The Adventurer's Guild (Character Sheets - Open)

Sylph

Fickle
The wind stirs, the birds awake, and as the distant dawn rises you stand on the edge of two gilded, wooden doors.

Countless things await beyond the cursive emblem in front of you. Whether it be gold, glory, or friends to stand alongside; today the journey begins.

Take a deep breath.

adguild_by_mad__machine-dciiql4.png

Welcome
This is a RP for anyone craving the potential of an open world and companions to explore it with. There are a few rules regarding character creation, but race, magic, and the history of the land are free to build upon (within reason).
There are six ranks in total: Copper, Iron, Silver, Gold, Platinum and Mythril. All characters start at the lowest rank when they first join the guild. However, your character can be anything from copper to gold if they are already a member when you create them.
Note: They cannot start at Platinum or Mythril. Those ranks must be earned throughout the roleplay.

Your character can have a maximum of two affinities from copper to gold. However, once they reach platinum they may choose a third.
Each character can only have one special affinity. The rest must be from the basic elements listed.

earth_by_mad__machine-dcij40x.png
Earth:
Controls rocks and soil. Does not include manipulating plant life.
fire_by_mad__machine-dcij40s.png
Fire:
Controls fire. Note; there are several different colours with differing properties.
(All people with a fire affinity can use red fire. A mage [extraordinary intelligence] can use red fire plus one other type.)​
Red: Normal fire. Default for anyone with a fire affinity.​
Blue: Cold to the touch.​
Green [forbidden]: Necrotic; decays whatever it touches.​
White: Only burns living things.​
Black: Only burns non-living things.​
Purple: Burns mana/magic.​
water_by_mad__machine-dcij3zv.png
Water:
Controls water. Can only be used in liquid form unless combined with certain affinities.
wind_by_mad__machine-dcij3zp.png
Wind:
Controls currents and air density.
lightning_by_mad__machine-dcij40h.png
Lightning:
Generates and controls electricity.
light_by_mad__machine-dcij40j.png
Light [cannot be used with dark]:
Associated with healing.
dark_by_mad__machine-dcij412.png
Dark [cannot be used with light]:
Associated with shadows.
spirit_by_mad__machine-dcij403.png
Spirit:
Has two strains of magic: body and mind.
Body: Includes the enhancement of physical abilities. Used often by fighters to boost the strength of their attacks.​
Mind: Seeing and communicating with spirits.​
Mental attacks [forbidden].​
special_by_mad__machine-dcij40a.png
Special:
Provide your own details.

Each character has six attributes: strength, intelligence, agility, dexterity, constitution and resilience. No matter what rank they start at, they must be assigned 2 low, 2 average, 1 high, and 1 excellent in any combination. These will be used throughout the rp to determine if a character can complete a task, use a weapon/spell or defeat an obstacle--so choose carefully.

Each time a character ranks up, they can improve an attribute by one tier. Thus characters that start at a lower rank have more room for growth.


Character sheets:
Cookies to all the approved characters.
Appearance:
Name:
Race:
Class:
[Ex. Mage, Rogue, Knight, Monk]
Rank: [Copper, Iron, Silver or Gold] [Platinum and Mythril can only be earned throughout the roleplay]
Affinities: [Maximum of two: Earth, Fire, Water, Wind, Electricity, Light, Dark, Spirit, Special*]
*Can only have one special affinity. Ex: Beast taming, Music, Transformation]

Attributes [2 Low, 2 Average, 1 High, 1 Excellent]
Strength: [Physical ability]
Intelligence: [Magical ability]
Agility: [Body versatility]
Dexterity: [Hand versatility]
Constitution: [Physical vitality]
Resilience: [Mental vitality]

Brief Backstory:
Weapons:
Abilities:
[Any training they've had, the scope of their affinities and how they use them, and any other skills they've picked up along the way.]

Rules:
1.
RESPECT THE LORE.
-Specifically, the histories and explanations people create throughout the rp.
-Do not change something without first discussing it with them.
2. You cannot RP Beezlebub (do not ask why).
3. Do not timeskip quests—though things like walking and sleeping are fine.
4. Main characters are to be a part of the guild or intending to join.
-Cannon fodder enemies are fine.
-Ask if you have an idea for an antagonist.
5. Unless you are Platinum or Mythril rank, you cannot do a quest solo.
6. If your character is discovered to have killed someone without permit, they will be tried for murder by the kingdom.
-The Adventurer's Guild are responsible for 'upholding the peace' (though they have not been very good at it).
-Any actions that disrupt the general public will damage the guild's reputation.
 
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Character List
Copper:
Race: Elf-Orc
Class: Breaker ("I don't break, I do the breaking")
Affinities:
Lightning/Electricity
Special: Endure. To endure all forms of punishment, to press forwards in the face of overwhelming odds.

Attributes
Strength: Excellent
Intelligence: Average
Agility: Low
Dexterity: Low
Constitution: High
Resilience: Average
Race: Kenku
Class: Bard
Affinities:
wind_by_mad__machine-dcij3zp-png.467927
Wind
special_by_mad__machine-dcij40a-png.467928
Sound - Allows for the amplification or silencing of sound and mimicking sounds that have been heard.

Attributes
Strength: Low
Intelligence: High
Agility: Average
Dexterity: Excellent
Constitution: Low
Resilience: Average
Race: Human
Class: Mage/Rogue
Affinities:
fire_by_mad__machine-dcij40s.png
Fire (Red, secondary colour unknown as of yet)
special_by_mad__machine-dcij40a.png
Transformation (Cat & Sparrow)

Attributes
Strength: [Low]
Intelligence: [Excellent]
Agility: [Average]
Dexterity: [Average]
Constitution: [Low]
Resilience: [High]
Race: Elven
Class: Healer
Affinities:
light_by_mad__machine-dcij40j-png.468232
Light
special_by_mad__machine-dcij40a-png.468234
Plant Manipulation

Attributes
Strength: [Low]
Intelligence: [Excellent]
Agility: [Average]
Dexterity: [Average]
Constitution: [Low]
Resilience: [High]
Race: Human
Class: Mage
Affinities:
earth_by_mad__machine-dcij40x.png
Earth
spirit_by_mad__machine-dcij403.png
Spirit (Mind)

Attributes
Strength: Average
Intelligence: High
Agility: Low
Dexterity: Low
Constitution: Average
Resilience: Excellent
Race: Human
Class: Knight
Affinities:
spirit_by_mad__machine-dcij403.png
Spirit (body)- Enhancing physical abilities.
light_by_mad__machine-dcij40j.png
Light [cannot be used with dark]:
Associated with healing.

