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Fantasy Tales of Ayoth CS

T
Created at
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Incomplete

The threads of fate have been weaved into a single line, that spans through the lands of Ayoth, passing through various paths, twisting and turning on different parts.

This is the story of several individuals, and the journey they make.​
Main
Here
OOC
Here
Characters
Here
Lore
Here
Other
Here
Character Sheets & Guidelines
This is the CS thread, which house all submitted character sheets along with the template. This may include plot-relevant NPCs as well. Submitted character sheets will be reviewed in this thread as well, until they are approved.

Approved CSs will receive a like.
 
CS Template
ProfilePlace your character's image (if you have one) here.
Name:
Age:
Gender: Male or female.
Race: If you would like to create a new race, contact me in the OOC so we can discuss about it.
Nationality: The character's nation of origin.
Profession: What do they do for a living? Are they an adventurer? A soldier? A farmer?

Height:
Weight:

Personal DetailsAppearance: Describe how your character looks. If you have an image, this section is optional.
Personality: At least a paragraph.
Backstory: At least a paragraph.

CredentialsCombat Credentials: Describe your character's physical combat capabilities. How does your character fight? With a sword? An axe perhaps? Do they fight recklessly? Do they use dirty tricks like throwing mud? How strong are they?
Magic Credentials: Describe your character's magical capabilities. How does your character use magic? What type of magic do they use? What are the spells they know, and how do they cast them?
Skills: Describe your character's out-of-combat capabilities. Things like knowing how to cook, how to track beasts, etc.

InventoryEquipment: List your equipment here. Weapons, armors, shields, magic tomes, etc. Follow the format: Item name - Item description.
Items: List your character's carried items here. Anything that cannot contribute to combat, and is not equipped by the character should be in this subsection. Same format as above.

ExtraPut your extra stuff here - the character's quotes, theme songs, trivia about them, etc.
 


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[IMG='width:1226px;']https://i.pinimg.com/564x/06/24/eb/0624ebb454e62847e0efb90df0d93d62.jpg[/IMG]Profile
|| Name ||
Celeste Esmerelda

|| Age ||
23

|| Gender ||
Female

|| Race ||
Human

|| Nationality ||
Celeste is from the Thorus Kingdom.

|| Profession ||
Captain of a Pirate Ship
Celeste ventures the seas and oceans in search of treasure and new land. Although she spends most of her time on her ship in the water, she can be occasionally be seen on land as well.

|| Height ||
5'4"

|| Weight ||
120 lbs.

Personal Details
|| Appearance ||
Celeste Esmerelda is a charming lady, yet quite scary. She has long, whitish blonde hair that's stylized into a ponytail. Her eyes are a light blue with a hint of silverish grey, and it seems as though light reflects from her eyes like shattered glass. She has fair, pale skin and luscious pink lips that are naturally glossy. Standing at 5'4", she's a mesomorph build. Her posture is completely straight like an aristocrat, and she carries herself with poise and grace. She wears normal, brown pirate attire and a large brown pirate hat with a white feather.
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|| Personality ||
Celeste is a very calm and woman with a great composer. She's a very graceful and poised young woman who carries herself with pride and dignity. Celeste is a very mature person who will never back down from a fight. Even though she's pretty cocky, she lives up to her cockiness. She's very clever and intelligent who seems to know her ways through the seas. Being courageous and bold, she's also very quick and agile. Celeste is also alert around her surroundings, since she has trust issues. Along with being dedicated, she will never give up even with the hardest obstacles thrown her way. Even with these positive traits, she has quite the number of negative ones too. Even though she's very calm, she tends to be cold and ruthless towards others, putting others down in a very tranquil way. She's a selfish woman who cares more about her money than friendship. Being anti-social, she doesn't really make many friends, since she tends to shoo them away due to her creepy behavior. She's pretty rebellious against the government, royalty, and nobility, and believes every word from their mouth is a blunt lie (due to her parents' cruel behavior). Or rather, a truth that's too far stretched. She's a very troublesome girl who's pretty stubborn and will never change her own point of view unless given clear logic and fact and you somehow convince her. Taking away her sarcasm, she's pretty humorless, too. Overall, her character alignment is in between chaotic evil and neutral evil.

|| Backstory ||
Celeste Esmerelda was born to nobility, a silver spoon in her mouth. Although she had both parents, money, and her siblings, she never had the one thing that she desired: love. Her parents were too busy with either work or counting money. They were cruel people who would use their title to their advantage. Slowly, Celeste would start doing obscure things to gain her parents' attention. They would work for only a mere second or a minute, but they would go back to what they were initially doing. Celeste slowly started to become more distant, copying her parents' behaviors. She wouldn't bother her parents anymore, and instead, did her own thing. That was, until her father passed from a carriage accident.

