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Solar Daddy

Synthetic Nightmare
Supporter
  1. There is no post size requirement, but as always, bigger posts means more detail!
  2. Absolutely NO “bunnying”, or “Ghost-owning” or however you say “taking control of another player’s character.” It’s super uncool.
  3. You can, however, work with the other person through discord or DMs and (after discussing it with GM or Co-GM) post a collaborative post for a scene wherein it is only the two characters.
  4. Rule 2 does not apply to GM and Co-GM. If you do not respond to anything (messages, discord, DMs) for a week (or less if it is determined necessary), we will take control of your character. If you are going on vacation and can’t use the internet for a bit, let us know. We will probably take control of your character, but we’ll take very good care of them, promise <3
  5. If you are consistently intentionally causing problems in the discord, we will kick you from the RP and the group with little to no warning.
  6. If you have an idea for something that might make waves or even cause a whole arc (ex. Something big with a character’s backstory, a character losing a limb, etc) TALK TO US. We’ll work with you.
By submitting a CS, you are AGREEING TO THESE RULES.

CHARACTER RULES
  1. NO NEKOS.
    NO EXCEPTIONS
  2. Your character can be a half-breed or a full-blooded high fantasy race. But, you have to discuss this with us first. Please make a CS, but instead of posting it, DM it to The Jenkins Curse (the GM).
  3. Your OC cannot be a neko in any interpretation, seriously guys. Why do I have to add this.
  4. Your OC's abilities, if any, should not be OP and must be discussed with GM and Co-GM.
  5. Your human can be biologically altered! Just nothing OP.
  6. You want a tragic backstory, GO FOR IT, but don’t make it intersect with another player’s backstory unless you talk with them, and us, first.
  7. No characters or players under the age of 18.
  8. Use the format for CS provided (you can make moderations to it as you see fit).
  9. See the game rules before posting. By posting, you agree to these rules.
  10. Your CS may be rejected for any reason the GM and Co-GM deem reasonable. We don’t have to let you modify it if we do not want to.
  11. This is a high-interaction RP. Make your character interactable. If it is a character that will spend all day in the corner of their room, they will not see much interaction and will probably barely be active in the roleplay. If this is how we read your CS, we will ask you to change it.

Long story short, if you have a question, DM me!

And for geographical information, here is the map to be used. Feel free to discuss with me the details of where your character originates from!
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NAME
Nickname/Titles

APPEARANCE
(Include a picture if possible and a description. Pictures cannot be anime)
Age:
Gender:
Height:
Weight:
Build:
Physical peculiarities:

PERSONALITY
(One paragraph min.)

SKILLS
(One paragraph min. + general “role” in the group)
(you may leave parts out if you discuss it with the GM first)

GEAR
(armor, weaponry, tools. Try not to go overboard)

BACKSTORY
(Two paragraphs minimum. No matter the backstory, ensure that your character’s last location is the city of Port Hemmis in the province of Vace Vail. You can discuss options or reasons with the GM if needed!)
(You can leave parts out if you discuss it with GM first)​
 
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Lera Heloys
Servant of Lynn

APPEARANCE
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Lera has a perpetually pondering expression, usually hidden beneath a mess of hair that's loosely gathered into a ponytail or a bun. Only on rare occasions when needing to be presentable to a higher officer or nobility does she take care in perfecting the strands of dark hair usually framing her face. She has a rather average build compared to a common soldier, physically fit if perhaps a bit lithe. Still, even with her small stature, Lera is one to give everything in a fight, often surprising her opponents. When not geared up for battle, Lera wears a simple, mildly detailed red tunic with dark pants tucked into her cavalry boots.

Age: 26
Gender: Female
Height: 5’-4” (162.56 cm)
Weight: 130 lbs. (58.96 kg)
Build: Average
Physical peculiarities: Lera has a scar from her bottom lip to down below her chin, and light burn marks up her right hand.

PERSONALITY
Lera has always been fiercely loyal to the Primarchy of Praetum, and has a long list of service under the royal crown. From being a guard at Grand Primarch Aunslas II’s stronghold, to riding out to the frontlines in the never ending war with Ykrum, to the scorched lands of Emberwood; Heloys is, first and foremost, a soldier. Such time has caused Lera to lose sight of who she was before enlisting. A once free and unstoppable spirit shackled to order and discipline. Lera is known for her friendly antics behind a rather emotionless expression. She also possesses great care for those caught in misfortune outside their means of control, and sometimes may even break her precious lawbook to spare or assist those in need, even if punishment is a guarantee.

SKILLS
Lera is a frontline infantryman, deadly with a sword or an axe in close range. She’s honed her skills with various weaponry, but her favorite and best is the sword and shield. Despite her small stature, Heloys excels at using her lithe frame to avoid incoming attacks and return a surprising amount of force with her swings. Lera is also known for her leadership skills. If no one is in charge, Lera is usually pulling the strings in no time. Her experience in battle also gives her a keen eye for strategy, though it was never a focus of her career. Lastly, Lera has a faint understanding of magic and wields it in dire circumstances. Though, she’s apt to hurt herself or her comrades just as easily as the enemy with her unrefined skill. The only tomes she’s become familiar with are the rare skills of storm magic, usually tending to lightning as her primary option. She possesses a few more, equally unhoned magic spells with little to no chance of being effective in her current state.