Attributes
Strength: Average
Intelligence: Average
Agility: Low
Dexterity: High
Constitution: Excellent
Resilience: Low
Race: Not clear, appears human.
Class: Monk
Affinities:
spirit_by_mad__machine-dcij403-png.468906
Spirit: Body

special_by_mad__machine-dcij40a.png
Beast Form: Monster

Attributes
Strength: High
Intelligence: Low
Agility: Excellent
Dexterity: Low
Constitution: Average
Resilience: Average
Race: Human
Class: Swordsman
Affinities:
fire_by_mad__machine-dcij40s.png
Fire
spirit_by_mad__machine-dcij403.png
Spirit


Attributes
Strength: Excellent
Intelligence: Low
Agility: High
Dexterity: Average
Constitution: Average
Resilience: Low
Race: Human
Class: Witch
Affinities:
fire_by_mad__machine-dcij40s.png
Fire: Red and Blue
special_by_mad__machine-dcij40a.png
Special: Soul [Forbidden]

Attributes
Strength: Low
Intelligence: Excellent
Agility: Low
Dexterity: High
Constitution: Average
Resilience: Average
Caspian (yet to post)
Xiahou (yet to post)

Iron:
Corren (yet to post)
Race: Dark Elf
Class: Mage
Affinities:
dark_by_mad__machine-dcij412.png
Dark [cannot be used with light]:
Associated with shadows.
fire_by_mad__machine-dcij40s.png
Fire:
Controls fire.
Black: Only burns non-living things.

Attributes:
Strength: Average
Intelligence: Excellent
Agility: High
Dexterity: Low
Constitution: Low
Resilience: Average
Race: Human
Class: Scholar
Affinities:
Spirit (Mind)
Spirit (Body)

Attributes:
Strength: Average
Intelligence: Excellent
Agility: Low
Dexterity: Low
Constitution: Average
Resilience: High
Race: Chinchilla
Class: Knight
Affinities:
spirit_by_mad__machine-dcij403.png
Spirit (body)
earth_by_mad__machine-dcij40x.png
Earth

Attributes
Strength: Low
Intelligence: Average
Agility: High
Dexterity: Low
Constitution: Average
Resilience: Excellent
Race: human
Class: magic marksman
Affinities:
Fire
Special (arcane bullet)

Attributes.
Strength - [average]
Intelligence - [high]
Agility - [excellent]
Dexterity - [average]
Constitution - [low]
Resilience - [low]
Race: Dragon
Class: Mage
Affinities:
fire_by_mad__machine-dcij40s.png
Fire(Red and Black)
lightning_by_mad__machine-dcij40h.png
Electricity

Attributes
Strength: Average
Intelligence: Excellent
Agility: High
Dexterity: Low
Constitution: Average
Resilience: Low

Silver:
Race: Human
Class: Monk
Affinities: Wind, Transformation (Of sorts)


Attributes
Strength: Low
Intelligence: High
Agility: Low
Dexterity: Average
Constitution: Average
Resilience: Excellent

Gold:
Race: Arcane Doll
Class: Fortress
Rank: Gold
Affinities:
spirit_by_mad__machine-dcij403.png
Spirit (body)- Enhancing physical abilities.
special_by_mad__machine-dcij40a.png
Gravity- Increase or decrease gravity on a target or small area.

Attributes:
Strength: High
Intelligence: Low
Agility: Average
Dexterity: Average
Constitution: Extraordinary
Resilience: Low

Platinum:
None

Mythril:
Race: Human—rumoured to have traces of troll blood.
Class: Beserker
Affinities:
special_by_mad__machine-dcij40a.png
Transformation (bear)
spirit_by_mad__machine-dcij403.png
Spirit (mind)
wind_by_mad__machine-dcij3zp.png
Wind

Attributes
Strength: Low
Intelligence: High
Agility: Low
Dexterity: Average
Constitution: Average
Resilience: Excellent

Attributes when Transformed
Strength: High
Intelligence: Average
Agility: Average
Dexterity: Low
Constitution: Excellent
Resilience: Low
 
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c27e3716d1f37a16b41d066eca905c44.jpg

Name: Milby
Race: Chinchilla
Class: Knight
Rank: Iron

Affinities:
spirit_by_mad__machine-dcij403.png
Spirit (body)
earth_by_mad__machine-dcij40x.png
Earth

Attributes
Strength: Low
Intelligence: Average
Agility: High
Dexterity: Low
Constitution: Average
Resilience: Excellent

Brief Backstory: The chinchilla with an attitude. She was once a travelling witch's familiar after leaving home to seek adventure in the wider world. Due to this she has an extended lifespan and possesses abilities most chinchillas do not. However, being kept in a cage was not her thing, and so when the opportunity arose amidst a quarrel with traders, she made her sneaky dramatic and action-packed escape.

After days in the wild with rain and cold and big pointy teeth, she found herself residency within an old barn. This, however, proceeded to catch on fire, and she was whisked away by a dragon seemingly intent on having her as a snack. Ironically, the best thing to have happened in that scenario as after several hours of screaming challenges and reptilian insults, the two reached a tentative peace. He promised not to eat her and she (begrudgingly) promised to stop stabbing him with her tiny, needle-like sword.

