracy

Inventory:
Staff—Eight feet tall, made of blackthorn.

Clothes—see above, plus a change of socks and underwear.

Journal—leather bound, containing observations of her journey so far.

Stationary, quills, ink, sealing wax, etc.

Portable icon of Psark

Skills:
Staff Expertise - You have honed your skills with the staff and can wield it with a degree of finesse. These actually really hurt, believe it or not.

Scholar - You have learned to read and write in the languages you know, allowing you to translate ancient texts, write up documents and contracts, read magical scrolls, draw runes and much more. If knowledge is strength, your brain knows how to flex in Ork.

Divinity - You have learned the rites and rituals for communing with the divine and can now seek blessings and aid from the various gods of Aldaan.

Mana Pool: 7

Magicks ( School of Life:)
First Class
Minor Revitalise (Low/5s) - Bless a target to recover a small amount of stamina. Short on breath, are you?

Ease Pain (Low/5s) - Soothe the mind of a target and lessen their pain. It’s only a mental construct, right?

Stem Bleeding (Low/5s) - Slow the bleeding of a wound, giving the afflicted more time to survive.

Second Class
Second Clean Slate (Moderate/15s) - Cancel the effects of a curse spell of Second Class or lower. How to be popular with anyone 101.

Rejuvenate (Low/5s) - Bless a group within a 5ft radius of a target location to slowly recover a small amount of stamina. Teamwork makes the dream work.


Aspiration:
To finish her encyclopedia and present it to the Head Librarians in Cataine.

Personality:
Tash is first and foremost a scholar, a woman of boundless curiosity and delight with the world. She has very little patience, however, and would rather go out into the world and look for answers herself than wait for a new book to be published. A naysayer is more likely to be met with a scoff and an eye roll than a blow from her staff—though she can use it.

Backstory:
How do you get Atash’keru Hordebreaker? You start with her great-grandparents, all of them abducted—from the Tribal Expanse, from Eclipse, from wherever Ironcrown’s fingers can reach—and enslaved in the mines of Demastia. They have her grandparents, they have her parents, and her parents take their oldest child Mozei and run, and Tash is born in a one-room shack in the Dacht Theocratic Conglomerate, the first freeborn Hordebreaker in nearly a century.

Her parents were farmhands, and Tash was a generally happy child who was translating for her parents by the time she was four and reading and writing letters for the people in her village by the time she was six. She attended school sporadically when she wasn’t helping her parents in the fields, and peppered the schoolmaster with questions—where does the sun go when it sets? What do people in Skirk eat for breakfast? How many birds are there in the whole world?

She outgrew the schoolhouse eventually, though, and in her small muddy corner of the world, a sixteen-year-old girl needed to find a trade or a husband. Before her parents could arrange either, Tash set out for Eataine, where she had heard there were grand libraries and universities, and the tantalizing possibility that she could make something of herself.

She worked as a barmaid and saved money and visited every university in Eataine looking for a place where she would belong. Every university was attached to a temple worshipping a different god. Tash’s parents followed Dhrull, but for the right books, Tash thought, she could pretend to believe in anyone.

She settled on Psark. Psark the Silent, Psark of Names, whose temple was a vast library and whose worshippers did not bat an eye at an ork girl with a thirst for knowledge joining their ranks. Her mentor insisted that she learn to defend herself, so Tash took up the staff, which seemed like the least violent option.

Upon graduating, all apprentice librarians of Psark must make an important contribution to the faith’s well of knowledge. Tash’s will be an encyclopedia of Aldaan’s peoples—their ways, their languages, their customs. She’s been traveling and working on it for almost a year now. Recently she burned through the last of her savings, and needs to make some money.

Other:
-Although she joined the temple to study, she has become a devout follower of Psark.
-Second of six siblings
-She does not know where her family originated from. Her Orkish is the Demastian slave dialect and sounds clipped and strange to Orks from the east.
 
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(Image)
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She only looks like the above when fighting, as usually she cuts a fastidious and unobtrusive figure, with clean gray robes and long sleeves, the only oddity her unusual mask. She can even be friendly and charming if she chooses.

Full Name:
Eden of the Rot

Aliases:
Eden

Class:
Mage

Race:
Deimforged - Circle of Death, Undead

Age:
Unknown, but only as she is for a few years.

Sex:
Female, Corpse.

Height/Weight:
Four Foot Nine, and An Unobtrusively Decaying Ninety Pounds.

Homeland:
Deim’s Kingdom

Location Start:
Jormun Maritime Thallassy

Inventory:
(Item Name - Description)
(Use the above format and include everything in your possession, such as clothes, currency, equipment, food, etc.)