GEAR
Lera is nearly always outfitted with a common soldier’s kit; a chainmail hauberk, draped with a tabard of red and black house colors, a standard spangenhelm with faceplate, a set of leather bracers, and heavy cavalry boots she stole from an Ykrumic scout. For weaponry, Lera possesses an arming sword with a large kite shield. The shield has been sharpened on its bottom edge for extra fighting potential, a field adaptation made by Lera herself. As a backup for shielded and heavily armored foes, she has a one handed axe at her hip most of the time. Other than this, Heloys has a standard knife and a wicker & pitch torch.

BACKSTORY
Lera was born in the autumn of 944 to loving peasant parents Ilsa and Roderick in the village of Greywillow, a few kilometers Southeast from Tophold. It was a quiet, rugged town nestled at the foot of Grahrm Peak, a famous member of the Umbral Mountains. In its shadow, Lera found a peaceful life growing up on her parents homestead, tending to livestock and helping her father till the fields. She lived for the exciting moments when people from all over Praetum would pass to make their way to Grahrm Peak, for a holy festival celebrating the harvest gods. Chiefly, the Heloys daughter found herself enraptured when the stately, royal carriage of Grand Primarch Federen III would pass each year. The noble King even began making a point to stop and visit the passionate girl in the later years after seeing her decorative work welcoming his return each autumn. They’d share only a brief exchange, but it was a divine encounter each time for Lera. She even became rather famous for her lively floral designs that allured all who passed through humble Greywillow.

When the passionate girl reached 16, and another year of the harvest festival occurred, Grand Primarch Federen III offered her a place at his palace in Brimwough, after many years of Lera swearing fealty (in jest) to Federen III. The Heloys daughter accepted immediately, and wished her parents luck on their farm. They were saddened by her absence but loved the career life she had already begun for herself. Lera trained hard through the year of training it took for her to become eligible to join Federen III’s personal guard. The King himself approved of her fast track through the program, seeing great military service in her future. Although never becoming more than respected acquaintances, Federen III would go on to be a grand supporter of Lera’s career. With this at her back, she was able to follow whatever path she wished to in all of Praetum.

Unfortunately, Grand Primarch Federen III died shortly after her enlistment into the guard. While not concrete, his death was ruled as accidental poisoning due to rotten food grain, combined with an outbreak of the Crean Flu that Federen III contracted. Lera always had a fleeting feeling in her gut that Federen III hadn’t died of such accidental mishaps and a coincidental flu, though she never voiced her opinions. When Aunslas II took reign of Praetum, Lera still felt a deep pride in her military service, but had no care for protecting a king she had no personal relationship or care for. She requested to be moved to the front lines of the ongoing war with Ykrum, which was approved quickly. She set out and saw many battles unfold, narrowly surviving some of the more dire ones.

Then the uprising to the south began, with the Culling of the Archons. Lera’s company was sent south to quell the rebellion, but what was thought to be a small uprising turned out to be a full scale civil war. She fought for months in the smoke-filled cities and countryside of the province of Primlow, which eventually became known as Emberwood. Here, Lera earned her leadership role after her commanding officer was killed. She took control of the company, steered the unit from certain demise, and underwent several battles before reinforcements came and relieved her of her command. After a few more weeks of fighting, her unit was pulled back following a string of defeats that ensured Emberwood would not be retaken anytime soon.

Now, Lera Heloys, a decorated war veteran and soldier, resides at Port Hemmis in the province of Vace Vail to the Northwest with the rest of her unit. Sightings of strange, foreign ships near the shores of the Crivess Gulf spurred Grand Primarch Aunslas II to provide a temporary detachment to the provincial capital.​
 
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Hazm al-Qasi
Holy Harbinger
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Age
49

Gender
Male (he/him)

Height
6’0

Weight
150 lbs

Build
Hazm is thinner than would be healthy for his height, leading him to appear somewhat gaunt.

Sexuality
Pansexual; he doesn't play favorites.

Other Physical Attributes
Hazm has darker skin and hair than most in Praetum due to his Ykrumian heritage.
Hazm is partially blind in his right eye.
Hazm has a few noticeable burn scars around his eyes, though they've faded with time. The burn scars on the rest of his body, of which there are quite a few, all appear to be more fresh.
There are self-inflicted scars across his body. While teaching himself Holy healing magic, he would stab himself and try to heal it for higher stakes and, in his mind, faster learning.


PERSONALITY
Hazm is a slippery bastard. He knows how to use his appearance as a man of the cloth to learn secrets in spite of his heritage, access people at their most vulnerable, and slip in and out of most buildings and borders undetected and unbothered. In conversation, he seems pleasant enough, if a bit sarcastic for a monk, but his pleasantries are one of the many masks he has built for himself to wear.

He's bigoted and prejudiced against those following different faiths than him and most Praetumian's. Even so, his first thought in a conversation is to put up a kind façade as he analyzes whoever he's speaking with to best present himself to them. Though, with his drinking and his bigotry, that mask often slips. Outside of his religious devotion, his loyalty to the Achaemisid Throne, and his anger, he struggles to define who he actually is. He can't help but defensively fear whatever sparks of genuine human connection haven't withered away into dust. After all, a base sinner such as he is not worthy of devotion or loyalty.