The mother started to drink, and take out her anger and sorrow on her child. The aristocratic family was crumbling to pieces, and Celeste knew that. She felt as though she were the cause of her mother's problems, and hated herself for that. Slowly, her hatred turned to her mother, who hated being a widow and was in search for a wealthy man. Why wouldn't her mother stay independent? Why did she have to take out her anger on the child? Why was she not over father's death already? Celeste heard them argue each night, so why? Or, could she be mourning over the fact that she was a widow now? A realization came over Celeste that her mother was a selfish whore who valued money and men.

And so, unable to take the heat, Celeste decided to run away from home.

Deciding to leave her own home, she packed up things she'd need on her journey. Some extra clothes, food, water, etc. She even packed some money for the journey. Quietly, as she was walking, she noticed her mother passed out from drinking, green amulet in hand. The green amulet was a vey expensive item. It was a gift from her father to her mother. Grinning, Celeste stole the amulet from her mother, believing she could fetch a nice price from it in case her money supply depletes. With the amulet, she quickly ran away for her own freedom from her mother.

When she ran off, she was in the streets for a good amount of weeks. She bought and stole food, and tried to survive. She slept in the streets, lacking a bed or a blanket to keep herself warm. A man walked up to her. He was a man in his mid twenties, and took her in. Celeste's new guardian was a captain of his pirate ship, and her new home was the pirate ship itself. The man needed a new member of the crew, and why not take a girl with emotional issues? He raised Celeste to be a cold-hearted pirate who would do anything for her crew, captain, and treasure.

The man and Celeste grew close. They were simply best friends. Celeste was crowned First Mate, and would take over the ship if that man would not be able to any longer. That was, until one day, when Celeste was eighteen years old, the captain perished in the hands of another notorious pirate in a ship heist. Celeste, determined to take revenge for the man and save the ship, ended up battling the pirate, and killed the pirate once and for all. Celeste had earned the title of Captain and stayed a great captain for five years. Currently, she resides in Truth of the Sea, that man's beloved ship, which is now Celeste's, working as a captain of her pirate crew. She's currently an infamous pirate that many land-dwellers know of. They call her "Ice Heart" due to her cold and rude demeanor.

Credentials
|| Combat Credentials ||
The female pirate fights with her long, silver sword. Her fighting skills are very good, and she's very skillful, since she has practiced and done this a billion times. She fights with poise and grace, as if it were a dance like ballet or some other form of dance. Even though she can be pretty reckless and cocky, she believes that she would always win a battle or duel fairly, and will always fight fair, even if the other person doesn't. She's a skillful and strong fighter, even without her sword. Although she can fight without weapons, she prefers weapons. But if the other person she's battling does not have weapons, she will certainly withdraw her own, and use her own fists to make it a fair fight.

|| Magic Credentials ||
Celeste isn't exactly skilled in magic, for she is human. She hasn't studied it at all. She's ignorant when it comes to magic.

|| Skills ||
Celeste is a very great navigator and she's a very skilled artist. She loves to paint landscapes and portraits and sell them when she isn't out on her adventures. She's a very terrible cook, and can't cook for her dear life, but eats what she makes to survive. She's a great tracker, and had tracked many beasts and treasures in her own life-time. Her decision-making and leadership is the best, and quite known for it.

Inventory
|| Equipment ||
Silver Death - "Silver Death" is her trusty silver pirate cutlass. It's pretty long, about 30 inches in length. The cutlass has a black leather handle with designs carved into the leather, and the cutlass's blade is very sharp and clean. It's blade's color is a graceful silver that shimmers with true beauty. It's sheath is long with black leather and silver designs on it.

|| Items ||
Truth of the Sea - "Captain Esmerelda"'s beloved pirate ship. She cares for it and treasures it like her own child. She wouldn't know what to do with herself if Truth of the Sea went missing, destroyed, or stolen. It was her only friend.

Mother's Amulet - Her green amulet. She always wears this amulet (as seen in her images), and she keeps it with her at all times even if she isn't wearing it. It was stolen out of spite for her mother. Even though she hated her mother... she can't bring herself to destroy or sell the momentum.

Extra
|| Dialogue ||
Talking: Green, Bold.
Thinking: Green, Italic.

|| Quotes ||
"I assume you haven't heard about me... and that's fine. I'll just give you a head start."

"Truth? You believe what your own government says, no matter if it's Truth or Lies, and you believe they're Truth because of your goddamn loyalty."
"Pardon me, but I'm enjoying my wine. I don't have time for such a dumbass."


|| Theme ||
 
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Profile
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Name: Zashizrassa “Zashi” ‘Va’Nyeshrii
Age: 28
Gender: Female
Race: Reptilian Median
Nationality: Thorus
Profession: A ranger, wilderness guide, and Huntress for a small village.
Height: 6’1”
Weight: 140 lbs
Personal Details
Personality: She tends to come off rather blunt and to-the-point, and to speak her mind without issue. However, she is also personable, harboring a much kinder and more thoughtful side that comes across less often in her speech and more often through thoughtful action and looking out for others in many ways. No-nonsense with most people, she tends to loosen up a little more around those she’s grown particularly fond of. She has no prejudices of any kind due to being raised as a citizen of the Kingdom of Thorus through and through and thus tends to get along well with others most of the time. That being said, if she sees one as dishonest or dishonorable due to their actions she will tend to treat them with more caution and scrutiny than most others whilst avoiding unnecessary animosity as best she can.