The two became fast friends from there, travelling the country and trading stories all the while. Eventually they found themselves in the midst of a bandit clan, which Milby, with her fuzzy and adorable demeanor fearsome and admirable combat abilities, won the hearts of. Many a months were spent pillaging the rich carriages that passed by, and 'saving' villagers from the fearsome dragon who 'ravaged' the lands with black fire.

Eventually the clan, who profited wonderfully under Ren's Milby's wise guidance, disbanded, and the duo found themselves on the road once more. Their journey led them to the Kingdom of Dawn and eventually the Adventurer's Guild, where they have resided ever since.

Weapons: Tiny sword. Equally tiny dagger.
Abilities: Has had lots of practice stabbing things, and though she was never formally trained, with her size it isn't really an issue.

Spirit is her main affinity over earth. She uses it to enhance speed and power in combat, becoming a tiny rocket across the battlefield. Paired with her weapons—which she can extend the length and sharpness of—it can be quite a nasty combination.

The ability also comes in handy for enhancing her senses at night or in the dark. She won't see or communicate with spirits as she doesn't focus on the mind, but she can observe traces of magic and energy left behind. Given her size, this makes her eerily suited to covert missions. Unfortunately—or perhaps fortunately—her tendency to declare battle at any given moment usually gets in the way.
 
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16b6f3da2b9efbf53a4a7630dd196e4c--white-dragon-red-dragon.jpg
Name: Renniuth 'Brightscale' Aldriusyllus
{In draconian speech his first name is Aldriusyllus, The name Renniuth works similar to a family title, Renni-uth, Renni being pigeon-tongued in Draconian for 'youngest'. The name Renniuth means 'youngest of the Uth', the Uth being the name of his family. He has however been dubbed 'Ren' by his small friend Milby for simplicity's sake.}

Race: Dragon

Class: Mage

Rank: Iron

Affinities:
fire_by_mad__machine-dcij40s.png
Fire(Red and Black)
lightning_by_mad__machine-dcij40h.png
Electricity

------------------------------------
Attributes
Strength: Average
Intelligence: Excellent
Agility: High
Dexterity: Low
Constitution: Average
Resilience: Low
------------------------------------


Brief Backstory:
Ren was last to hatch in his small clutch of 3, growing up alongside 2 sisters. His mother a relatively notorious dragon called Monuth Amaryll the pearl-thief, titled such due to her commonly stealing pearls and pearlescent shells from beaches and shipping vessels alike, it's also rumoured to be partially due to her iridescent white scales.
Sadly as seems custom for dragons which gain notoriety his mother was hunted down and slain, him and his sisters taken to be traded in exotic markets for gold and riches as they, like their mother, had the relatively rare white scales. A turn of fortune allowed Renniuth to escape alongside one of his sisters, however she sadly did not make the entire journey. Ren was taken in by a farmer who took pity on the small, malnourished dragon, raising him alongside his dogs to help work the farm and herd the sheep. Growing up with the small family he learned the customs of people and how to speak the common tongue.

Unfortunately dragons have an extended lifespan, a common reason why they try not to form bonds with humans as Ren outlived the farmer couple who raised him. Despite his friendly demeanor and having been known to the village bordering his farm, at the passing of the old couple the villagers grew ever unsettled at Ren's staying in the old barn on the property, eventually trying to chase him out by setting the barn aflame. This was the fateful night he met Milby, the enthusiastic and very fiesty chinchilla who had also been reciding in the barn. His attention was caught by the small creature as she was making an awful panicked ruckus about the flames. He grabbed her last minute and flew away, disappearing into the night. At first unsure of why he grabbed the strange rodent, he figured at least he'd have a quick snack should the need arrive, though in their sudden flight the two become rather attached to eachother.

Eventually they came across a bandit clan, which after a rather strange turn of events Milby became the leader of. For the next few years the two made coin with the clan through various heists and scams- a particular favourite where Ren's scales would be painted various colours and he would perform being slain alongside the other bandits after which they would claim the coin for having slain the dreaded beast.

Finally their path took them to the Adventurer's Guild, and so begins the next league of their journey.

Weapons: Not Applicable

Abilities: Oddly enough Ren is much more a peacekeeper than destroyer, a rather stark contrast in comparison to his tiny destructive friend, though this is not to say he is beside conflict. Ren can and will fight if need be. Ren is quite well travelled and versed in language, acting as the more diplomatic part of the duo.
Being a dragon he has a lot of experience in aerial and ranged combat, while he can also fight hand to hand me tries to avoid this as it is not his strong suit.

Fire being one of his affinities he is able to breath and cast both the red and black kind. While he has high resistance to fire due to both his affinity and scaly hide he is not immune to it as an attack, but it is quite ineffective against him.

His secondary affinity is lightning, this gives him the ability to electrify his fire or send out a strong bolt of shocking-energy from his jaws. The long flexible spines down his back also act as lightning rods, allowing him to release crackling bolts around his body or recharge his mana in stormy weather.

Don't try to ride him, that is reserved for Milby and very urgent situations.
 
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Name: Eirzen, The Immovable
Race: Arcane Doll (Listed as Human)
Weight: 1,243 lbs
Height: 5'4"
Age: Unknown
Class: Fortress
Rank: Gold
Affinities:
spirit_by_mad__machine-dcij403.png
Spirit (body)- Enhancing physical abilities.
special_by_mad__machine-dcij40a.png
Gravity- Increase or decrease gravity on a target or small area.

Attributes:
Strength: High
Intelligence: Low
Agility: Average
Dexterity: Average
Constitution: Extraordinary
Resilience: Low

Brief Backstory: Eirzen was created by a powerful archmage long ago, designed to be a guardian. She rested in the archmage's laboratory for thousands of years. A small band of thieves entered the laboratory causing her to activate and awaken. She swiftly massacred the thieves and began looking around the abandoned lab. From the years the place was a mess, the only thing that wasn't ruined was Eirzen herself. She left the laboratory to search for her master, a fool's errand.