SKILLS
Hazm is a devout monk, but one also trained in the ways of discreet elimination. He’s quick witted and a master manipulator, even in spite of his anger. His proficiency in Holy Magic, which he learned through his religious practice, comes in handy more often than it doesn’t. Though frowned upon in Ykrum, with some going so far as to assert its existence blasphemous, Hazm has learned to manipulate Holy Magic to be able to kill with divine power.

GEAR
Hazm is dressed fairly simply, though not as simply as most monks. Aside from his off-white, hooded robes, which he wears over all armor, the most interesting aspect of his gear would be his jewelry. Hazm has numerous piercings in his ears with various gems infused with divine power which he never takes off. He also wears a necklace adorned with an ornate sun, crescent moon, and fiery star, symbols of Ykrum’s religion.

Despite being a self-purported “man of peace,” Hazm is proficient with and carries knives and a bo staff. He is also well versed in the scavenging, brewing, and delivering of poisons, many of which he also carries with him under his robes.

BACKSTORY (things intentionally withheld with GM approval)
Hazm al-Qasi was born in Ykrum as minor Achaemisid royalty. He forsook his nobility for a life of piety in devotion to the Stars. Such devout loyalty turned vengeful with time, and Hazm became a holy assassin, self-appointed, who took it upon himself to bring the Stars' retribution upon sinners, heretics, and apostates.​
 
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Daniel Kearney
The Monster Hunter

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APPEARANCE
Daniel has dirty blond hair and green eyes and is typically clean shaven. He does look younger than the portrait shows.
Appearance age: 29
Gender: Male
Height: 6'1"
Weight: ~250lbs
Build: A Brick Wall Would Be Envious
Physical peculiarities: Scar through is left eyebrow and his hands are covered in small scars. He always wears a scarf.

PERSONALITY
Danny is laid back for a guy carrying a great-axe. He's kind, charismatic, and painfully practical, with seemingly no sense of self-preservation at all. One of his favorite activities is getting buzzed on mead and picking fights with any other bar patron who's causing trouble. His priorities are slightly askew: some call him the worst bounty hunter who ever lived for his preference of bringing in targets alive (if at all), and some call him an angel for that same reason. He's very slow to anger but once he's at that point it's over, as that axe on his back is not for show.

SKILLS
Danny was a lumberjack and carpenter before becoming a bounty hunter, and he hasn't lost any of the strength from his trade. There's few things in this world he can't move, whether it's by being convincing, being Stronger Than It, or being totally willing to recklessly jerry-rig whatever is needed to make it move. He's fantastic with the greataxe on his back, though his preference is to use his kite shield and hatchets. He's particularly skilled in killing monsters, and has had experience travelling through most countries.
Role: Tank/Damage/Minor Heals

GEAR​
Danny always wears his roughed up, patched together armor most of the time. It's partly plate, mostly splint, and patches of chainmail. An ancient symbol is on his left shoulder piece. When he's not in armor he's usually in a black long-sleeve shirt, and he almost always wears his heavy green full-circle wool cloak. Danny always wears a green scarf with yellow and cream threads through it. He carries a great-axe on his back, a kite shield, and two hatchets on his hips.

BACKSTORY
Daniel was born in Praetum to a missionary and his healer wife. His father left to travel to the nearest town when Daniel was 14 and never returned, suspected to have been killed by a monster. Daniel took up his father's hobby of carpentry to keep money coming in and became a lumberjack when he was old enough. He took great pride in his woodworking skills, crafting gorgeous wooden jewelry and tools.
For the past 7 years, Daniel has been travelling the continent with no real goal except helping wherever possible. Initially he joined in in fighting rings (some legal and some not) whenever he needed the money, but he hasn't been in that situation in a while now. He takes on jobs as a bounty hunter often, and has been sought out for his experience dealing with cults. Not all jobs go to plan of course, and that combined with his penchant for starting (and finishing) bar fights means there are now towns he cannot step foot in without being chased out.
 
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Maldorn the Mystical WandererMaldorn Portrait.png

Age: 100+
Gender: Male
Height: 173cm/5'8"
Weight: 83kg/183lb
Build: Average, short and exceedingly normal.
Physical peculiarities: Slightly hunched, walks with a barely noticeable limp on his left leg. Has an alarming number of scars all over his body (face excluded), though these are always covered by clothes.

PERSONALITY
Perceived by most as quirky, odd and somewhat peculiar Maldorn seem to speak without a filter most of the time. Even so his words tend to carry a certain aura with them with most people waving him off as a "loony old man" than as someone rude or uncultured. Maldorn is quick to laugh- the type of genuine, deep and hearty laughter that makes people smile- and he always has a tale or two resting on his tongue.

SKILLS
Proficient in the art of waving either a cane or a staff around, Maldorn's apparent old and frail physical form betray his unnaturally quick reflexes and more than one overly ambitious pickpocket and outlaw have found themselves being smacked on their head by this seemingly harmless and dim-witted old man.

Aside from tale-cracking, cane-smacking and dry-rhyming Maldorn does seem to possess some ability to alter his own physical speed as he has been witnessed performing card tricks in front of crowds.

GEAR
Long layered robes with a hood, all in worn condition, a simplistic wandering staff with an odd seam at the middle, one worn and repeatedly patched leather satchel, a flute and a silver necklace with an idol on it that has been wrapped in tattered cloth by Maldorn, preventing anyone from identifying it.

