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Fantasy The Crusaders (CS)

Main
Here
OOC
Here
Characters
Here
Lore
Here

Kylesar1

This is my loudest bork
A LIKE BY ME OR PAINT THE WIND MEANS ACCEPTED

General
  • Keep it reasonable. OP characters (that aren't villains) will be eliminated with prejudice
  • No Divinity (Gods, Angels, Demons, or Full-Blooded [grown] Dragons) unless it's for plot reason. Even then, try to steer clear
  • In general, weaknesses must be exploitable. If it can't be exploited, it's not a weakness
  • No your 2,000 year old character does not have mastery of all magic and combat styles just because they're old. Keep it fair
  • Any species except the aforementioned divinity is allowed. Orcs, furries, elves, dwarves, draconians, nekos, etc. are all allowed
  • Common Weaknesses are applied (Vampires weak to fire, Elves naturally physically weaker than humans, etc.)
  • OP magic is a pain in the ass to moderate. Keep that shit reasonable
  • We ENCOURAGE romance, drama, etc.

Villains
  • Villains can be OP YET EXPLOITABLE. If your villain is designed to be powerful, WEAKNESSES MUST BE EASILY EXPLOITABLE
  • You can't have someone made to be defeated (villains) and cling to them. Keep that in mind
  • If they're more than a simple henchman, give them a motive. Killing for the sake of killing is boring
  • Fighting for the sake of fighting is boring. When the scene is over, it's over
  • WE NEED VILLAINS

Heroes
  • Anti-social edge lords who don't contribute to the mission will most likely be kicked out of the group
  • Weaknesses again must be exploitable
  • Being prepared for every single situation ever is boring. Use your mind
  • Nothing OP

Partial Characters- Characters who are temporary for plot reasons or is dependent on your character to live (like a familiar)
  • If they're temporary, Don't keep them around for too long
  • Don't have to create a full CS

Temporary/Partial (choose one)
Appearance: Pic or Written
Hero or Villain:
Name:
Age: (Biological age. How long have you been there?)
Gender: (Male, Female, Genderless, or Hermaphrodite depending on Race)
Skills & Abilities: (Not magical. Include things like bartering, or the ability to pickpocket)
Spells & Magic: (Magical. Spells and magical abilities that the character has)
Weaknesses: (Weak sides of a character. Fears, inabilities, inexperience, emotional issues, mental issues, etc. Only ones that could be said to negatively affect the character)



Here is the CS


Hero or Villain: Or Neutral; Place in a bigger font
Appearance: Pic only (anime, real, drawn, whatever); Otherwise, delete and see below


BASIC INFORMATION
Name
: (Their true name)
Aliases: (Other names, titles, nicknames, and aliases.)
Age: (Biological age. How long have you been there?)
Gender: (Male, Female, Genderless, or Hermaphrodite depending on Race)
Race: (You may create your own race, provided that you will write down a fairly detailed description of its physiology, specialization etc.)
Class: (Feel free to make your own, however, the basic, recommended list can be found here: Fantasy Character Classes - TV Tropes)

PERSONAL
Sexuality
: (Ships gotta sail, then sink each other.)
High Concept: (Sum up your character in a sentence.)
Character Alignment: (Lawful Good, Lawful Neutral, Lawful Evil, Neutral Good, True Neutral, Neutral Evil, Chaos Good, Chaos Neutral, or Chaos Evil)
Bio: (At least a solid paragraph, no more than 4 paragraphs. Keep it relevant.)