After a long time traveling she arrived at the adventurer's guild. Her reason for arriving was for information, but she stayed and applied in order to make money for maintenance on her body. Consistent combat wears on the machinery that made up her body. On the surface she looked human and so that is what she applied as, and despite her monotone voice, she does have emotions.

Her title was gained from single handedly saving a village. A village was in the path of a zombie horde. She opened the gates and stood within the gates. The zombies seeing the open route made for the open gate. For three days straight Eirzen stood in the gateway chopping every zombie apart that approached the gates. She didn't stop to take a break or any other reason until every zombie was slain. The fact she never moved from her spot earned her the title: The Immovable.

Weapons: Chrotheros, a halberd that never loses its edge.
Appearance:
hmReblu.jpg
 
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4e9b4f109f042bf0579c512869dd4e7f.png
Name: Cel (Current Guildmaster)
Race: Human—rumoured to have traces of troll blood.
Class: Beserker
Rank: Mythril
Affinities:
special_by_mad__machine-dcij40a.png
Transformation (bear)
spirit_by_mad__machine-dcij403.png
Spirit (mind)
wind_by_mad__machine-dcij3zp.png
Wind

Attributes
Strength: Low
Intelligence: High
Agility: Low
Dexterity: Average
Constitution: Average
Resilience: Excellent

Attributes when Transformed
Strength: High
Intelligence: Average
Agility: Average
Dexterity: Low
Constitution: Excellent
Resilience: Low

Brief Backstory: The tales of the carnage Cel reaped in her prime are still told throughout the kingdom. As a Beserker she was an extraordinarily powerful fighter, but held little restraint or value for human life. A fact that haunts her to this day. She often regrets the lives she took from young adventurers, and is very harsh in keeping other from bearing that burden as well.

The result is a sense of moral anarchy within in the guild. 'Stone can always be replaced', she says (the council strongly disagrees), 'the future of a person cannot.' In her book, rules are only considered applicable as long as they don't come at the cost of life or valuable experience.

Of course this policy has left the guild severely in debt, but most collectors are too terrified of her to push the issue.

Weapons: Her cane.
Abilities: While age has certainly robbed Cel of her strength and iron will, many forego the wisdom and experience she has received in return. Her transformation took many, many years to fully master—the instincts of a predator being hard to quell—but now it is not uncommon to see an old bear ambling through the woods on a quiet day, or a giant lump of fur snoozing in one of the guild corners. She knows a great many things, and that knowledge comes with a certain type of power.

As for the rest- Cel's spirit affinity was always one she disliked, for it rarely aided her in battle. Age gave her greater appreciation, and now she cares not if people think her senile for her constant muttering. Wind was the third aspect she gained, and thus her least experienced. But she really only uses it to whisk away messengers the kingdom guard keep sending her.
 
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Appearance:
half_orc_elf_by_doggerman.png

Name: Vas'On
Race: Elf-Orc
Class: Breaker ("I don't break, I do the breaking")
Rank: Copper
Affinities:
Lightning/Electricity
Special: Endure. To endure all forms of punishment, to press forwards in the face of overwhelming odds.
Attributes
Strength: Excellent
Intelligence: Average
Agility: Low
Dexterity: Low
Constitution: High
Resilience: Average

Brief Backstory: Vas'On is the union between an Orcish father and an Elven mother. Many tend to believe that this was an unwanted union but this was not the case. True love comes to anyone. Being the spawn of two races that normally hated each other, he was often disliked by both sides, eventually leading him to become a mercenary. If you could fulfill someone's wishes they didn't care what race you were. His strength and great ability to take a hit certainly helped fulfill wishes as he worked, and thanks to the intelligence of his mother, he wasn't as dumb as the common Orc, though he didn't have the natural grace and speed of the Elves. Not that it mattered, Vas'On was a man who preferred to meet his opponents head on, with none of that fancy dancing to distract him.

His mercenary adventures led him to various exotic locations and no small amount of enemies. However, it was his enjoyment of adventuring that finally led him to the adventurer's guild.
Weapons: Two very large swords, forged through a combination of elvish and orcish metalworking and magic. They are durable and their cracked appearance belies their sharpness. Very heavy.
Abilities: Swordsmanship and hand to hand combat are his forte. Getting within range is a bad idea, he may have low maneuverability but his sword attacks are quite fast, not to mention meeting the sharp nails of his hands.

His affinity with lightning is what makes his attacks so detrimental. Even a grazing blow has the chance of temporarily paralyzing an enemy as if electricity is passing through their body.

His Endure makes him difficult to deal with. Attacks towards him have diminishing returns the more damage done to him. Eventually, he can be brought down, but that is a battle of attrition most would rather not deal with.

((I hope I've done everything right. My main concern is his Special and the affinity with Lightning. I'm not sure how affinities work with physical combat so I figured it gave special traits to normal attacks, such as electricity being able to paralyze the body))

((Edited: Special and Attributes. Endure is similar to resilience, just with a more direct effect. To explain it in game terms. If he is hit with an attack that does 100 damage the first time, that attack will only do 80 the second time, and 60 the third time. This also only works on one attack, if the opponent he is fighting changes from slashing him to piercing him, the damage starts out at one hundred again for piercing damage. You'd think this would make him unstoppable after some time but all resistances reset after he's rested))
 
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Working on my character, I just have a few questions. Firstly will there be a map of the region the rp is to take place in? Secondly will there be an OOC thread of is the character one going to be an impromptu OOC for the time being?
 
Appearance:
CockatielBard-ByMadMachine.png
*Made by Beetleback



Name: Chimer Steelfeather
Race: Kenku
Gender: Male
Height: 5’2”
Weight: 94 pounds
Age: 18
Class: Bard
Rank: Copper

Affinities:
wind_by_mad__machine-dcij3zp.png
Wind
special_by_mad__machine-dcij40a.pngSound - Allows for the amplification or silencing of sound and mimicking sounds that have been heard.