BACKSTORY
Many a man and woman dream of long healthy lives, as did Maldorn once. These days the voice that once accompanied him throughout his journey resemble a mere echo whereas the brothers he once pledged his allegiance to have all been buried or lost to time itself. His mission should have ended centuries ago but yet he remain here, rewarded with exploring the fruits of his and his brothers sacrifice those many lifetimes ago.

Even the most zealous has their limits though and Maldorn is no different. What is life without purpose? Perhaps it is time for Maldorn, the Man of a Hundred Tales, to quest for peace? Perhaps it is time to rest?

At least, those were the thoughts that had plagued the old man right before his pendant uttered a whisper- breaking nearly a millennia of silence.
 
Nyota (Ota) Priestly
"The messenger"

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An unassuming woman at first glance, Nyota is quite a mystery- and a bit of an oddball- underneath. Typically wearing in a long green cloak and hood, all that's mostly seen is her piercing green eyes, sharp features and a careful smile. Her skin is a soft pale harboring many wounds with a tale behind each. Her hair is long and white but is never seen unless she is not on the job. As she puts it, it's easier to keep it in braided buns for style and convenience. Her figure is lithe and slightly muscled from her treks across lands. Nyota is also often barefoot, believing that staying close with nature will keep her from serious harm.

Age: 23 y/o
Gender: Female (She/ Her)
Height: 5'5"
Weight: 128 lbs.
Build: Athletic
Physical peculiarities: Aside from the many scars and wrapped wounds, Nyota was born with an ear defect, causing it to be folded oddly and limiting her hearing severely on her right side.

Personality:

Nyota is extremely superstitious. Not favoring herself a religious person, she is instead more spiritual. This causes her to carry all sorts of miscellaneous items such as feathers, carvings made of antlers, leaves, flower petals and sometimes even cooking condiments. No matter where she is or what she's doing, if she believes there is a reason to secure a situation with good vibes she will do so. She was not always like this however. Once she started traveling into more dangerous areas with active war zones, desperate beggars and lying thieves she began looking for a higher power to guide her to safety.

Priestly also has a soft spot for warriors and animals. Her owl companion, Nona, is considered her closest friend. She makes it a point to use her limited medical skills to help those on the battlefield or simply tired and/ or wounded travelers and animals along her journeys. She has a caring heart which is often hard to see past her peculiarities and sharp tongue. Around those she is close to she is often sarcastic and is not afraid to speak her mind on beliefs she holds close. Anyone who tries to belittle her job is surely in for an earful.

Skills:

  • Not a doctor but plays one on T.V. Limited medical knowledge. Need a broken nose fixed or an open wound threaded up? She's your gal.
  • Light footed and perceptive. Her time delivering messages has granted her the ability to stay alert.
  • Can speak to Nona through gestures and whistles.
Gear:
A satchel full of food, water, letters and miscellaneous items
Medical kit with basic necessities
Sickles in case she needs to beat someone up (Which is rarely an option for her. Why fight if you can run away?)

Backstory:
Nyota was born in Keafield, Launce to two loving, peasant parents. Although they weren't close to nobility, it wasn't to say they weren't well off. Her father worked in the inner city as an architect, growing the already booming city while her mother worked as a seamstress, being able to work from home and take care of her. They had quite the normal life and everything seemed dandy until, you guessed it, nothing was dandy anymore. As the war grew and many died the need for warriors was strong, and Priestly's father was chosen to fight. Once he left her mother became ill, seemingly due to the stress of caring for Nyota and worrying about her husband. Nyota herself was 16 at the time, and suddenly the role was reversed. She watched over her ailing mother while desperately trying to save what money they had left.

Three years later the news came back that her father had abandoned post and fled the battlefield. He was deemed a coward to everyone who knew him, except for Nyota and her mother. Something about the news struck them both as odd. It wasn't like him. And if he had run away as they said, he certainly wouldn't have abandoned them. With a newfound sadness and uneasiness about the situation, along with money running low, she made it her duty to find a job that would allow her to travel the land in search of him. She believes with her whole heart that he is alive, somewhere, and that it's her job to save him. She has now been a messenger for four years, sending money back to her mother to help with living while on her journey.
 
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NAME
Dahlia "Dal" Verne

APPEARANCE
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Age: 28
Gender: Female
Height: 5'10''
Weight: 145 lbs
Build: Though standing slightly taller than average, Dal is not particularly athletic, besides having the stamina of someone who often travels long distances on foot. She takes care to maintain careful posture, more out of necessity (in an attempt to keep herself from spending too many late nights hunched over books) than vanity. Because of this, she can often appear uptight at first meeting, but she is more physically relaxed when around people she knows.
Physical peculiarities: Dal has a sleeve tattoo on her left arm in the shape of an elaborate grapevine, with the "fruit" taking the form of reflections of her various accomplishments.

PERSONALITY
Dal loves people. Unfortunately, she loves them like a bug collector might love a butterfly.
There's an intense friendliness to Dal's demeanor, one that's focused, but not gushing. She's always happy to meet new people and hear about their experiences, interjecting occasionally with a piercing question. Those under her interrogating notice may feel flattered by the attention, but also a bit exposed or even uncomfortable. Some have even accused her of being exploitative, encouraging people she barely knows to give up deeply rooted secrets and memories for her records. And truth be told, she herself wonders the same thing.