PHYSICAL
Appearance
: (Written only; Otherwise delete and see above)
Weapons & Armor: (Anything that the character uses for protection, or attack during combat)
Items & Personal Belongings: (Any other items that the character has, or belong to them)
Skills & Abilities: (Not magical. Include things like bartering, or the ability to pickpocket)
Spells & Magic: (Magical. Spells and magical abilities that the character has)
Weaknesses: (Weak sides of a character. Fears, inabilities, inexperience, emotional issues, mental issues, etc. Only ones that could be said to negatively affect the character)

FLUFF (Optional)
Hobbies: (What does the dark lord do in his free time, when not vying for supremacy over the world?)
Quote\s: (Notable things that the character has said, that may show off their personality or speech type)
Theme: (Musical theme)
Other:
 
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I highly encourage you to listen to either of his Theme Songs when reading the Backstory bit.
Villain
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  • BASIC INFORMATION
    Name
    : Alreos
    Aliases: The Dawnfather, the "One God."
    Age: Ageless
    Gender: Male
    Race: Primordial Being
    Class: The First Paladin
 
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Selene Regener(Selenada)-(Adelenta)-www.kaifineart.com-4.jpg
BASIC INFORMATION MAJOR WIP
Name: Bailey O'Connor
Aliases: Nightshade, Reya Freed, Child Slave (Ari only even though she hates it)
Age: 27
Gender: Female
Race: Half-Elf
Class: An interesting mix of a Rouge and a Warrior; Formally trained as an assassin, spy, and thief, Bailey has recently picked up on the more brutish tactics of a warrior when the situation calls for it.


PERSONAL
Sexuality: Demi-Romantic; Bi-Sexual
High Concept: The deadliest mother on the team, literally. (It's funny cause she's a mom)
Character Alignment: Chaotic Good
Bio: So, Bailey was born in Loudwater to Nathaniel Hall and Yumara Del'Lanis, a human bounty hunter and an Elven diplomat. They never married, however, they did live together to raise their daughter until she was taken and sold off as a slave at the age of 8. Bailey spent a good half a year being shown off, until she was bought by the old king. He wanted to raise her into a trusted kingdom spy, and so her life was spent being trained and gromed for such a roll. When she joined the group of adventures, she was tasked with finding out who they were and reporting back. However, she was found out (intentionally I might add), and soon found herself fighting by their side, forming friendships and a life long bond with a man named Tyr O'Connor. They actually had a child together soon after saving the world, and got married soon after that. But then The was whisked away to war, and this is where the story gets interesting.


Left alone with an infant child to care for, and a limited amount of money coming to her from her husbands military career, money was rather tight. Finding a job in town was hard because of the townsfolk distrust of her, and shd couldn't go far because of Alex. But they managed alright. When the money coming in began to decrease a little, it really hurt, and Bailey was forced to start helping out around town more than she wanted to for wages that were hardly liveable. But again, they managed. She'd even join local hunting parties, until about a year and a half into the whole ordeal. There was an incident with a feral swamp strider. She had pushed a young man out of the way of its head, and thanks to his quick thinking, it's jaws couldn't close. However, it's teeth were long enough to dig into her flesh, and with no other choice, she was forced to pull her arm out, leaving the scars on her left arm that could have possibly been much worse.

Another 6 months went by, and the money coming from Tyr stopped entirely. Upon looking into it, they shipments to the military wives were just disappearing, leaving Bailey with some very hard choices to make. With her son to think about, Bailey began to work for Alreos, despite her better judgment. This took the two of them out of Loudwater, and into the capital, where Bailey was made to be a spy again. Her son, left behind in the care of someone she barely knew, Tyr's father, Father Bishop as she went on war missions. Surprisingly once Back in the city, the money she as supposed to be receiving for Tyr hadn't started again, like she expected. After looking into it, she discovered a corrupted group of guards pocketing the money for themselves. She was threatened when she made plans to reveal them. And they went through it, pinning a fireable defense on her. She and three year old Alex were sent away, back home to Loudwater. Unbeknownst to those guards however, she did expose them, and the money started coming through again. Until...well, one day, just after Alex turned 4, the money stopped when she received a letter stating that Tyr had gone MIA.