Attributes
Strength: Low
Intelligence: High
Agility: Average
Dexterity: Excellent
Constitution: Low
Resilience: Average

Brief Backstory: Chimer grew up in the slums of the kingdom where life was tough, however even at a young age it was clear that he was quite smart. He learned things easily and even picked up some languages from other races that lived in the area. Eventually as he aged into adolescents his home had become boring and cramped place with nothing else to experience or see which pushed Chimer to want to see the what lay beyond his home. Packing his things Chimer ran off with a roving group of bards and it was with them that he learned about bardic magic and how to play a variety of instruments including the lute, flute, and his favorite the banjo.

Unfortunately his new life of traveling around was cut short as only a few weeks after he departed his home the group were ambushed by raiders. Now injured, robbed of their gold, and with next to no supplies the group were forced to make their way back to the Kingdom of Dawn. Somewhat afraid of going outside the walls of the kingdom again, but still thirsty for adventure and seeing what else exists out in the world Chimer, much to the dismay of his parent’s, joined the Adventurer’s Guild in the hope that he could live an exciting life, learn all kinds of new things, and how to properly defend himself so he would not have to worry about a handful of raiders ever again.


Weapons: Chimer's greatest weapon is his instrument and voice as he is able to use his bardic magics with them. However if anything were to ever happen to either he does have a pair of average daggers that he carries though he is not very proficient with them.

Abilities: Chimer is quite proficient with the affinity of sound, though while it will likely primarily be used for entertainment and to rise morale if need be powerful waves of sound can be produced to disorient and daze his opponents.
 
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Sylph Sylph
Glad you liked the character, if you need a site recommendation to create the map I can send on your way if you would like.
 
Appearance:
1532943797808.png
Name: Billie Pearsons
Race: elf (?)
Class: Mage
Rank:
Copper
Affinities:
Electricity,
Spirit (mind)

Attributes [1 Low, 2 Average, 1 High, 1 Extraordinary]
Strength: average
Intelligence: high
Dexterity: extrodonary
Constitution: average
Wisdom: low

Brief Backstory:
(bear with me on this since I really know nothing about this sort of thing lol)
growing up wasn't exactly tough like those in the slums of the kingdom but it wasn't exactly easy, often she was with her father working in their small shop in town until her mother had fallen ill causing her and her father to drift apart due to greif and she eventually had enough and stormed off, she lived rough for a while until she got herself a small hut in the middle of nowhere and began practicing magic.
Weapons:
she has a smaller sword for close up combat, a bow for ranged attacks
Abilities:
she can generate and manipulate electricity with her hands though when she is stressed or in fear she tends to lose control of her ability, she also can hear and talk to the dead and occasionally call upon them to aid her though she can only do this every so often and with particularly strong spirits


(I hope this is okay like I said I know nothing about this type of fantasy)
 
eb3a6827314550e0f1ab2898e9163adc.png
Name: Narythus Grovedale
Formerly Narythus Riverdale

Race: Human

Class: Mage/Rogue

Rank: Copper

Affinities:
fire_by_mad__machine-dcij40s.png
Fire (Red, secondary colour unknown as of yet)
special_by_mad__machine-dcij40a.png
Transformation (Cat & Sparrow)

------------------------------------
Attributes
Strength: Low
Intelligence: Excellent
Agility: Average
Dexterity: High
Constitution: Low
Resilience: Average
------------------------------------

Brief Backstory:
Narythus started life with a wealthy family in the city of Tulle. His father, Alibus Riverdale, was a successful merchant and trader while his mother, Elia Riverdale, was a masterful seamstress and founder of the Riverdale Weavers, a small but well-known and sought-after group of artisans who specialise in high-end clothing. Due to this he understood the customs and mannerisms of the noble class. Most of his time was spent reading books in the rather extensive library, as his father, aside from teaching him to read and write, spent more time in his work than with his son. While he would often help his mother with various tasks such as sewing and embroidery and their relationship was stronger than the one between him and his father there was little maternal love. Elia had her child out of service to her husband for the reputation of their noble family rather than out of love.

To a young boy the affairs of the rich and old are nothing short of boring, and having been left on his own quite a lot boredom was something he often faced, this was how he discovered an odd magic talent he possessed. The ability to transform into things, it was nothing spectacular or awe-inspiring, merely a cat or occasionally a sparrow. When Narythus wasn't nose-deep in a book or helping his mother sew he would use this ability to sneak from his parent's manor and into the streets of Tulle. During his sneaky ventures he made a few unsavoury acquaintances who made him aware of another small talent he had. He could, with practice, make small objects disappear from shelves and other people's pockets into his own with a swift movement of a hand. At first his exploits went relatively unnoticed until one time when he fumbled and was caught. Being a trader, Alibus had no compassion for thieves but Narythus being his son stalled his absolute judgement. He kept his life and limbs intact but his father completely cut him off from the family, his mother had little choice but to follow suit.
They claimed their son had left to study trade in far off nations in order to save their reputation from the tarnish the truth would bring.

Changing his last name to Grovedale he remained in the city streets, working with the group of thieves who taught him his tricks for a few years, though as he matured he began to realise how dangerous their company was for him. After a change of leadership among the thieves they began to delve into things much worse than petty crime. Should he leave their community he had nowhere to go in the city where he would be safe, knowing the thieves would not be willing to merely let someone who knows as much as him leave in peace, with his small amount of notoriety the guard would hardly be willing to make a fair trade of protection for information. Narythus made the decision to leave the city entirely, the moment he had the chance he took on the form of a cat and invited himself onto the first wagon he saw. Arriving in the Dawnspire he spent the first few months acquainting himself with the backstreet passages and slums before hearing of and joining the Adventurer's Guild. Still a rather new member he didn't appear often at the hall and knew little to none of the other members, but it gave him the possibility for work and possibly protection should buried things rise to find him.


Weapons: Two daggers and a couple of small knives.