But it's not as if Dal is intentionally malicious or even uncaring. An attentive eye can catch cracks in her eager persona when it comes to topics of deep tragedy or injustice. And in her most private moments, she mourns for those who have shared their broken hearts with her. If only she could muster up the courage to mourn with them.

SKILLS
(Role: Support caster)
Dal is a trained anthropological researcher, specializing in interviewing and observation. Because of this, she's usually very good at telling when the average person is lying, and quite skilled at employing a bit of manipulation herself.

As an elf, she enjoys some innate arcane ability, and has spent years studying Frost Magic. However, she often refuses to directly harm others, preferring instead to immobilize her foes or block their attacks — though she has fewer qualms about helping her allies deliver killing blows in self-defense.

GEAR
Dal wears a combination of robes and leather armor, both suitable for long-term travel. She carries a shortsword with her, which is more for show than for actual threat, but her main weapon is the staff she carries with her as an arcana catalyst. She also has a few sapphires she keeps on hand, infused with spells, to use in a pinch, though she only uses them as a last resort.

BACKSTORY

Dahlia Verne was born to an elvish Ykrum family of some small nobility but a fair deal of inherited farmland. But as Dal grew up learning agricultural administration, letters and how to make nice at country parties, the Vernes suddenly found their services in high demand by the ruling elite — and with that attention, a surge of money and influence.

Dal, the Vernes' oldest child and by far their most inquisitive, was sent to a respectable academy as a young adult, with her parents hoping she could help enshrine the family's newfound status and satisfy her own aching curiosities. She was a natural student, becoming a capable mage specializing in Frost Magic. But Dal considered her arcane studies secondary to her love of history and archival work. Over the several years she spent at the academy, Dal found herself among a movement of researchers seeking to capture the nuance of modern life by gathering firsthand accounts of current events — a profession that appealed to her almost compulsive need to soak up information from those around her.

But Dal's journeys to war-torn lands — especially those that once belonged to Amkaor, Ykrum's neighbor to the north — had a profound and not entirely positive effect on her. She'd always been a bit intense, but after she returned from her first tour her friendliness seemed more strained, almost clinical, and even her colleagues had the discomforting sense that she was prying too eagerly into their thoughts and behaviors. The changes manifested in other ways, too. Dal stopped studying offensive spells, and her summer visits to her family's estate ceased.

Still, no one thought too much of it. Everyone had their own way of chronicling tragic events, and Dal's productivity never waned. Her latest tour has her visiting Vace Vail in Praetum, to the south. Hopefully, this one will be less eventful than the last.​
 
Odette d'Fourche
The Witch of Fourche

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Age: 19
Gender: female
Height: 5’5’’
Weight: 140
Build: slight and delicate like a strong enough gust of wind could carry her off
Physical peculiarities: Burn scars on the palms of her hands

PERSONALITY
Odette has learned to be guarded with strangers, and she can be a very paranoid person, but it can be surprisingly easy to earn her trust in the right circumstances. Her delusions of grandeur only become apparent to those who get to know her, as she believes herself to be chosen by the gods for a higher purpose. Others find her to be strange, but usually in an endearing way. Her life of poverty has caused her to be industrious and good at improvising.
SKILLS
Odette is an herbal healer, and though she is not the most knowledgeable, she has a natural inclination for the craft. She has learned some healing spells and a bit of fire magic second hand, but she has difficulty controlling them, so she doesn’t use them often. In her dreams, and sometimes during the day, she hears voices that warn her of other’s foul intentions or of future danger, but they are only accurate about half the time.
Role: Healer/Seer
GEAR
Odette carries a small dagger for self defense, but not much else.

BACKSTORY
Odette is born in a small village called Fourche in Launce, to a butcher, Pierre and his wife, Agnes, the village herbalist, who provided herbal remedies and advice to the village for a small fee. From as young as 4, Odette has showed an affinity for her mother's herbs, and Agnes treats her like an apprentice, imparting the knowledge that has been passed down through the women of their family for generations.

For her whole life, Odette has suffered from vivid and troubling dreams. Strange voices speak to her at ear-splitting volume, giving her instructions and telling her who she should and shouldn’t trust. Sometimes the voices are accompanied by strange visions of objects and beings her mind can’t comprehend. Sometimes the voices leak into the daytime, whispering warnings of danger that occasionally turn out to be accurate. Sometimes they disappear altogether for weeks at a time, only to return as if nothing happened. She mostly tries to ignore them, but finds herself following their instructions every so often anyway.

When Odette is 10, Pierre dies of disease, and Agnes loses the villagers' trust, as they are of the opinion that if she can't even cure her husband, she must be a fraud. Odette and her mother suffer in poverty for half a year, before Agnes, weakened by malnourishment, succumbs to sickness as well. Odette, now orphaned at only 11 years old, regains the villagers' trust by claiming she has been spared by the Angels, who shield her from disease and whisper the secrets of healing in her ear at night. She takes over her mother's role as an herbalist, and the villagers make sure she is well fed, lest the Angels strike them down.

When Odette is 12, she meets Hazm, and the two form an unlikely friendship. Hazm tells her that the voices in her dreams are the gods of Ykram, the Stars, and that they speak to her because she has been chosen for a higher purpose. Odette believes him, and begins to trust her voices, but that belief causes the village of Fourche to label her a heretic witch and drive her away with threats of burning her on a holy pyre.