Backstory: Zashi Grew up in a small family of lizardfolk in a town near the capital of Thorus, her and her parents being the only ones of her kind among the town’s other diverse peoples. Her parents moved there whilst she was still within her mother's womb to get away from their tribe due to the divided state of the tribe of already small means, a civil war brewing as a result.

They were accepted in rather easily due to the open nature of the Thorus Kingdom, though because they were the only people of their kind in town, they still found themselves alienated and avoided by many. Despite this, the others were mostly good to her and her kin, especially after they'd lived there peacefully for a while whilst contributing to the town with her parents' hardworking nature that quickly flowered within young Zashi as well. She still had some difficulty creating true friendships with any of the other children in town, none of which were of the same race and many of which saw her as strange. A few adults within the village ended up taking quite a liking to her, though, so she didn't find herself at a loss for companionship for long. She never truly felt that she needed to fall in love and settle down like most of the other village women did, either, though she certainly still thinks about it from time to time and keeps an eye out for someone she really feels she could settle with.

Her parents did all they could to teach her the values of Honor, Honesty and gentle care for nature that had remained at the core of other people’s culture for millennia, values which they saw and twisted and undermined within the tribe as it had been when they last saw it, this being the other reason they left it. Among the melting pot that was the Thorus Kingdom, they found more individuals they felt kept in step with their values, and Zashi herself certainly grew a deep sense of duty to keep them herself, a trait of hers that has only grown more rigid since then.

As an adolescent, she found herself climbing trees and exploring on the outskirts of town rather often, finding that she enjoyed nature. A local hunter began to pass by and chat with her every now and then, which led to her asking him to teach her of the bow. If wasn’t long before she was known as the youngest huntress in the village. She found herself spending time in and learning as much of the wilds as she possibly could.

By the time she was in her mid-twenties, she had carved out a rather in-demand niche for herself among the villagers and was living comfortably, content with her work and with developing her skills when the townsfolk were not in need of them. She felt rather satisfied with this, and found herself wanting to stay like this forever. She saw no need for settling down or for doing anything else with her life than what she was doing at the time, though she learned after around 2 years of this pleasant life of hers that things rarely stayed the same for long.

Suddenly, her parents, who had been aging considerably at this point, both came down with a mysterious illness. Despite seeking help and remedy from every source she could find, her mother and father both passed away due to the illness less than a year later. She was devastated, and only found solace in the wilds, spending many days away from civilization gathering herself as best as she could, only returning to restock the absolute necessities for herself and to check in with the townsfolk she’d most bonded with.

After a while of this, she found herself longing for a greater purpose than she felt she had here, and found herself bringing it up with an aged Syrieth within her hometown whom she’d successfully sought for advice from many times before. He bid her to follow her heart and to find solace again wherever she could find it. He said that he saw great potential in her, as well, and that her destiny could be far greater than she may ever anticipate. Soon after thanking him for his advice, she began to wander the lands, seeing the sights and learning all she could learn of Ayoth, it’s creatures and its peoples. She still wanders our tale begins, finding fulfillment in what the next day may bring, and the good she could do for as many of the creatures and peoples of Ayoth as possible, and perhaps quell some threats to the populace’s wellbeing along the way. There’s at least one resident in every town she’s visited that might attest she’s doing just that wherever she goes. She thinks to herself rather often that she won’t stop her journeys until she is old and unable to travel anymore, or the dangers of Ayoth claim her, whichever comes first.

Credentials
Combat Credentials: Decently skilled with a bow after practicing since her early adolescence. In a pinch, her claws come in handy, but she is most in her element when fighting from a distance, preferably from some vantage point or another; her closest calls have always been when she’s been cornered. She is focused, precise and as humane as possible when defending herself, especially against animals, and always goes into an encounter with the idea of surviving with her wits, instinct and cunning, and not letting her thoughts or emotions get to her in the heat of battle as much as possible, a discipline she learned from the hunter who mentored her in her teens.

Magic Credentials: N/A

Skills: Herbalism (comprehensive knowledge of Ayloth’s flora), hunting and tracking animals, basic open-fire cooking, survival skills such as fire and shelter building, fletching and flintknapping for keeping her quiver stocked with arrows, wood carving, and basic first aid. Also very adept and climbing, running, jumping and swimming. Also, her eyes allow her to see in the dark rather easily, her nose excellent for tracking the scent of any specific animal or sapient being.

Inventory/Equipment
Hunting bow- Carved of a strong, yet springy wood prized by many archers within Ayoth and strung with sinew the way that her mentor had taught her. She made it herself, the weapon the result of several years of practice and many weapons of lesser quality.

Quiver- can hold 15 arrows. The arrows, much like the bow, are simple in make but effective.

leather armor. Follow the format: Item name - Item description.