The next two months were a living hell. The townsfolk didn't trust her, she couldn't work in the city, nor could she leave Alex alone long enough to go and take care of mercenary and assassin contracts. They were starving slowly, until she met Ryan, leader of a mercenary band he had been injured and come into town, seeking a doctor or at least someone who could help him. They paid handsomely for her services as Bailey was the one to help Ryan survive. The next weeks, he helped her pay for whatever she needed, then began to send her money while he was on the road. But they had become friends. He taught Alex a bit of magic, and helped Bailey get back into some darker work. The assassin/spy under the name of Nightshade. A few months passed, and he would stay with them from time to time when his hand was in the area, until hr asked her to be his. Bailey, still believing that Tyr may come back, declined. He took her rejection in silence. Slowly his attitude towards her took a turn for the worst. He already had an odd obsession with her. He began to terrorize her and Alex. He would spike Bailey's drinks and be a little to rough when dealing with Alex. It got to the point where him and Bailey would get into actual fights. She kicked him out soon after, but that didn't change much if anything. He got the entire band in on it, and when the bounty put on Bailey's head forced them out of their home, Ryan and his men began to hunt her and Alex down. Fake identities, and unpredictable movements can only do so much against either.

PHYSICAL
Appearance: Bailey officially stands at 5'4", but normally appears around 5'6" to 5'7" due to the boots she often wears. She weights around 134 pounds, with an hourglass figure, that's toned but not to mucsular. Her hair is somewhere in the Middle of being thick and thin, but it it a little on the thicker side, and her eyes are of course, an unmistakable sky blue. Her ears are slightly pointed (despite appearing human in the picture provided) because of her elf blood. Bailey's back, torso, and legs are covered in faint to newer scars thanks to battle, her time in slavery, and an unfortunate situation she found herself in once her husband left for war. The largest, and most notable, are five, long rough looking scars on her left arm that starts from about her elbow, and stopping around the Middle of her hand. Three of the scars are on the top of her arm, while the other two are on the bottom. Her ears are pierced, and she's never seen without her wedding ring.
Weapons & Armor:

  • Armor; A pretty simple set of armor, but it's pretty great for making quick getaways, and provides enough protection.
    • 86f84896d1a6a6b496cada09c5501553.jpgBut with a black hooded cloak and tighter pants.
  • Daggers; Bailey has two. A slightly curved steel blade with a ebony hilt, and a normal silver dagger with an ivory hilt. One is stored on her belt, while the other in her boot.
  • Short Sword; A pretty normal short sword that's a little easier to use with the warrior tactics.
  • Throwing Knives; It's always handy to have something of a ranged weapon, even if it's something simple. And these can be deadly in the right hands.
  • Hunting Bow: It's what it sounds like, a normal hunting bow. Though she doesn't just use it for hunting.
Items & Personal Belongings:
  • House In Loudwater; While not currently staying in the home, she still has the deed and the key on her person. Nobody can do shit about it.
  • Family Picture; A small drawing of her, her Husband Tyr, and a one year old Alex. Drawn out by a family friend who is, well, no longer a friend.
  • Wedding Ring; A gold band, nothing fancy. But it's special none the less.
  • Journal; Filled with her drawings and notes, along with Alex's doodles.
  • Money; A necessity. She never really carries a lot on her, but it's enough to get by. And when needed, she does odd jobs and carries out contracts.
Skills & Abilities:
  • Sword Play; Really, it goes for daggers too, but idk if there's a separate thing for it, so yeah.
  • Dual Wielding; Two blades at once, duh.
  • Sleight of Hand: This includes picking pockets and locks.
  • Archery: She's not the most amazing, perfering up close combat as of late, but when it comes down too, she's one damn good shot.
  • Alchemy: She has a knack for making healing herbs and basic potions, and defiantly interested in learning more.
  • Sneak: Light on her feet, light with her hands, good at blending in, Bailey is one sneaky girl.
  • Child Care: She has a son, and despite their situation, she's good at it. She's also good with connecting and taking care of kids in general.
  • Singing: She's got a pretty good voice, and it's great when calming down Alex.
Spells & Magic:
  • Familiar Summoning: Bailey can summon familiars. Two large Direwolves are under her command, along with a few other animals who may or may not be making an appearance. She can only summon two at a time, and have to send them away after battles, or if herself of her familiars have been hurt because keeping then out would drawing her mana significantly.
  • Telepathy: She has an ability to create private lines of communication between 1 or more person. However, the more people there are the less amount of time she can keep the lines open.
  • Clairvoyance (Unknown): As of now, Bailey's visions are unclear, unhelpful, and mixed into her various nightmares.
Weaknesses:
  • Alcoholic; Thanks to the human piece of shit Ryan, Bailey was unwillingly turned into an Alcoholic. More in her backstory when I write it out.
  • PTSD; It's a bit mild, but still PTSD. She suffers from nightmares, and physical contact is something she now has an issue with. Alex is the only she'd completely comfortable around, but he's her son, it's understandable. Men make her weary, and while she probably needs someone to talk to, she just can't bring herself to do it.
  • Family: Family, Friends, and pretty much anyone else she cares abiut can be used to manipulate her into doing pretty much anything.
  • Bounty; Bailey has somehow gotten a royal bounty placed on her head. Well, she knows how, but it's a complicated situation. She's been designated a traitor after her brief service under the current king.
  • Hunted; And as if a Bounty wasn't enough, a human dildo named Ryan McAllister and his mercenary gang and many other people either paid by him or part of his friend group who's after Bailey and Alex. Because Ryan wanted to kill them.
  • Untrusted; Back home in Loudwater, Bailey's previous employment under King Valerian was a very well known. While Tyr was there, it was not much of a problem. After however, well, it's a major reason she's the way she is now. Anyway, it seems it wasn't just in Loudwater. While not very widely known, she will occsonally meet people who knew who she was, and Ilit doesn't always end peacefully.
  • Major Insecurities: All of her problems lead to extremely negative thoughts of herself, a near inability to look at herself in the mirror, and constantly just being a general ass to herself.
FLUFF
Hobbies: Singing, Drawing, Training, Spending time with Alex, Planing her revenge, Drinking
Quote\s: "I've had to bad a day to put up with this shit. Either put a sock init or I'm cutting out your tounge."
Theme:
Other:


Young Marshall Brittlebrook.jpg
Hero or Villain: Hero
Name: Alex O'Connor
Age: 5
Gender: Male
Appearance: Alex is a normal 5 year old when it comes to his typical appearance. He's roughly 3'3", about 47 pounds, with brown hair and eyes like his father Tyr. However, his eyes don't sparkle like a normal child, and his shirt hides a secert or two. Like his mother, Alex unfortunately was roped into a cycle of abuse, and now has the scars to show it. His back, torso, arms, even small areas of his legs have cuts and burns.
Skills & Abilities:

  • Sleight of Hand; Unfortunately, Alex has been forced to pick up the skill of pickpocketing.
  • Sneaking; While a child is not normally one you'd expect to be able to sneak around, Alex is able to. Unfortunately, it's another skill gained by a forced situation. Something to keep him alive.
  • Basic Use of a Dagger; Alex can't exactly attack anyone with it, but he knows enough to defend himself if the situation came up.
Spells & Magic:
  • Basic Fire Magic: Not terribly talented yet, but Alex is able to create small fires, fireballs, and burn people. But it's unstable to reacted to his emotions.
Weaknesses:
  • Child; He doesn't weigh much and can't put up a fight, and while he's small, Alex could easily end up a target.
  • Dependent: Alex heavily relies on his mother, unable to be too far from her, and it's hard for him to sleep if she's not nearby due to nightmares. His and her own.
  • Untrusting: For a child, he's very untrusting of people he doesnt know. He's very quiet around them, and unless his mother says otherwise, he doesn't even make an attempt to warm up to them. Even more so if they're grown men.
 