Skills:
Willful - You have attuned your mind to resist manipulation and damage, allowing you to resist various torture methods and psychic attacks. Sticks and stones, kind sir...

Magicks:
Corruption:
To be filled out when School of Corruption is a bit more filled out officially.

Aspiration:
She wishes to see the world and achieve true mastery in her study of Corruption. In the meantime she wishes to find the wealth and tools to ease that via the use of her abilities.

Personality:
Eden tends to keep quietly to herself, and her particular mask tends to assist with that, but she can be charming and even kind. Oddly enough for a creature of her type, and more crucially a mage of her type, she actually plays well with others, capable of working on a team. So long of course as nobody gets in the way of the kinds of forces she unleashes. Do your job well and work with her and you will rarely find a more cordial coworker. Cause messes, and she is not remotely above decaying people. She cultivates a kindly small grandma with a plague doctor vibe, but her cloaked ruthless

Backstory:
(At least two paragraphs. Anything added here may feature in future plots.)

Other:
(Anything not listed above goes here.)
 
1623660319633.png
Full Name:
Aymer Faehice

Aliases:
Mer

Class:
Mage

Race:
(Horned) elf - +affinity for healing or nature magic, spiritual bond

Age:
29

Sex:
MALE

Height/Weight:
7'3 (horns excluded)

Homeland:
Tribal expanse

starting location:
mageocracy

Inventory:
Crossbow - its a crossbow what else do you expect?
Bolt pouch - Its the thing that holds the crossbow bolts
Adventures pack - food, flint steel? Change of cloths? Lamp oil? Rope? It's yours my friend so long as you buy this pack
(Use the above format and include everything in your possession, such as clothes, currency, equipment, food, etc.)

Skills:
Scholar - You have learned to read and write in the languages you know, allowing you to translate ancient texts, write up documents and contracts, read magical scrolls, draw runes and much more. If knowledge is strength, your brain knows how to flex in Ork.
Crossbow Expertise - You have honed your skills with the crossbow and can wield it with a degree of finesse. Bow-lite.


Magicks:
School Name: flame
Class 1
Candle (Low) - Produce a small flame from your fingertip. It can light your way, but a breeze may snuff it out.

Warm (Low) - Heat emanates from your palm, warming a surface. Perfect for enjoying a nice mug of schlogg on your travels or warding off the biting cold in the Cryikk Wastes.

Kindle (Low) - Point at a location within 2ft and start a small fire. Useful in some scenarios, less so when you burn your house down.

Class 2
Burnt Step (Moderate) - Empower your feet with the swiftness of fire. Move with the acceleration of combustion literally at your heels

Lantern (Low) - A bright ball of fire floats above your head, illuminating your path. Try not to stare directly at it.

Sear (Low) - Your palms are deadly frying pans and become exceedingly hot, capable of boiling water and flesh alike. People won’t want to high-five you anymore.

Class 3
Fireball (Low) - Conjure a ball of flames and toss it at someone you don’t like. Particularly dangerous if you happen to be a douchebag.

Minor Firebolt (Moderate) - Shoot a thin streak of speedy fire from your fingertip at a target to sear it. May pierce through light armour and defensive spells up to Third Class. It’s like lightning, except on fire.


School Name: nature

Class 1
Minor cultivate - Touch a spot 5ft in diameter and cultivate the earth to grow various small plants

Tea - Summons a small array of leaves which brew a delicious cup of tea

Caffeine - Summons the natural chemicals of the plants that grants someone energy

Class 2
Nature’s Voice-Communicate with plants. Surely they know something of value.

Sleepy Spores - Blasts someone in the face with spores that induces sleepiness

Minor Herbal Growth - Grow a small patch of basic medicinal plants.

Class 3
Gentle Embrace - Multiple vines grow from underneath the target, aiming to wrap it up as much as possible.

Cultivate - Touch a spot 10ft in diameter and cultivate the earth to grow fruit trees and various small flora

Personality:
Aymer is a somewhat stereotypical elf not a fan of other races he’s not outwardly and blatantly xenophobic but he will scoff at other and roll his eyes, overall just a bit of a stuck up fellow that thinks himself more of a hunter then a proper mage and will go to some length to make that point.

Backstory:
Aymer’s life story isn’t the most interesting in all honesty he’d ended up studying to be a mage of some respect somewhere. but in reality his real dreams where to be some great hunter unfortunately it seemed reality had its own plans Aymer remaining on the path of a mage until one day he got a little fed up with it. Taking up a crossbow this honestly rather foolish elf is now out here trying to prove a point that he really doesn’t really know anything about aside from how to shoot you in the face with a crossbow.