Items:
Carving knife: Used exclusively for shaping wood into useful implements, and from time to time artistic sculptures.

Extra

Quotes:
“My full name is a beast most softskin tongues can’t tame, so, call me Zashi.”

“I will do my part in ensuring each of you come to as little harm as I can ensure by my own efforts. Life is precious.”

“One that lies whilst scheming against his brethren is doomed; honesty and honor are the only ways to truly prosper.”

Misc:
A bit of a smoker, carries a wooden pipe and smokes a tobacco-like herb that commonly grows wild in most areas of Ayoth. She finds the ritual centering, and always finds a patch of bare earth to mix the ashes into as a fertilizer as a way of giving back to the earth. She learned of the benefits of the ash from a farmer in her hometown.

She tends to throw around the term “softskin” rather often to refer to other races and median non-reptilian subraces. She means no offense by the term, just uses it as a point of emphasis when speaking of differences between her own kind and others, or things she finds strange about other cultures.

She finds a great deal of pleasure in observing the beauty of nature in all its forms; animals, sunrises, sunsets, serene landscapes, and everything in between.
 
MANFRED OF SLIGO



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    || Name ||

    Manfred Darlton

    || Age ||
    18

    || Gender ||
    Male

    || Race ||
    Human

    || Nationality ||
    Obilian

    || Profession ||
    Sword-brother of the Inquisition

    || Height ||
    6'5"

    || Weight ||
    262 lbs.
 
Profile
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Name
: Thula Tatterleaf
Age: Mid-Twenties
Gender: Female
Race: Human
Nationality: The Thorus kingdom
Profession: Druid

Height: Around 170 centimeters
Weight: Fairly lightweight

Personal Details
Personality
:
Thula is a calm person for the most part, having been taught in the ways of nature, patience is a necessary virtue to her. Indeed, surrounded by nature is where she truly feels at home, collecting herbs and beholding the beauty of the forest as a hobby. As the apprentice of the Archdruid, she is also an eager learner, desiring all the knowledge needed in order to aid her community and friendly souls that happen to come across it. As a healer, she also holds empathy for those who suffer and disdain for those who cause said suffering. Her only jump in personality happens during rituals, when she enters trance-like states in order to call upon mana and the gods.

Backstory:
Hailing from a secluded forest community, this druid always knew little of the outside world. Hidden somewhere along the forest outskirts of the Thorus kingdom, the isolationist group was the result of a Syrieth taking under his wing a dozen human orphans which lost their families in shipwreck. These orphans built a small village under his guidance, straying away from outside affairs completely.

Thula was supposedly born holding a tattered leaf in her hand, a symbol of druidry and a destiny to follow. Because of this, the Archdruid of the small community of her birth took her under his wing right away, teaching her the ways of nature from the get-go. He laid down upon her all the knowledge he could, seeing it as his divine duty. For some, this could be seen as a horrid childhood, but Thula bore great love for the forest and the knowledge surrounding it, so she bore with it as best she could. By the time of her maturity, she was expected to perform rituals, sacrifice to the gods and spirits, take care of the hunters returning home and healing the sick and the elders. These expectations she fulfilled and exceeded, the knowledge came to her almost naturally. This way of living continued for another decade, with little disturbance to the day order, up until the Archdruid fell ill and weak.

Her training was supposed to carry on for another dozen years, but this brought a halt to it for sure. The crisis began a personal problem for Thula, all the responsibilities of the Archdruid now fell on her as well, the expectations increasing thousandfold. Taking care of the forest, tanning, making food for the community, teaching the young - another batch of things to attend to daily.

Her relief came only with the Archdruid's last words. Claiming to have been beckoned by a spirit of old, he sent her out into the world to seek out a proper purpose, giving her his staff and protective blessing. And that is where she stands now.

Credentials
Combat Credentials: Thula is not very fond of physical combat, nor would she be very good at it, should a fondness surface. She holds no mastery over sword or axe, the closest she's ever been to holding one being when she grasped the Archdruid's staff. Her very physique is lacking as well, allowing for the combat prowess of maybe a twig.
Magic Credentials: Magic is where Thula shines, having been under the Archdruid's guidance ever since she could remember. As a druid, her ability is wholly tied to the environment that surrounds her. When the forest grows denser, her power grows as well. For the most part, her craft consists of creating tonics and potions, but she also holds the ability to shape the nature around her, accelerate the growth of saplings and bring forth mana into charms and trinkets.

Skills: Aside from being a well-taught herbalist, Thula can also create ornate trinkets of gem, leaf and bone, tan, sing, and treat a good number of wounds, having a history as a healer. She is knowledgeable in the field of animal and partially human anatomy. Her general cooking skill is mediocore, but she excels with spices.

Inventory
Equipment:
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- Her regular "outfit," its only real unique trait being its strong herbal smell.
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- While not an archdruid yet at all, this staff was given to her to accompany her on her journey. As an item, it slightly amplifies the wielder's ability to manipulate and release mana.