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Ari Waesmor
HERO (to some anyways)
Appearance:
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BASIC INFORMATION
Name
: Ari Waesmor
Aliases: The Black Assassin; The Shadow Ranger
Age: 30
Gender: Male
Race: Human
Class: Bow and Blade Ranger

PERSONAL
Sexuality
: Bisexual
High Concept: A fabulously flamboyant, flower-loving, feline preferring assassin who'd kill you before the charming hypnosis wears off
Character Alignment: Chaotic Good
Bio: Ari was hired on by Arabelle as a merc. In that time, he butted heads with Tyr and especially Bailey who he kept trying to kill and only stopped because Tyr loved her. He was pretty essential to the group getting into the castle, with him sniping the guards so they could get by undetected. After the group dissolved, Ari left like everyone else and kept on doing what he did best: Assassinating for money. He acquired immense fortune, which was bolstered even more by the fortune he got from helping take down Amos.

He was and still is a dedicated caring father to Elaina and Noam in the day, yet a ruthless assassin by night who kills without discrimination, yet never children

PHYSICAL
Weapons & Armor
:
  • Light (usually female) Leather Armor
  • Iliad- A nature Bow
  • Snake Scale Knife- Throwing knives that easily catalyzes Poison Magic and can be summoned
  • Autumn's Love- A beautiful short sword used in close range that grants him the Familiar Misty

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Items & Personal Belongings: Tons and tons of money
Skills & Abilities:
  • Disguise
  • Charmer
  • Expert Archer
  • Expert Potion/Poison maker

Spells & Magic:
  • High Intermediate Thauma Magic- General Magic that takes advantage of Natural Phenomena and has minor aspects of every other magic type. He gets his signature spell, Stillpiercer, from here
  • Advanced Poison Magic- His bread and butter magic
  • Summon Familiar- 2 of his weapons have familiars in them. He can summon them to his will

Weaknesses:
  • Can summon familiars if he loses his weapons
  • Can't swim and stays away from water that can't be waded in

FLUFF (Optional)
Hobbies:
  • Horticulture
  • Playing Flute and Piano
  • Spending time with Elaina (and TRYING to spend time with Noah)
  • Getting into moral arguments with Elaina about killing people
  • Cooking
Quote\s: "I kicked your ass. You have 4 choices: Life, Limb, Money or Property. Don't let me choose for you."
Theme:
Other:








Appearance:
adolescent_owl_griffin_by_robthedoodler-dbdfka3.jpg
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Name: Misty
Age: ???, but very young
Gender: Female
Skills & Abilities:
Undying loyalty to Ari as his Familiar

Spells & Magic:
  • Wind Magic
  • Transformation- She can grow into a massive form and shrink into her small form
Weaknesses: Fire
Theme:
 
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Arabelle Leighten
Hero

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BASIC INFORMATION
Name
: Arabelle Elizabeth Leighten
Aliases: Kingslayer, The Adventurer, Belle
Age: 24
Gender: Female
Race: Human
Class: Dual-Wielding Ranger

PERSONAL
Sexuality
: Bisexual
High Concept: An incredibly selfless and kind woman, who will stab you to death if you hurt her friends.
Character Alignment: Neutral Good
Bio: Arabelle’s life has been basically defined by tragedy. Her parents and her older brother abandoned her at a very young age, so at 13 she got a job as a barmaid. She held that position until she was 17, when a kind prince named Leon pitied her. He took her to many interesting places and helped her travel across the country. During their travels, the two fell in love, but as many horrible things befell her, such as being kidnapped and hurt badly, Leon’s heart grew dark. He soon lost control, becoming a bloodthirsty tyrant. Arabelle blamed herself for not stopping him, and she hired mercenaries and people who thought like her. This group became known as the Crusaders, and they killed the evil god Amos with the help of his brother, Alreos. She and Leon moved in together in a quiet little cabin, since he had been possessed by Amos and was now back to himself. However, a vigilante group who was angry that Leon got off with no pain. They found the couple and tortured them, and Leon was tortured to death while Arabelle was forced to watch, and then they took a knife and gouged out her eyes, so the last thing she saw was the man she loved being tortured to death. She worked for months to train herself to fight without her eyesight, and now that Alreos has been corrupted, she needs her friends to help her defeat him.