Odette and Hazm travel together for years, and he trains her in some basic healing and fire magic in exchange for her herbal healing knowledge. All this time, Odette's voices have been telling her not to trust Hazm; sometimes cryptically and quietly in confusing dreams, other times loud and clear in the middle of the day, booming like desperate screams for help. Hazm has become something of a father figure for Odette -- despite his flaws and bouts of coldness towards her, he has taught her how to read, and the safest way to conceal a dagger in her clothing, and so she ignores the voices when they speak this way about him.

This lasts until she turns 16, when the voices tell her, as plainly as they have ever spoken, that Hazm is going to kill her. She awakens from a dream where she saw it happen -- his knife at her thoat, a smile on his lips -- and walks away then and there, carrying nothing with her but her bedroll and her dagger. Ever since, she has been following the Stars, wandering wherever the voices tell her to go.
 
Eilonwyn "Winnie" Isolda (eh-lonn-wyn)
Forest Fey
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Winnie is a bit on the smaller side. Her features are very delicate, often having people mistake her for being younger than she actually is. She often wears her hair in a half up half down style.

Age: 23
Gender: Female

  • Height:
    • 5’3 (160 cm)
  • Weight:
    • 104 lbs (47.17 kg)
  • Build:
    • Lithe
Physical peculiarities:
  • Winnie has a burn scar across her hands from an accident when she was younger.

Personality:
Being the youngest of three brothers, Eilonwyn developed a carefree and spirited attitude. She strives to see the good in everyone, and has been guilty of giving the undeserving second, and even third chances. Her carefree nature has proven more troublesome then she would like to admit, as she doesn't tend to think things through before acting. Despite being knowledgeable in medicines, Winnie trends to forget the simpler things, like that she has to take care of herself too. As a result of this she puts everyone around her first and foremost, while preferring to put her own needs second or third.

Eilonwyn has a bad habit of choosing to ignore problems until the last minute, which in turn puts her in a lot of stress. When under a lot of stress, Winnie will begin pacing until she is able to calm down enough to think straight. If she is in an area she is unfamiliar with, Winnie does have the tendency to become anxious, also when there is conflict. Though she tries her best to put on a brave face in front of people.

  • SKILLS

    • She is very very knowledgeable in natural medicines and remedies. Is aware of what plants do what, and often carries around homemade medicines.
    • Since she is a forest fey, Winnie is extremely in tune with everything the nature around her. She knows when to hush hush and listen.
    • Winnie is an amazing navigator so long as it is not in cities.

  • GEAR (Winnie is a simple girlie <3)

    • She carries around a small leather-bound notebook to record and keep track of recipes and who needs what.
    • A bag of herbs, potions, medicine, etc.
    • Would you believe I had a third thing but forgot it? I'll add it when I remember
  • Role
    • Healer/Support


BACKSTORY
Born among a small fey community tucked into the forests of Ykrum, Eilonwyn spent much of her early years learning her purpose in life. As a fey in the spring court, her job was simple; take care of the forests around her. As she grew older, Eilonwyn stepped into her role in the community without much questions. Eilonwyn tried her hardest to be “perfect” going as far as to always attend court meetings.The political structure of the courts always bored her, though she would never dare say anything to anyone.

Eilonwyn soon grew very interested in the practice of medicines. Being a spring fey had proven to have quite a few advantages as she already knew the plants that would be beneficial to treating certain injuries. Winnie took it a step further, choosing to learn how to create her homemade potions to treat symptoms of colds or to relieve pain. More often than not she would wander into the town on the outskirts of the forest to sell her remedies.


It was one day out in the town that Eilonwyn decided she wanted to leave her small community and explore more of the world, much to everyone's dismay. The older fey were convinced Winnie lacked the skill to survive longer than a few days on her own, being as young and naïve as she was. With the talk spreading amongst the forest, Winnie decided now was as good of a time as any to pack her things and go. After a hurried goodbye, the young fey left her home.

She would make her destination Port Hemmis, providing help to those who needed her along the way.
 
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TAIWO SOHRAB
(TY-woe so-RAHB) - goes by Sohrab
His name means ‘[Experience] life’s red hot water.’

— The Crook of the Catacombs —

APPEARANCESohrab Poster1.png
Description: There are two modes one may see Sohrab in: fighting mode and casual mode. Fighting mode sees Sohrab don a skull mask complete with horns, in order to provide both face protection and an intimidating silhouette. For further intimidation and protection, he has the skull of a ram functioning as a pauldron on his left shoulder; his right shoulder is bare. The rest of his gear is lightweight, including a tabard and an apron with a large pocket. A ragged cloak adorns his back, frayed at the edges through years of use. When fighting, Sohrab spreads dirt or blood on his face to increase his intimidation abilities. Without the mask, it is clear Sohrab has quite an orcish face, but not an unkind visage. His hair has never been cut, due to specific cultural customs, and is woven into twists which he ties at the back of his head. Some twists have been died with a bone paste, and others with a rare blue pigment. His eyes have an animalistic nature, with a dark sclera broken only by the blue iris.