Items:
Thula's belt holds a multitude of pouches all around, these are;
Pouch of Bones - Includes several, small critter bones.
Pouch of Leaves - Filled with the green parts of herbs.
Pouch of Colors - Holds a combination of berries, mushroom caps and blossoms.
Pouch of Spices - A pouch of... spices.

She holds a few charms on her person.
Predator's charm - Made out of wolf canines, string and fur, it is meant to ward off predators.
Charm of Luck - A rabbit's foot, treated with salt, four clover leaves attached at random points.
The Tattered Leaf - A bronze leaf on a string, tied around her neck. The leaf is lightly tattered, but its structure still appears strong.

Extra
Religion - An oddity in the land of Ayoth, Thula is a pagan, believer in the old ways. From the gods of old to the forgotten ancients, she calls upon the names of many, just not Arce, being barely aware of her existance.
Customs - Thula is uneducated in the ways of the kingoms. Her customs come from a secluded forest community and so, her mindset could prove alien to its outsiders.
 
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  • basic information
    name // althea lowell[1]
    age // nine[2]
    gender // female
    race // homunculus
    nationality // etrea kingdom
    profession // peddler
    height // 4’11” (150cm)
    weight // 115lbs (52kg)

    homunculus
    Moreso a myth than a being of substance, a homunculus, also known as a wraith or phantasma, is said to be an artificial lifeform spawned by the hands of a heretic. The idea itself was conceptualized centuries ago from the machinations of a human who had turned his back on the old gods. Legends then state that the man, who had wished to resurrect his dearly beloved, became disgusted at the hollow monstrosity he had created and ultimately destroyed every remnant of his research. His failures, however, did not stop others from chasing after what seemed like mere pipedreams.

    Over the ages, those who sought the secret of life churned out abominations one by one. Yet from among the monsters, an individual would occasionally successfully birthe the ideal manifestation of his or her delusions. These homunculi were modeled after their creators—oftentimes humans or the etherborn—in every aspect. The singular difference was that their hearts were not hearts but rather an artificial core formed from a dense concentration of mana which would then circulate throughout their bodies. This, however, made them vulnerable to anti-magic and imperfect designs would frequently lead to fairly short lifespans. Eventually, the distressingly low success rates and the persecution of the practice as heresy led to it fading into obscurity once again.


 
Profile
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Name: Simply Driizt, Dri'izt in Illieth tongue
Age: 90
Gender: Male
Race: Illieth
Nationality: Etrea Kingdom
Profession: Grave Robber and Tomb Raider


Height: 6'3
Weight: 220lbs/100kg


Personality:
A rather archaic individual, Driizt fancies himself something of a philosophical fellow, exploring the intricacies of life's differences in depth. Calm and composed, he's strikingly well-spoken for a pagan dark mage isolated from civilization and his people. Yet that is hardly a visage of strength, Driizt has by all accounts, damned civilization and holds nothing but disdain for his own kind. The purpose of much of his pursuits is less the pursuit of knowledge, and the isolated pursuit of forbidden or dark knowledge. He's neither evil nor caring, ruthless nor generous, he walks the line of neutrality expertly and puts himself first before all else. Despite his selfishness, he's a civil and sociable, persuasive even when needed. His self-interest isn't so narrow as to make him unreliable however, he will do his utmost to further a cause or mission so long as it follows his agendas, though, if it doesn't... Problems may arise.


Backstory:
A simple existence by all accounts, Dri'izt, as known back then, led a rather unassuming life. His father was a simple guard and his mother was a herbalist, camped in the deep caverns of Cape Wrath, on the borders of the Etrean Kingdom, an Illieth holdout of formidable size, Dri'izt was taught the basics of Illieth society, often spending the days scaling tall rocks and mountains. Life never went awry nor did tragedy strike, but when the child became a young man the first inklings of magical talent weere spotted. In Illieth custom, it is frowned upon to pursue the arcane. Though the relationship was never particularly strained, Dri'izt and his parents collided, they forbid the practice of magic and their wayward son sought power and difference too much to accept. At 17, the very night of the argument, Dri'izt fled from sight and made haste for the College in Etrea-proper. Whilst many people need a push for such actions, it was simply Dri'izt's nature to follow the call of the arcane, to seek knowledge and power outside of the Illieth's shadow.


For some years, Dri'izt - now simply Driizt to eliminate the Illieth syllable - studied at the college. At first, he was content learning the theory magic and the spell schools in balanced thirsting. However Driizt was always fascinated by the schools of magic those of the college considered taboo, he did not want easy access to power, but merely did not see why they were branded such. Necromancy uses the dead, but once dead the person is no longer a being, how is such a practice more abhorrent than mind control? How does death magic differ from the school of fire? Both are destructive and painful in nature. Taken by these beliefs, Dri'izt - now 33 - repeated his actions of the past and took flight, an easy decision given he'd never built much of a bond with those at the college. It was easier still to plunder some more accepted tomes, sell them off in the black market, then use the funds for a single tome of necromancy.