Abilities:
Narythus has a special affinity of transformation where he may change between his normal, human form as well as that of a scruffy orange cat and a sparrow.
Having been brought up among thieves for a time he has skills in thievery and subterfuge, these skills came rather easily to him as he had previously had skills in sewing, embroidery and mending which all involve precision movements- much like lockpicking or pickpocketing.
Due to special affinity having the cat form, he is lightly attuned to the spiritual realm and as such can occasionally see the peripheral flitters and be used as a medium to communicate, but cannot himself communicate nor harness freely the spirit magic.
 
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Name: 'Vita' Pulchra
Race: Elven
Class: Healer
Rank: Copper

Affinities:
light_by_mad__machine-dcij40j.png
Light
special_by_mad__machine-dcij40a.png Plant Manipulation

Attributes
Strength: [Low]
Intelligence: [Excellent]
Agility: [Average]
Dexterity: [Average]
Constitution: [Low]
Resilience: [High]

Brief Backstory:
Pulchra was born in an elven village within a deep forest in a land even unknown to her, most of the townsfolk were cruel and rude. She grew up around the vile people, who were meant to be peaceful. The children though adored her and her beautiful singing voice, she would dance and sing with them. The village then grew to be more friendly thanks to the many small deeds Pulchra did.
So, the townsfolk gave her a nickname, as many of them had horrible pronunciation of proper Latin. 'Vita' is what they called her, since she created and moved life around her they thought it was the perfect name. Then, her full name would roughly translate to 'Life is beautiful.' In that village, Vita made that statement true.
The forest loved her as much as the town, one day she was traveling through it and found another city. She was confused how to get back home, and couldn't even begin to decipher the large landscape. Deciding the forest had lead her there for reasons unknown, she began to travel what she just assumed was a large city, the largest she had ever seen. She wandered the Kingdom of Dawn for many days, meeting the people there and helping them with her gifts. She was always happy to see the smiles of others. A few weeks living in the kingdom a ruckus was constructed what she could only decipher from the yelling people as guild members accidentally destroying property. In a few days she gathered more information on the guild, deciding that it was a good plan on paper--But they needed a bit more help to become a bit more civil. That decision to join the guild of Adventurers was made only a few weeks ago.
Though, she still hates the conflict they cause, that's why she joined. To hopefully bring some peace between the kingdom's workers and the guild, and to assist with their good deeds. She will always try to be civil before resorting to combat, making for a conflicting personality with some of the other guild-members.

Weapons: None
Abilities: She was never formally trained with weapons, though she can use a bow. [Not the best shot, but--That's fine.]

She uses her light ability for healing, which she is extraordinary at when at very close range. She can heal very large wounds with focus and hands on healing. Though, she can also use her voice for medium range healing. This type will only heal smaller wounds and is usually used by her to slow bleeding in combat.

Her special ability allows her to manipulate the growth and movement of all plant life. Trees, vines, flowers. She usually sits and talks to trees, though sometimes in critical situations she will use vines and other near plants to aid her in an unavoidable battle.

[Whew. What a brain and finger workout. Hope everything is up to standards. I couldn't expand that backstory to be like a book like I saw some of the others, but I hope thats okay! Tried to make it brief. So, hope it's all coolio.]
 
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Appearance:

Name: Chalcedony Red
Originally Francine Everglade

Race:
Human

Class:
Mage

Rank: Copper

Affinities:
earth_by_mad__machine-dcij40x.png
Earth
spirit_by_mad__machine-dcij403.png
Spirit (Mind)

Attributes [2 Low, 2 Average, 1 High, 1 Excellent]
Strength: Average
Intelligence: High
Agility: Low
Dexterity: Low
Constitution: Average
Resilience: Excellent

Brief Backstory: Born into the life of nobility, she had all that she could ask for, yet it wasn't what she wanted. She set aside her families wishes for her to be married off to a man of equal power at a young age, seeking only knowledge of magic and independence. Her free time was spent in her family library, town magic shops, and late night adventures to her training spot.

As she grew older, her free time became scarce with her constant lessons on proper etiquette in both as a wife and a noble woman. Men constantly visited her family home, to which she showed little interest much to both her parents dismay. By the time she reached the age that most woman were already married and had children, she still had a book of magic in her hand and no man at her side.

Both her parents began to talk down on the use of magic and how pointless it was going to be when she married. Her face set hard in rage at the words her parents used to describe magic and her resolve to not marry only strengthened. She spit on her family name and left her home with only a journal, some money, and two swords that had belonged to her grandfather.

Weapons: Twin swords

Abilities:
She's self taught in both the use of her swords and her magic. She has a stronger grasp of her Earth affinity while still only being able to talk to spirits, though she knows she should be able to use her mind to create attacks. Her knowledge on fencing is limited to swinging and jabbing, the swords are mostly just used as an imitation technique against thieves.
 
Appearance:
200d97835dbf55fec495a8be7c8b23de.jpg

Name:
Sen
Race:
Human
Class:
Knight
Rank: Copper
Affinities:
spirit_by_mad__machine-dcij403.png
Spirit (body)- Enhancing physical abilities.

light_by_mad__machine-dcij40j.png
Light [cannot be used with dark]:
Associated with healing.

Attributes
Strength: Average
Intelligence: Average
Agility: Low
Dexterity: High
Constitution: Excellent
Resilience: Low

Brief Backstory:
Born as a smith's son, Sen's body was tempered throughout his life from working and helping his pa at the forge. And yet, he was also curious about magic and the wide world out there from the books he would read, of magic and foreign lands. It may have been unneeded, but he read, learned, and practiced what he read, eventually using his magic to ease his day by healing his fatigue from the forge and to play by enhancing himself slightly while working.

Eventually, he left his father's smithy to travel, taking what he saved up over the years and let his younger brother continue the family business. He wanted to travel the world, and travel he did, enduring the rigors of long travels alone. He eventually traveled alongside a caravan for sorely needed companionship.

However, his funds were not limitless and he ended up in The Kingdom of Dawn. Needing money and hearing there was an adventurer's guild, he decided to join the guild. This way, he hopes, he could support himself and learn something new each day, whether from the books he purchases or from the quests he will take.