Age: 35
Gender: Male (he/him)
Height: 5’5” (166cm)
Weight: 90kg (200lbs)
Nationality: Amkaorian from the Grimm Mountains; orc.
Religion: Prehlaamism - an influential background to his life, but he is not fanatical.
Build: Small but dense. In fairly good shape but with a little podge on the tum, hips and bum.
Physical peculiarities: Much smaller than one would expect for an orc, so if one cannot see his face or skin easily, one would probably assume him human. Additionally, he lacks the jutting jaw commonly associated with orcish blood, though this is thought to be due to him being the runt. However, his dense arm and leg muscles more than prove his heritage.

PERSONALITY
If you were to meet Sohrab in a public house or in a market square, you might be a little confused about what to make of him. He was brought up well, and due to being the youngest in his family, was taught to have extreme respect for strangers. You might even think he’s a bit naïve despite his age, since he has a friendly demeanour. His ram-skull pauldron is really the only oddity one might notice upon sitting at a bar with him. Speaking to him for a while might reveal a few topics he likes to circle back to, but otherwise he has decent charisma. He is generous and even altruistic, though due to his own tendencies for larceny, has a paranoia of others trying to steal from him. It is pretty evident there is something odd about him though… perhaps he holds your gaze too long, or leaves a longer pause than you would like in a conversation, or laughs a little too loud for the joke you made.

In terms of hobbies, he enjoys a pub game or a round at some physical sport on occasion, though tends to avoid large groups – the larger the group, the higher the likelihood someone knows he’s a wanted man. If he pines for a good rough game of sport, he might disguise himself, stashing his usual gear in a drop-point and altering his hairstyle, even resorting to growing out or shaving his facial hair, but this is a rarity.

Being an orc, he of course needs a protein-heavy diet, but he favours the crisp freshness of vegetation and roughage. This is due to him having worked with bodies for a long time, so meat is less of a preference and more of a chore for him to eat.

SKILLS
Role: Martial class. Stealth tactics and dexterity fighting, flanking and surprise attacks. Intimidation and city know-how.
Description: Sohrab is not practiced in any form of magic. Instead, his life revolves around his abilities of stealth and cunning, quick decision making and taking a few bold risks. He learned to fight out of necessity, adopting back-alley techniques rather than honourable fighting styles. He fights with twin blades, or with his crowbar if a bludgeoning attack is required. He is used to fighting alone but knows the power of distraction, so would fight well alongside others. Morally, he is certainly a discrepancy even from the usual delinquent rogue: he has no issue with brutal fighting, even against an opponent that is mostly powerless, and his usual locations for theft, along with his prizes, are… well, we’ll come to that. He is not a complete monster though and follows his own code rigidly. He won’t initiate fights in a calm environment, and nor will he try to steal from someone who has little. He relies on intimidation more than lying.
The Returned: Due to his experiences in crypts, and the very occasional robbing of a battlefield, Sohrab has come face-to-face with the Returned before. He is moderately experienced in dealing with them.

GEARSohrab.PNG
Weaponry
• Two blades built into carved bone gauntlets which allow the wielder to duel-wield as if they are punching or swiping their fists. The hand is occupied by a solid leather strap while fighting with these. The gauntlets, properly positioned, can provide defence akin to a small shield.

• A crowbar. This heavy specialised iron rod is worn and often-used. It can be wielded as a bludgeoning weapon but this is not Sohrab’s preference. If he finds himself threatened and does not have time to equip his forearm blades, he will resort to two-handing the crowbar, throwing his body weight into swings.

Armour
• A padded tabard adorns Sohrab’s top half. It is well-maintained since it is Sohrab’s main defensive item. He has a feathered shoulder shrug atop a black cloak layered on it.

• Ram skull. This sits on his left shoulder. It has been integrated into the black cloak via the leather strap. When defending, he will turn this shoulder to the enemy.

Miscellaneous
• A scroll. The scroll is non-magical. It lists numerous types of funeral rites in accordance to different cultures, needs and social classes. It is written in a neat gothic script where letters are only half a centimetre tall.

• Various… prizes. Built into his tabard is a pocket which Sohrab uses to store his prizes. Naturally, he has many other hiding places on his person, but the large front pocket houses his biggest finds.

• Vials of dirt and blood. Sohrab uses these materials as warpaint before a battle, smearing both onto his face and skull mask.

BACKSTORY
Being the youngest of three children, and also the runt, Sohrab was taught the less desired skills. One of these responsibilities eventually became dealing with the bodies of the dead. In a community where the Prehlaam religion was a strong influence, the businesses of death demanded hard work from many people. Sohrab learned a multitude of techniques used at different times: common folk were disposed of by cremation, then their bones being added to a mass crypt. Important bodies were entombed in family crypts. If a crypt could not be warded against the Returned, it would be maintained by more physical means. Naturally, an important body would bring with it certain luxuries presumed to follow the dead into the next life. Instead of Twigs to Mend the Oar placed inside burned skulls, the rich rotted quietly in their best clothes, often with expensive objects in their pockets to pay their way in the next world. Due to such close proximity to the important dead and their objects, Sohrab’s morals began twisting around into permanent justifications for certain actions.

Does this minor noble need carbuncles in her pockets? Is the robe worn by this gent going to serve him against the cold of death? Are the status rings on this dead maiden’s hand going to mean anything in the culture of the Beyond?