Drifting away from society, Driizt floated from burial site to burial site, plundering the graves and tomes of figures of power, from old hermits to vampires, such places were wards against the common man through superstition alone and were all but open for the Illieth's taking. Score after score, and Driizt's knowledge of the dark arts grew, each tome building upon a steady pool of knowledge. Eventually, at 55, an older Illieth, now a specialized mage in his own right, took to the dangerous task of delving into old ruins. The realms of the ancients. Here, he gleamed power beyond mortality, acquiring a spell tome lost to time and an odd staff of fascination. Presently, a 90 year old Driizt remains adjusted to his goal, devouring the contents of plundered tomes.

Combat Credentials:
A combat master by no stretch of the imagination, Driizt is an untrained and inexperienced warrior, having relied on the threads of mana to carry him through each perilous path of life. However, he is of a strong and tall stock, physique honed from years of climbing and travelling, arduously living off the land and - where necessary - the draining of life essence. Should he find himself locked into close quarters, Driizt will rely entirely on his magical talent, attempting to beat back foes with tantalizing auras and destructive attacks.


Magic Credentials:
Driizt is an able practitioner of the arcane arts, able to channel his mana through flesh and bone without heed. However, he does possess a staff for greater power and control over his spellcasting. Despite the low regard in which it is held, Drizzt is a specialist of the Dark Arts, notably, Necromancy and Death magic, though both schools offer a wide variety of capabilities. Death magic focuses on destruction and decay, inducing corrosion and rot into the environment whilst battering opponents with violent swathes of dark energy. Necromancy is the art of life after death, resurrecting those who've fallen so they may serve once more. It is said that legendary necromancers can raise entire armies, blending dead flesh into amalgamations of terror. Driizt is a fairly basic necromancer, able to manipulate the strings of death for 10 or so followers.


Unique
Gaze of Undeath - A constant stream of purple energy, channeled either by hand or by magical catalyst, a typical ranged offensive maneuver which puts pressure on the opponent and causes great discomfort. The initial blast tends to be rather powerful, able to knock people back fair distances, the energy itself burns hot like fire, utilizing accelerated corrosion to melt away steel and flesh alike if in contact for too long. This is a special spell evidently lost to the realms of civilized beings, recovered deep within the ruins of a former Lich-King by Driizt. Though not overly powerful or destructive in the grand scheme of magic, this is Driizt's go-to spell for most situations, as its unique heritage makes it one of the few abilities not requiring any words of power or signal preparation. Activation is as simple as raising a hand.

Skills:
Spotting and Disarming - When you spend your life delving into perilous tombs of dead dark lords, you become something of an expert at uncovering subtle machinations of many an adventurer's undoing. Driizt perception is brilliantly attuned for spotting traps and other dangers, and then being able to disarm said trap to move on freely.
Survival - The usual, he can live off wildlife by laying simple traps and is able to set up camps and fires to ward off nature's assault.
Runic Readings - Driizt is able to understand the basics of black speech runes, as they form the basis of much of the tomes he seeks.


Equipment:
Warlock's Attire - Like most renegade wizards of society, Driizt has embraced paganism and amassed a collection of clothing unique to the outcast. Cloth and leather adorned with great spikes, bejeweled by red rubies and old bones. It offers no tactical advantage other than screaming to the world one's pagan beliefs.
Old Staff - A strange old piece of wood, mauled from the crooked hands of what seemed to be a giant dead tree underground. The staff isn't particularly impressive, but Driizt has always been oddly fond of it's tantalizing blue glow.


Items:
Various Spell Tomes - Books and grimoires plundered from the dead, offering magical knowledge and teachings.
Coin Pouches - Quite a startling amount of money, ludicrous even, the dead don't need it.
Lyre - A simple musical instrument.


Extra
When alone for such extended periods of time, the devouring of spelltomes isn't always enough entertainment. Self-taught, Driizt is a surprisingly good lyre player. He finds music to be a calming tool, and is the only thing he likes about society.


Theme
W.I.P
 
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Juniper



  • Age: 26

    Gender: Female

    Sexuality: Bi, prefers ladies

    Race: Aendariin

    Nationality: A distant Aendariin sanctuary, currently dwells in the Eatrean Kingdom

    Profession: Adventuring magus, scholar of the mundane and the arcane!

    Height: 6’ even

    Weight: 152 lbs

    Wingspan: 14’ even, they fold up pretty snug



Alrighty, Reinhardt Reinhardt NOW everything is there. It’s less fancy, but it’s there.
 
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Profile
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Name: Reilara Parosa
Age: 23
Gender: Female.
Race: Sanguini
Nationality: Etrea
Profession: Florist
Height: 5 ft. 6in.
Weight: 120lbs.