Other: aymer has a younger sister Zentha much nicer then her brother
1623749341698.png
 
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Full Name:
Doren

Aliases:
The Siege Tower

Class:
Fighter

Race:
Treefolk - Circle of Life, Regeneration

Age:
46

Sex:
Male

Height/Weight:
10'2” (Due to branches), 750 lbs.

Homeland:
Tribal Expanse

Location Start:
Jormun Maritime Thallassy

Inventory:
None

Skills:
Juggernaut - You have learned a stance to ignore blows and charge ahead at your enemy relentlessly. Pain is fleeting, victory is forever.
Throwing - You have honed your skill for throwing objects with precision, allowing you to hit targets at a distance with some accuracy. Be sure to pick it back up again, littering is bad.
Strength - You have trained your body to exert and carry more force than is usually capable of your race. Kolo would be proud.

Endurance - You have trained your body to take more punishment, improving your stamina and allowing you to resist more damage. Oh, were you attacking? I didn’t notice.

Aggressive - You have learned a stance to strike faster and harder than others, at the expense of leaving yourself open to attack. Offense is the best defence.

Defensive - You have learned a stance to resist and recover from strikes with more skill than most, at the expense of giving yourself less room to launch your own. Defence is the best offense.

Magicks:
None

Aspiration:
To be strong enough to be the bridge between his people and the other races of the world.

Personality:
Doren is an interesting person. A pacifist mostly, but knows that there is a time and place for violence. As such, he is unafraid of combat, but will try to find alternative solutions. This has led to a big brother relationship with many he has met. Fighting is not his first action, but when fighting becomes necessary, he is the first to run into a fight and protect those he loves.

Backstory:
Doren was not blind to the atrocious actions of others growing up. He never let that stop his positive attitude though. He was looked at as a gift for not only his fruit and tail, but for his Outlook on life. No matter the situation in his life, he never let on any negative emotion. He knew it would only serve to blight the mood with sadness and disparity.

Almost in spite of his mood, life was hard. His parents perished in a forest fire and he was all alone. In the last moments of his parents life, he saw how they wished they could do something more to protect their land. This is when Doren learned that violence, if used properly, can make a good impact in the world. With this new philosophy on life, he started his travels. Walking and teaching himself how to fight. Along the way he picked up animal friends that call his branches home. Now he travels to find lasting peace for his people and all others.

Other:
Doren is a rarity among his kind. He actually bares fruit. His fruit is the Pacannut. It has a rich, nutty taste but has the mouth feel of a peach. He takes pride in his fruit, but only a select few ever get to try them. He also possess a six foot long tail, making him all the more rare. As an added bonus, his branches are home to three squirrels, several birds, an owl, a family of crimson weasels and about 5 tree snakes. All of which have become accustomed to his random moments of fighting.​
 
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  • morgana_by_m_arci_a_dccuvr8-fullview.jpg
    Name: Ayesha Laghmani

    Aliases: Lux

    Class: Fighter

    Age: 18

    Sex: Female

    Height/Weight: 6' 5" | 161lbs

    Race: Nebosi (+divinity, affinity for chosen god’s magic)

    Homeland: Dacht Theocratic Conglomerate

    Location Start: Justicar Knightdom
 
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WIP
images (9).jpeg

Full Name:
Annabelle Lumas

Aliases:
TBD

Class:
Mage

Class:
Player Character: 3
Mage: 2
Total: 5

Race:
Goblin - Good Ear, Nocturnal

Age:
22

Sex:
Female

Height/Weight:
2'0"/20 lbs

Homeland:
Hierophant Magocracy

Location Start:
Jormun Maritime Thallassy

Inventory:
(Item Name - Description)
(Use the above format and include everything in your possession, such as clothes, currency, equipment, food, etc.)

Skills:

Good Ear - You have trained your senses to hear sounds over a greater distance and differentiate between them. Your uncanny hearing means whispering is useless!

Nocturnal - You have trained your body to see in the dark and adjust to changes in light faster. Your foes can’t hide forever.

Scholar - You have learned to read and write in the languages you know, allowing you to translate ancient texts, write up documents and contracts, read magical scrolls, draw runes and much more. If knowledge is strength, your brain knows how to flex in Ork.

Charisma - You have learned to persuade and convince others with a better degree of success. A silver tongue is not always forked.