PHYSICAL
Appearance
: She lost a leg in a battle against a massive troll, and both her eyes are gone, obviously.
Weapons & Armor:
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Items & Personal Belongings:
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Skills & Abilities: She is a very skilled seamstress and artist, though her skills have decreased since she lost her eyes.
Spells & Magic: She has been trained in very basic magic, she can sense other people’s presence through magic, and this is how she still has the ability to fight.
Weaknesses: She has nightmares almost every night that cause her to be constantly tired, and she is often jumpy and nervous. She has PTSD from losing her eyes and leg, and she is also very quick to distrust people if they hurt her friends and family. If someone gets on her bad side, it takes a while for her to warm up to them, which developed more after she was hurt.

FLUFF
Hobbies
: She usually trains for battle and rides horses.
Quote\s: “We can’t let evil triumph when we have the strength to stop it. I won’t allow it.”
Theme:
Other: She has an Andalusian mare named Ivy who she adores with all her heart.
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Villain
1_dark_lord.png
  • BASIC INFORMATION
    Name
    : Sammaster Azuth
    Aliases: The Terrible and Powerful, The Elfslayer, Monster On A Leash, Sir Sammaster
    Age: 32
    Gender: Male
    Race: Human
    Class: Dark Knight

Other: You yourself said you need villains, Kylesar1 Kylesar1 . So vyllans, m'good sir, ye shall 'ave.
 
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TYR O'CONNOR
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BASIC INFORMATION
Name
: Tyr O'Connor
Aliases: The Barbaric Bard, The Herculean Highlander, Big Daddy Cool
Age: 35
Gender: Male
Race: Human
Class: Warrior/Brawler/Bard

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PERSONAL
Sexuality: Bisexual - semi-polyamorous
High Concept: Big strong warrior comes home from war after being presumed dead for one and a half years to his wife and child, adjusting to normal life
Character Alignment: Chaotic Good
Bio: WIP

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PHYSICAL
Appearance:

  • Height: 6'10"
  • Weight: 297 lbs
  • Hair Color: Light brown
  • Eye Color: Green/blue
  • Body Type: Muscular
  • Distinguishing features: Runic tattoos on arms, chest and ear piercings, Bear paw tattoo on upper back near his right shoulder
  • Scars: Large bear claw scar on chest, multiple smaller scars
Weapons & Armor:
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Items & Personal Belongings:
WIP
Skills & Abilities:

  • Insanely strong
  • Trained in multiple forms of hand-to-hand combat
  • Expert in melee weaponry
  • Trained in first aid
  • Learning second aid
  • High tolerance for pain
  • Master cook
  • Adept navigator
  • Expert in alchemy and runes
  • Good fisherman
  • Knowledge in spelunking
  • Adept rock climber
Spells & Magic: (Magical. Spells and magical abilities that the character has)
Weaknesses: (Weak sides of a character. Fears, inabilities, inexperience, emotional issues, mental issues, etc. Only ones that could be said to negatively affect the character)

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FLUFF (Optional)
Hobbies:

  • Cooking
  • Playing Music
  • Singing
  • Drinking
  • Exercising
  • Fishing
  • Boxing/Wrestling
  • Collecting herbs and alchemy components
Quote\s:
  • "Life's been good to me so far."
  • "Are you starin' at my woman?"
  • "Pphhhh. I can take five guys by myself."
Theme:


Other:
 
Hero or Villain: Hero
Appearance:

1523756687421.png

BASIC INFORMATION
Name
: Beatrice Stormwind
Aliases: Blood general, Red demon,
Age: 247
Gender: Female
Race: Draconian (2nd generation)
Class: Scorch knight

PERSONAL
Sexuality: Bi
High Concept
: A high ranking general who has seen many great battles. But at what cost?
Character Alignment: Chaotic good
Bio: The tale of Beatrice was originally a simple one. The daughter of the royal guard being thrust into a political cimate of kings coming and going. And for 30 she lived that simple life until the current Draconian king came into power. He saw her to be too useful for a simple guard. He had her changed to something else. A title he dubbed the Aegis. His personal warrior and weapon to use against any who would dare oppose him. And so it was that he put her into training with the best warriors in the Draconian realm. And along with that he kept her a secret from the public, she was his guard against any potential challengers who sought kinghood.