Weapons: A spear his father gave him.
Abilities:
He is self-taught in the use of his spear, though over his travels he has learned about how to handle it from fellow travelers along the road and from some users on the caravan he had traveled with.

He uses Spirit magic to enhance his weakest attribute: speed. He uses Healing magic to counter any injuries he receives from battle, during battle and after.

As a blacksmith's son, he is skilled in making and repairing weapons and armor.
 
Appearance:
164902-004-FB294D98.jpg

Name: John The Reviver
Race: Human
Class: Monk
Rank: Silver
Affinities: Wind, Transformation (Of sorts)


Attributes [2 Low, 2 Average, 1 High, 1 Excellent]
Strength: Low
Intelligence: High
Agility: Low
Dexterity: Average
Constitution: Average
Resilience: Excellent

Brief Backstory: Dropped off at a monastery as a baby, John earned his moniker after using his medical knowledge to save a village from poisoned water, well known too some, he uses his intelligence and shape shifting abilities to solve problems through mystical ways. He is a travelling monk and does not like too stay in one place for too long. He is known to appear to travelers and adventurers and assign them quests that he cannot physically do himself.
Weapons:
Wooden staff

Abilities: Can change appearance too a deer but keeps his personal attributes regardless of what he appears as, if someone says his name to him he reverts back to original form. He also can control wind, but only in small spots at a time.
 
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Appearance:
Severynd Whinstek.png
Name: Severynd Whinstek
Nickname: Witch Boy
Race: Not clear, appears human.
Age: 20
Height: 6'1"
Weight: 210 lbs
Likes: Cats, rodents (Mice, Rats, Etc.), Soft spoken people
Dislikes: Dogs, Studs, Loud people
Class: Monk
Rank: Copper
Affinities:
spirit_by_mad__machine-dcij403.png Spirit: Body

special_by_mad__machine-dcij40a.png
Beast Form: Monster

Attributes
Strength: High
Intelligence: Low
Agility: Excellent
Dexterity: Low
Constitution: Average
Resilience: Average

Attributes (Beast Form)
Strength: Excellent
Intelligence: Low
Agility: Average
Dexterity: Low
Contitution: Average
Resilience: High

Brief Backstory:
Severynd was found by the monks at their temple. He was a young teenager, and covered in tattered clothing that were torn as if someone had stretched them until they tore. The boy's face was also wrapped, and when they went to remove it, the boy awoke, snatching the monk's hand with immense grip that surprised the monk, before the boy began sobbing. "P-Please don't..." He would beg. The monk would stop without persistence, and bring him to the Abbot (leader of the temple). The boy was given robes and deeply investigated, but there was no trace of him in existence, which means wherever he had came from was wilderness. That being said, the boy knew very little English, and was, well, stupid. What was thought to be caused of shock was a permanent stutter that never made sense to the monks. The boy wouldn't stutter on s's or t's, but rather randomly, as if it was a physical problem for him. He was accepted as a student among the monks, but was quick to be outcasted by most of his kin. "They found him in the woods!" The others would say, "He's a Witch Boy!" The nickname stuck, and he hated it. You would think such a religious community would do something, but they saw this all as nature taking course. Children would be mischievous, and others would grow from it. The bullying was only verbal until a boy challenged the dumb Witch Boy to a spar, and they would soon learn his strength. He was never one to back down from a fight, but was intimidated rather easily. He had learned most of the shaolin monk kung fu, but wasn't confident in his skill, only his resilience. as far as he knew, everyone was as strong as him. When he lifted the boy off the ground, his mind was soon changed. The monks had punished both of them for the skirmish, but physical tasks were easy for Severynd. He had gained respect, and when he turned 20, ventured off to see this guild of trouble he heard so much about. "The Adventurer's Guild." Now would be the start of his life as a religious guild mate, and he would have many challenges.
Weapons: These Hands Boi
Noteable Armor:
Monk Gloves.png
These guards cover his forearms so he can shield blades and as much magic he can.
Abilities:

Being dumb socially doesn't mean you're useless. Severynd's training with monks has sent his spiritual energy through the roof. As monks are as spiritual in the body as they are the mind, Severynd has learned any combat he needs against opponent's of a variety of sizes, so don't let his fool you. He is very tanky, he can deliver powerful blows of Shaolin Kung Fu and take a hit. That plus his insane agility, it was hard to land a hit on the man. This being said, Severynd's knowledge solely relies in combat, and not much else. His English is understandable, but still botchy. The biggest challenge of him was meeting new people. Not speaking good English and being super religious meant you weren't exactly a person people came running to meet.

About Beast Form:
Severynd never uses this ability. It is the last resort for one sole reason: He cannot control it. Whenever it happens, he blacks out in panic. When he awakes, his clothes are ruined and his location unknown. He doesn't know what it is, it's not like you can look in the mirror when you black out. There's only been one witness, his mother, whom he never speaks of. She described it as the largest beast she'd ever seen, and terrified her more than the dragon's she's seen. The second time this ability activated, he woke up by the monks. Severynd had lost his mother, and never met his father, whom probably had all the answers. This beast form has an affect on Severynd's physical being as well, out of beast form. This can conclude why Severynd where's wrappings around his face, and probably defines what the beast is. It is also the reason behind the fact that his eyes glow gold. Lastly, Severynd's body is amplified by his spirit ability, but his beast form affinity is what gives him the ability to see in the dark.

Extra:
Severynd does not like it when you touch his mask. Hands off bish. He's also the type to say jokes at inappropriate times that make you groan while he beams in pride.
 