Personal Details
Personality:
Inquisitive by nature, Reilara tends to ask a lost of questions. She is forward thinking and tries to see the bigger picture. She, while not morally obligated, follows laws and behaviors as what is expected of her. She is a borderline psychopath, lacking empathy and prone to deceiving even those she calls friend. She knows right from wrong, but she doesn’t fully understand why wrong is wrong and why right is right. She hold no genuine loyalties, but can make friends easily because of her facade of a bubbly personality. She is desperately looking for love and happiness, but can’t comprehend what that entails. Things like generosity and religious absolution haven’t given her the same satisfaction she desires. Her tendency to obsession over the concept of finding love often lead her to lie to even herself in blind infatuation. She is resilient, and defeat and rejection will not stop or suppress her. She doesn’t know who she is and fears she will never find her inner peace.

Backstory:
Reilara lived in a large city in Etrea, born to the owners of a small flower shop. Her father was a master gardener, but also knew how to make some basic potions and repair clothes and shoes. As Reilara grew up, he taught her everything he knew. The intent was to educated Reilara so that she may continue the business into the next generation. However, Reilara became more and more unsatisfied with working at a flower shop. Out of a false sense of obligation, she stayed to help her parents. It wasn’t like she knew how to do anything else.

When Reilara was ten years old, her parents had another child. This one was a boy. Reilara could only think to make him work at the flower shop instead of her. A year later, they had another girl. By this point, Reilara was very agitated at the prospect of doing nothing but selling flowers for the rest of her life. She began trying to learn how to cook, hunt, and camp. She wasn’t able to actually go out and hunt or camp, but she’d ask those that could what it was like.

Her parents weren’t absolutely blind to Reilara’s deposition. Once she was sixteen, the started giving her ample room to explore and find what she wanted. Of course they were worried she’d leave them; they were aware she wasn’t all that attached to them. Reilara stayed with her parents until her brother and sister were both old enough to help the shop out with her being there. Reilara was twenty-one when she finally left home. She left to find her grandfather, as her mother suggested. Maybe he had some wisdom about what it was Reilara desired.
Credentials
Combat Credentials:
Reilara has no credible combat experience.

Magic Credentials:
Reilara is well practiced with her Sanguini traits, but nothing beyond that.

Skills:
Reilara has a basic knowledge of potion making, hunting, survival, and cooking and an expert in flowers. She is a talented singer and artist(though only with flowers and her own blood). She is also a good liar and can lie without displaying a “tell”. Additionally, she is a master actress. She is also a novice pick-pocket

Inventory
Equipment:
Small Blade - It is a small blade similar to a scalpel primarily used to cut flowers but can be used cut herself to quickly access her Sanguini traits.

Small Vial of Blood - A small vial of Reilara’s blood, used during annual Sanguini rituals. She often plays with the contents when bored.

Extra
I'm never satisfied with my applications, but I still have to post them otherwise I'd just endlessly redo them.

"What difference does it make? Good and evil aren't always what dictate law. Those few with power do"
 
[IMG='width:558px;']https://pbs.twimg.com/media/DQ_LBIwVQAAXBOU.png[/IMG]​

Profile
Name: Kasimir Wilhelm Valentin
Age: 29
Gender: Male
Race: Sanguini
Nationality: Etrea Kingdom
Profession: Merchant

Height: 6'4"
Weight: 200 lbs

Personal Details
Appearance:
Standing taller than average with a broad-shouldered and athletically invested figure, Kasimir cuts an intimidating silhouette. Recognisable by his pale, porcelain pallor and stark black mane of hair falling below mid-back. A strong jaw squared and highlighted by a well-groomed beard makes for a stern face, accompanied by a straight-bridged nose and intense redwood irises. Cheekbones draw a delicate nobility into his features, retaining a certain condescending air about him that seems greatly unimpressed a majority of the time. Dressed in neat, tailored clothing spritzed by a familiar cologne which hides an underlying scent of copper, however in his downtime is partial to an unravelled appearance of unbuttoned shirts. A posture of a soldier accompanies him, rigid in behaviour and lacking certain reaction to atrocities, as if he's seen them before. Most notably a gold ring on his right-hand features the coat of his noble house, whilst his forearms are littered in recurring scars, now silver in their fleshy threads.


Personality:
Kasimir would be classed a pessimist if you were ever to ask for an outlook, yet there is some lingering hope that he's more wrong than right. Aloof and prideful, he gives the impression of being stubborn and self-centred with the exception of his wicked humour when you peer behind the petty noble's visage of stern, sad expression. Easily riled up and slow to trust, let alone putting his faith in others to aid him. In polite company, he may seem well-mannered, chivalrous, and extroverted. His confidence born from the line of work that is business, causing Valentin to be blessed on a polished wit and silver tongue; although if you catch Kas in a bad mood or otherwise outside of his negotiating and trade, he can be referred to as irritable and lacking in conversation. However, one cannot say Valentin is without his moral fibre and decency. If someone is in desperate need of his assistance, he may lend a hand. Equally is he the sort of man to give when giving is most needed. Otherwise, there is one thing he suffers and that, unfortunately, is a well-disguised addiction to opiates. He refuses to let people see him vulnerable or a slave to such substances, which had led to his rejection of help and spiralling life choices.