For Beatrice this was a sign of change. The king had given her free reign unless he said otherwise and she intended to use it. From her promotion she made a special squad of warriors that were meant to operate on their own. And in that moment even enemy nations came to know the Red demon. Orc generals would look away one moment only to have their heads chopped off from behind. Elf mages would find themselves overwhelmed by a foe that had came from nowhere. Her squad was the ace in the hole.

But Beatrice now finds herself seperated from her kind. Unknowingly she had been put to sleep and taken to Ravinia. Now alone and isolated. And chances are her reputation may lead to hunts. She must survive and find the means to come into contact with her allies, or find some new ones here.

PHYSICAL
Appearance
:
Weapons & Armor: Plate Mail, A special blade that is capable of setting ablaze at will
Items & Personal Belongings: (Any other items that the character has, or belong to them)
Skills & Abilities:
Stealth
Perceptive
Knowledge on Military tactics.
Arcane knowledge
Strong enough to take on an Orc Berserker with her bare hands. And stand a mild chance
Immune to fire damage
Knowledge on most runes on weapon enchantment.
Knowledge on most forms of poison and venom.
Spells & Magic: Fire whip: A whip made of fire materializes only remaining for 1 minute (2 posts)
Fireball: Ball of fire is launched at the enemy.

World on Fire: A special spell that for the next 2 minutes (4 posts) the air is superheated to the point of anything within 10 feet of Beatrice is set ablaze.

Weaknesses: In truth Beatrice is not used to interacting others unless they are under her command. She is not used to people who call her by her own name, She is stubborn to a fault not often admitting to needing help,

FLUFF (Optional)
Quote\s: "I'm not used to being referred to by that name." "I'm only helping as it involves me living." "If you have an idea of ambushing then my blade is yours." "In all honesty I don't know what it's like to live a normal life. I've lived as the kings Aegis for years, always ready to strike his enemies down. But all things considered... Get me a good Ale to knock me down. I want to have a good time even if it's just a little!"
Theme: (Musical theme)
Other
 
Hero
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"Not that I have anything against senseless violence, grimgi, but why exactly are you strangling that old man?"
BASIC INFORMATION
Name
: Thruidaid Ironhammer, otherwise known as Thruid
Aliases: Champion of Karak Dron, Son of Belgrim Ironhammer
Age: 267
Gender: Male
Race: Dwarf
Class: Dwarf Ironbreaker(Tank)/Fighter

PERSONAL
Sexuality
: Heterosexual
High Concept: Dwarf Ironbreaker from the lands of Warhammer Fantasy
Character Alignment: Lawful Good
Bio: Not much is known about the continent that Thruid's from...other then it's bathed in war. Heck, Thruid has fought for as long as he could remember, from the field of battle, to defense of his hold, to even in the tunnels of the mines. Fighting has always been natural to a dwarf like Thruid, especially as a son of one of an influential clan. They were the Ironhammers, who produced great pieces of dwarven equipment and were known for producing great hammer wielding warriors. Thruid was the youngest of one of two sons that belonged to Clan Ironhammer. He and his twin brother were quite the duo, and in fact, became champions of not just their clan, but the entirety of Karak Dron.
So many battle were fought, many honors were won, many ales were had...but many grudges were also written, for dwarves do not forget.
Chief among those grudges, avenging the death of the of Thruid's mother, the leader of the Ironhammer clan, who had died by means of treachery.
Thruid's twin brother, being technically the elder of the two,was the one who was given the title of Thane of Clan Ironhammer, the leader of their clan, after their mother's passing.
Thruid had no complaints, he knew his brother would be a fine leader. But, he did insist on one thing; while his brother lead Clan Ironhammer, Thruid would venture out into the world and seek vengence for their kin...for their mother.
That leads us to today, where Thruid had tracked the murders of his mother, to another another continent, to a manling kingdom, the Kingdom of Ravinia.
Of course, Thruid never had any intention of getting involved with the brewing conlfict, for he was here for vengence.
But...Thruid was never really good at keeping out of a fight...so...here we are today.
A dwarf, fighting a foreign war.
Who knows? This might actually be fun.