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Appearance:

259DE300-8623-442C-BB40-D5AB86512852.jpeg

Name: Corren

Race: Human

Class: Thief

Rank: Iron

Affinities:

-Dark
-Shadow Teleportation

Attributes:
Strength: Average
Intelligence: Average
Agility: Excellent
Dexterity: High
Constitution: Low
Resilience: Low

Brief Backstory:

Born and raised in a small, quiet village, Corren grew up a street urchin and quickly became a notorious thieving rat. After an incident involving a bull, the local church’s offerings, and the patriarch’s jewelry collection, Corren was promptly booted out of his home at the tender age of 16. Since stealing really wasn’t a great way for him to get rich quick without any consequences, Corren resorted to meager treasure hunting to sate his greed. Unfortunately after 5 years this brought him to a certain guild, and a dream of a cave filled with mountains of gold persuaded him to join.

Weapons:

A rapier along with many small throwing knives.

Abilities: Utilizing his abilities with the shadows, Corren is able to move silently in darker places as well as appearing nearly invisible while standing in shaded places. His special ability allows him to traverse through large and dark enough shadows, coming out of other shade within a short radius, about one mile. Although it may seem like he can teleport, Corren is instead travelling into a shadow pocket dimension that mirror the real world, yet to a much smaller scale distance wise. This place can be used as a way to escape for extended periods of time, but it has a very dangerous diminishing effect on the minds of those who remain long enough.

When it comes to fighting, Corren’s an exceptional blademaster (mostly because he takes his opponents by surprise and fights dirty). However, he’s as quick on his feet as he is with his hands and can steal the purse off your person as quickly as he can plunge a leaping thrust straight through your chest. Instead of taking hits and continuing to fight, Corren prefers to dodge attacks, slip through defenses, and go right for the throat.​
 
Appearance:Caspian Picture.jpg
Name:
Caspian Arthur Draykhart (Casper)
Race:
Human
Age: 19
Height: 5'10
Weight: 140
Hair: Platinum
Eyes: Dark Yellow
Class:
Mage
Rank: Copper
Affinities:
fire_by_mad__machine-dcij40s.png

Fire:
Controls fire. Note; there are several different colours with differing properties.
Red: Normal fire. Default for anyone with a fire affinity.
Purple: Burns mana/magic.
spirit_by_mad__machine-dcij403.png

Spirit:
Has two strains of magic: body and mind
Mind: Seeing and communicating with spirits, as well as using mental attacks.


Attributes [2 Low, 2 Average, 1 High, 1 Excellent]
Strength: Low
Intelligence: Excellent
Agility: Low
Dexterity: Average
Constitution: Average
Resilience: High

Brief Backstory: Caspian Arthur Draykhart, or rather, preferring to be called Casper is a young man not quite twenty winters old. Born to Elizabeth and Arthur Draykhart, two accomplished mage of their own, his raising was left to trusted assistant and tutors. Caspian had what many would call a privileged upbringing, and perhaps it was, but from the inside it felt more like a prison to a young man that wanted nothing more than to go outside his bedroom window and play with other children. Much to the outrage of his parents, when they find out, he would do exactly this from time to time. These rendezvous to the world outside only separated Caspian more than he already was from his parents. He became resentful even, growing into his rebellious teenage years he would frequent his excursions outside or bury himself as deep as he could in his studies, anything to keep from having to spend any time from the people that simply didn't understand him. In the ultimate act of defiance, on his eighteenth birthday he left his parents home and decided to do something he knew they would hate, join the Adventurers Guild. While still an incredibly new member, he hopes to make a name for himself and show his parents exactly what he is capable of.

Weapons: He is not formally trained with any weapons. He does carry a simple looking dagger, non magical in nature. He also carries a staff, also non magical in nature but interesting in design as it is two pieces of root that have entwined themselves around one another .

Abilities:
Caspers training is grounded in research and study. He is incredibly talented at sniffing out the right book for the right situation. By a mixture of application and studying magical lore extensively Casper has learned how to best use his magical abilities to confound and disable his enemies with the need for killing. He relies much more heavily on his Mind magic to disable and Red Fire for more mundane tasks. Though he is more then capable of using Purple Flames to counter others magic, he rarely does so as it seems to make other magic users weary of him.
 
A Knight by Another Name

Appearance:
__sword_world_and_sword_world_2_5_drawn_by_kuroi_susumu__sample-1705be36f83744777ef0adddafaee4f7.jpg
Name:
Meinrad Everhart
Race: Human
Class: Swordsman
Rank: Copper
Affinities:
fire_by_mad__machine-dcij40s.png
Fire
spirit_by_mad__machine-dcij403.png
Spirit


Attributes
Strength: Excellent
Intelligence: Low
Agility: High
Dexterity: Average
Constitution: Average
Resilience: Low

Brief Backstory: Meinrad and his sister, Leonie, grew up on war stories from their grandfather, who had acted as a knight to the late king. Though his family were now poor innkeeps, Meinrad dreamed of one day becoming such a warrior. Even after his grandfather's passing, he trained with swords from his childhood well into his teenage years. When he finally came of age, he set out to the capital to join their ranks. However, his arrival was met with a cold reception. No knight would accept him as a squire and even the army refused him. After several questions and one particularly bad fistfight, Meinrad discovered the true story of his grandfather. Reinhardt Everhart had been an oathbound knight with a wife and family living in the capital. When a small village was attacked by marauders, Reinhardt left without orders to protect his mistress. He was stripped of his title and continued to live in the village, where Meinrad's mother would eventually be born. There was no way a peasant could become a knight, especially one who held the cursed name Everhart.

Meinrad's lifelong dream was shattered; the weight of his grandfather's sins now hung heavy on his shoulders. He could have simply gone back to his village to take up innkeeping again, but he couldn't bring himself to resign himself just yet. Besides, he was better with a sword than a broom. He could still join a militia, but that felt like a bitter pill to swallow. He needed to make money, but he also needed to bring honor back to his family name. Adventuring was the best option he could think of.
Weapons: Bastard Sword. Has no problems mixing punches and kicks in as well.
Abilities: Meinrad lacks experience with magic, preferring to only use it to support his sword skills. To cover this weakness, Meinrad tries to overwhelm his opponents in strength and speed. While he's no chef, he has some experience with cooking
 

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