Mana Pool:
Total: 21

Magicks:
School of Change

First Class:
Minor Adjust (Low/5s) - Alter an item or accessory to fit you comfortably. Ooh, it actually fits now!

Minor Alter (Low/5s) - Alter the shape of a small object, slightly changing its shape. Turn a square into a ball into a triangle into a prism into a...

Imbue (Low/5s) - Change the colour of a small object. Mmh, pretty colours…

Bestial Eyes (Low/5s) - Morph your eyes to appear like that of a beast of your choice. Look into my eyes and tell me what you see..

Second Class:

Bestial Fangs (Low/5s) - Morph your teeth into sharp fangs for a short duration. Ripping out throats sounds like a lovely night out.

Minor Shift Step (Moderate/15s) - Morph the surface as you step to boost your feet, enhancing your speed. Nyooooom!

Silent Desire (Moderate/15s) - Curse a target and morph their mouth closed. Can’t incant if you can’t talk, eh?

Summon Mortal Gauntlets (Low/5s) - Summon forth morphed gauntlets of your own limbs. If they thought you couldn’t punch hard, they’re in for quite the sucker punch.

Third Class:

Summon Mortal Shield (Low/5s) - Conjure forth a morphed shield of your own limb that can parry attacks much easier due to the easy leverage. Huh, well this is easier.


Shift Wound (Low/5s) - Move a wound to a less vital part of your body. A cut down your arm is not nearly as bad as a cut across your stomach.

Ironclad Form (Moderate/15s) - Morph your body, blessing yourself with the Molten Armour skill for a short duration. Medium armour and skin are the same thing in your eyes.

Strong Form (Moderate/15s) - Enhance your size by 1.5x and bless yourself with the Strength Skill for a short duration. GAINZZZZZ!!!
(Spell Name (Cost/Time) - Description)
(See magic lore and use the above format please.)

Aspiration:
(What you live for, what you wish to see and what you hope to obtain. Your drive shall know only one path: Onwards.)

Personality:
(At least a paragraph. If you don’t want to go into too much detail, an alignment and a few descriptive sentences will do.)

Backstory:
(At least two paragraphs. Anything added here may feature in future plots.)

Other:
(Anything not listed above goes here​
 
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  • I am a Justicar, Evil trembles at our name and the Good rejoice at our passing! Which are you...
    Fritz

    0088ae785f5f78e30a1a69b91d723e52.jpgFull Name:
    Fritz Kaslan

    Aliases:
    Lightning Squire

    Class:
    Mage

    Race:
    Human- +1 Skill or Affinity for a Chosen School

    Age:
    19

    Sex:
    Male

    Height/Weight:
    5'9", 165 lbs

    Homeland:
    Kingdom of Ironcrown

    Location Start:
    Justicar Knightdom
 
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Salem the Shattered

concept_by_juniu21_ddukpj3-fullview.jpg

Class:
Spellsword

Race:
Deimforged (+Circle of death or affinity for death magic, undead)

Age:
30 years since becoming undead

Sex:
Male

Height/Weight:
6'5" 175ish lbs

Homeland:
Deim's Kingdom

Inventory:
(Item Name - Description)
(WIP)

Skills:
Sword Expertise - You have honed your skills with the sword and can wield it with a degree of finesse. Hack n’ slash!
Cunning Eye - You have honed your skill for finding weakness in defenses, allowing you to more easily bypass blocks, parries and armour.
Divinity - You have learned the rites and rituals for communing with the divine and can now seek blessings and aid from the various gods of Aldaan.

Magicks:
(wip)


School of Death (earned from race)
First Class
Touch of Death
- A fun little touch that showcases the freedom of death. No dying involved.
Compel - A spell used by Death (Mages?) to make the undead do their will if the spell creating the undead doesn’t provide it.
Lesser Ward - The caster may create a ward and place it upon a living being or area of their choice. This ward disallows the target to commune with spirits. If placed in a specified area, it forbids any present spirits in that area to interfere with anything in the material world.

Second Class
Raise Lesser Dead
- Raise a sentient being of lesser intelligence and size. The spell binds the undead creature to your will. The process of decomposition accelerates greatly and those raised only hold together for a few hours.
Induce Lesser Stroke - Send a stroke to the person of your choosing. The effect has a low chance of killing a target but works great for slowing a target down or for a distraction. To obtain a higher chance of death, you’ll have to invest in the upgraded version.
Eviscerate - Upon completion of the spell, a target of the caster’s choosing is given various cuts and slits upon any exposed skin of theirs.