Backstory:
The second-born son of a petty noble merchant, in his youth Kasimir was treated as his elder sibling's replacement, something that he realised was luckier than the younger few male heirs who were completely forgotten. In this, he was able to get what he wanted, when he wanted it; receiving a good education and excelling in swordplay. His father even introduced Kas to the arts, where he developed a passion and grew in confidence of himself. But like any parents who wanted their children to succeed, both sons were pitched against each other to hone their skills more often than not. The younger Valentin, took this time to practice further in his inherited magical skill, using his own blood and reading copious amounts of literature on top of a fine wielding of weaponry.


Kasimir would be the reason that his elder brother became a cripple, in the end. Both of them young men, doing as young men do, diving from the cliffs into the clear blue waters on the coast. One had to get it right or face crashing into the rocks below. It was he, the dark-haired boy that would push his sibling from the ledge and it was he who would suffer the wrath of a mistake. His brother's back was never the same and he became paralysed from the chest down, whilst Kasimir, despised but not hated (with the exception of his brother) was sent away. At the age of eighteen, he became a low-level negotiator for the family business and worked his way up to something decent. It would never be enough, his family felt it ample punishment to let him be in all except name and employment -- be disowned and shamed.

During this traumatic period, he would have to learn the hard way. It was the older merchants who used to bring the young Valentin to their dens of debauchery, where he had his first taste of sin. Smoke which would wrap around your tongue like warm caramel and embrace you with the softest of lovers' sighs. Powder that could keep you sharp-eyed and bushy-tailed for every eventuality, if not introduce paranoia and susceptibility to rage. A bitter infused drink that made you scratch your wrists and writhe along the moving tiles of floor as you floated away into the clouds.

These days, if he sees any younger merchants, Kasimir does the favour of handing them a warning. He's tried all he can to distance himself from what is offered, but cold-turkey has sent him into seizures and sickness. Bringing himself down ends in bringing it back up, and the offers waved under his nose by crooked backstreet dealers seem irresistible. One cannot negotiate with the primal craving that demands he have it. For there is little else which could elicit the same feeling as being loved by the smouldering eyes in the haze.

Credentials
Combat Credentials:
Trained in swordsmanship and hand-to-hand combat as prerequisite skills that may be required of a nobleman, especially a petty one at that. Having been in education from eight to seventeen, he's adapted his skills to the outside world and proudly boasts twenty-one years of experience under his belt. Kasimir has wrestled, been active in sportsmanship until his disownment, and brawled with the best of them when it comes to merchants getting rowdy and taverns being full. His accuracy with a bow is decent, but rusty, due to the hunting trips and hobbies of his father. This accounts for spears and shields, but yet the rapier, a strong and slim weapon -- is largely his favoured. Valentin fights between the lines of professionalism and slickster, no amount of fancy footwork may save you from a brutish move but the fancy footwork certainly has its place. Thanks to the Sanguini traits he also manages to have an edge in strength and speed albeit limited.


Magic Credentials:
Thanks to the magical traits of his race, Kasimir uses his blood in combat to give a further edge. By coating the blade, he surrenders his own vitality to hurt others in equal exchange. Mastering this swordplay he can affect through poisoning or otherwise dealing more damage.
Again, thanks to being raised a Sanguini he is familiar with rituals and other magics, but not experienced.

Skills:
Merchants Charm - It's clear he understands the extent of how far he can twist people around his finger, in the name of gold and a decent sale. This, again, makes him adept at negotiations which often put-off combat or get him out of having to fight, as seeing it less than necessary.
Hunting - Learned from his years in the nobility where it was thought of as sport.
Further Education - He can read, write, and do mathematics with the best of them. There's a high chance he's heard of it if you're speaking of academics and literature.
Decisive - He's not one for waiting around for decisions to be made, but rather prefers to take charge.

Inventory
Equipment:

Inherited Rapier - Custom made with a red, leather grip and a handle which wraps around to protect the knuckles. The blade itself is made from folded steel and generously thick to keep it from breaking in combat.
Small Dagger - For any situation, mostly used for fruit or mindless whittling.
Leather Armour - Worn over a neat white tunic, embroidered at the collar which dips down to the collarbone in plain design. The armour wraps around the stomach as if an oversized belt, studded and worked with steel design. Shoulder pads, knees, and calf-length boots. Appears to be for skirmishes and not the battlefield.

Items:
Merchant robes - For official business with potential buyers.
Parchment, ink, and Quills - Documents won't fill themselves out, each of these are stamped with the coat of arms and given during sales. A copy is always made.
Travelling Pack - Slung over his steed and containing money, skins, and flint and steel. The basics needed for sleeping on the road if he can't find an inn or tavern.

Extra
"I have bled my sacrifices, perhaps the Gods think this to be my testament of faith?"
"I am no less a man for my weaknesses."


Reinhardt Reinhardt (Tell me if anything is dodgy! Hope this is alright)
 
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