Stealing things of monetary value is one thing, but once Sohrab started on the path he began exploring other possibilities. He took bones from the crypts of the commoners, crafting them into whatever he needed. He could craft handles from long bones, create protective plates from dense bones in the cranium and grind soft bones with acids to make dyes. He didn’t need to go hunting for a goat for large bones when he had immediate access to a glorified store cupboard.

Sohrab found uses for organs too. Given he had trained to prepare the dead for burial or cremation, Sohrab had ample opportunity to learn how to remove certain organs. Livers and spleens could be sold to grisly alchemists, blood to leech-doctors, brains to curious scientists and hearts to mages of the darker magical crafts. He would often take a few things before he'd worked out a use, simply following Prehlaam teachings about 'acting now, before tomorrow.'

But this kind of action brings infamy after a while, and when it became too much, at age 27 Sohrab fled the country. He has been living on the edge of the law ever since, breaking into crypts first across Ykrum and then into Praetum to fund either his lifestyle with money, gems, expensive clothing or valuable objects, or to feed his habit of bone- and organ-collecting.

He has wound up at Port Hemmis the same way he winds up everywhere: he ran away from somewhere else. He has racked up quite a reputation amongst those who follow the law closely because of his little hobby, incurring a bounty of 110 rueturns. Approach with caution.
 
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Liathana
The Bear of Volhol



APPEARANCE
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Liathana has long dark brown hair and gray-green eyes that, more often than not, have a perpetual steely glint to them. On most occasions, she wears her hair in a braid that ends up falling over one of her shoulders. On the rare occasion that she is not prepared for combat, she typically wears a forest green tunic, lighter pants, and a cloak lined with furs.


Age: 148
Gender: Female (she/her pronouns)
Height: 5’ 10”
Weight: 164 lbs.
Build: Would make for an excellent powerlifter
Physical peculiarities: Pointed ears, flawless skin.


PERSONALITY

If Liathana had to be boiled down to bare basics of who she is, she is someone who maintains a strong sense of justice for those suffering at the hands of others. Beyond that, she has quite the sarcastic streak, though most of it is laced with good humor. Despite the ferocity in her eyes and actions in combat, she is kind to others (she’s particularly fond of children) and is sympathetic to the plight of others. However, she’s not always the most patient, and can be quite quick to alter her opinion of someone based on their actions. For those that remain in her good graces, she is very loyal and will be the first to defend them and avenge any wrongs done to them. For those that do not, they should pray that they do not need to face her on the field of battle, as there is little that would be able to preserve their life.



SKILLS

When it comes to combat, Liathana has trained in a wide array of weaponry and even hand-to-hand. Her favorite, however, is the sword (most often opting for a two-handed approach rather than picking up a shield). If she was ever in a situation where a shield was needed, she would prefer to swap her sword for a spear. Thanks to her build, she is quite the force to reckon with in combat in the sheer power behind her strikes. Having operated mostly as a roving warrior, she is quite familiar with the various terrains of Retough and working with people of a variety of backgrounds. As an elf, her healing rate is quite expeditious.
Role: Damage/Tank

GEAR

Armor-wise, Liathana wears a chainmail hauberk, leather bracers, and leather boots outfitted similarly to the bracers. She does own a spangenhelm, though she rarely wears it as a means of trying to limit any damage it takes as repairs can be expensive. As for weapons, Liathana owns a hand and a half sword that she uses as her primary weapon. Otherwise, the only other weapon she carries on her is a standard knife.



BACKSTORY

Born in the wilds of Arsinia not too far from Halsti, Liathana was raised by her elven parents to love, respect, and fear nature in all of its glory. As she and her mother, Elisen, would walk the landscape, she would hear stories of the various wildlife that shared her homeland and how they interacted with each other. It was from these tales that she came to know of what she saw as the natural order as she would hear and see nature give and take in a perpetual cycle.

While it was her mother who taught her of the cycle, it was her father, Kharis, who taught her the necessary skills to take her place in the cycle. Under her father’s tutelage, she became quite skilled with a sword as her first weapon. She later would go on to learn how to wield a spear and shield, as well as grappling and other hand-to-hand techniques. Of course, these were mostly providing her means to defending herself should anyone or anything make an attempt at her life. Many of her days with her father were spent setting traps, hunting game, fishing, trading goods, and overall chatting with the wider community of Halsti.
As she grew older, she started to feel more and more restless. However, it wasn’t until she was about 25 and there was a mass slaying of the local hare population by a monster that she had found a purpose to strive for. After hearing about the events, she offered her services to the community as she was a rather skilled fighter by this point in her life. The community accepted as she did not actually ask for anything in return. So, she set off to track the monster and found its den on one of the nearby farms. Luckily for her, it was a den of Harvesters that were the culprits and she was able to dispatch them with little difficulty (the most trouble coming from the number of them). She returned to town with a stained sword and a grin on her face and received a not insignificant amount of gratitude.

She enjoyed the gratitude she received, sure, but what she had most enjoyed was knowing that she was setting the cycle right. It had disturbed her that someone or something could just take so much and affect so many others in a negative way. It was then that she decided that she could do something about that. She set out then, first traveling around Arsinia and then beyond to offer her assistance to any who were suffering due to the greedy actions of another or were being slaughtered senselessly.

She has been doing this for decades now and doesn’t plan on stopping anytime soon as there always seems to be a need for her services. After a year-long visit to her homeland, she found it time to move on again, this time heading to Praetum.​
 

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