School of Life
First Class
Revitalise
- Bless a target to recover a small amount of stamina. Short on breath, are you?
Ease Pain - Soothe the mind of a target and lessen their pain. It’s only a mental construct, right?
Minor Antidote - Ease the ailments of weak poisons at a touch. Does wonders for a hangover apparently.

Second Class
Minor Cure
- Heal a minor scratch or scrape. Aww, did you get a boo-boo?
Major Ease Pain - Soothe the mind of a target and majorly lessen their pain. You could literally stab them in the back and they wouldn’t even know.
False Life - Stores a small amount of healing on the target. When the target is damaged, the spell activates, healing them

Aspiration:
To curse his enemies with life, bring death to those who run from it, serve the god Deim by any means possible, and find the one who shattered him.

Personality:
Salem is generally quiet but earnest, and fiercely loyal to the god Diem. He is not a psychotic killer who wants to see the world burn, he simply believes his purpose is to serve the gods by taking lives and playing his part in the progression of life. He seeks peaceful death to those he is fond of, and painful lives to those he is not. However, he will always honor his allies with a continued life if they so wish, but no doubt take the opportunity to spread his faith to them. He is dangerous, but possibly not as strong as he lets on.

Backstory:
In his previous life, Salem was a peaceful farmer and historian from the Hend region, who despised conflict and believed history favored nations with benevolent governments and rulers. He was subservient to wealthy, corrupt merchants and barons who effectively stole from him and took advantage of his labor. He had a strong affinity for the gods, firmly believing in their existence and that the country of Aldaan was predicated on their influence. He had a particular reverence for the god of life and death, Deim, and began to effectively worship him by spreading his faith locally. His philosophy became that death was a beautiful occasion to be looked forward to, although not necessarily sought out. Good people deserved eternal peace in death, as a reward for living an honorable life in spite of its chaos. There was ultimately far more pain, suffering, and sorrow to be experienced in life than in death.

As Salem began to spread his faith, some of the corrupt barons and deceitful merchants he answered to coincidentally began to perish horrible deaths, followed by small-scale economic misfortune to notoriously unjust and cruel cities and nations. Salem did not believe this was coincidence however, but signs from the god Deim himself, rewards for his piety. Although he looked forward to the peaceful embrace of death, his service had given him purpose in his life beyond being an effective slave.

Salem's estate was raided one fateful night, his crops pillaged, fields destroyed, belongings stolen, and he was attacked in the process. No... "attacked" would be euphemistic. Salem was butchered, slashed into pieces, and left to die a painful death, cold and alone. Many accounts claim it was sell-swords sent by rich merchants to dispel with his "black magic" ideologies and missionary work, others say it was simply raiders from the north. Regardless of the motive behind the attack, questions arose: why did the god Diem forsake Salem in this way? Why was he punished for his faith? Salem's will was too strong to let these questions go unanswered. Miraculously, something kept Salem alive following the attack. With his entire life's work lost in one night, Salem had nowhere to go... nowhere except northwest, to Deim's Kingdom, on the other side of the country. His will would keep him going, but only for so long. A shattered man, both physically and spiritually, Salem trecked all the way to Deim's Kingdom, only to collapse once he arrived, unable to go on any longer. He succumbed to his wounds, and ceremoniously perished...

...But perhaps Deim had not forsaken him after all. Perhaps those raiders came on that fateful night for a reason. Salem was reborn from his own decaying flesh, as well as the remnants of his steadfast will and faith. Deim had rewarded Salem's sanctity in his past life with the radiant prospect of undeath, no... something far better: becoming a Deimforged: an eternal servant to the god of life and death. He trained for three decades following his rebirth, using his knowledge and faith to become a talented spell-sword, who would fight and kill in the name of Deim. Although he was but a decrepit shell of his past self, his faith was stronger than ever, and his purpose in his undeath had become clear: To curse his enemies with life, bring death to those who run from it, find the one who shattered him, and serve the god Deim by any means possible.


***

(If I make another character, they will not be as emo, I promise. Just wanted to have fun with this one lol)​
 
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A Curse on the Gods Themselves

  • Basics
    Full Name:
    Jeanne Beaune Jacque

    Aliases:
    Beaunsey (Bonesy)

    Combat Class:
    Mage

    Magical Potential:
    5 (6 in School of Death)

    Race:
    Deimforged ( +Circle of death or affinity for death magic, undead)

    Age:
    167

    Sex:
    Male

    Height/Weight:
    5'6/30lbs(~13kg)

    Homeland:
    Deim's Kingdom

    Location Start:
    Justicar Kingdom

Artist: Bethesda, probably. It's from Morrowind.
 
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