PHYSICAL
Appearance
:
hero_ironbreaker-edit.png

Weapons & Armor:
Full Suit of Gromril Plate Armor- A full plate of fine, dwarven plate armor capable of deflecting the hardest of blows. Crafted into this set of armor is a certain rune that makes the armor feel lighter to the wearer while retaining it's sturdiness. Keep in mind, this needs to be a dwarven wearer for it to work.
Dwarven Shield- A fine piece of protection, good for defense as well as offense. Two runes are built into this one, one that is cable of changing the trajectory of an projectiles and nearby melee swings so that the trajectory will then be aimed towards the front shield, another makes it so that if any magic makes contact with the shield, it will quickly dissolve it.
Runic Hammer- Pretty self explanatory, a one-handed hammer capable of battering about armored foes. What’s special about this weapon is that from time to time the hammer is capable of shattering crude-basic weapons; though it’s incapable of doing so to finer/enchanted weapons.
Runic Axe- Your classic dwarven axe, with a rune crafted into it that will cause it to never rust.
Items & Personal Belongings:
Beer Mug- An iron beer mug, good for drinking out of and smashing enemies on the head.
Clan Ironhammer's Book of Grudges- Pretty self-explanatory, a book of dwarven grudges from the Ironhammer clan. It's the sole reason why Thruid's here in the first place.
Pipe- A smoking pipe, helps pass the time.
A Locket- With a cheerful picture of him and his brother, who's thane of Clan Ironhammer.
Skills & Abilities:
Haha! Look! There charging again!- Thruid has seen hundreds of battles, at this point, very little can surprise him, or scare him for that matter. In fact, the only thing you'll probably hear from him during a charge from the enemy is a crackle of laughter or the loud yet steadfast bellowing of a dwarven warcry.
Ma Will Is Like A Mountain!- It's almost impossible to turn a dwarf already set his mind to a task. Thruid's will can push his limits to new heights, fact is he might not even feel the pain of battle, and will keep on fighting forward, fighting harder. This is also an advantage as Thruid's mind is not a weak one, and is very difficult to control or manipulate directly.
Just a scratch Dawri!- Even without his armor, this dwarf is tough enough to withstand some blows. But with his armor, some people might even refer to him as a walking dwarven hold.
Right in the dongliz!- A champion of his hold that has seen hundreds of battles, this dwarf knows how to fight, but he specializes in two handed great weapon or axe/hammer and shield combo. (Note: He will never touch a sword, spear, or bow. Thurid's kind prefer axes, hammers, and crossbows.)
Very, Very Strong- He has to, in order to be an Ironbreaker. His strength can rival and even surpass the strongest of humans.
Come at me! Ya urks!- Thruid calls it dwarven charm, but it's probably the loud insults that he'll hurl that usually gets the enemy to focus in on him, which pretty beneficial in the grand scheme of things for his squishier allies.
Anti-Magic- The dwarven kind that Thruid comes from are...an interesting lot. They have developed a resistance and even in some cases and immunity against magic. Now, Thurids not fully immune by any stretch of the imagination, it's just that Thruids not going to feel the magic as much as the other races are going to. An example would be if someone were to stab him with a magically enchanted knife, he'd feel the magic less much then he'd feel the stab(either way, he's going punch your face in for all the trouble). This also applies to magical posions or corruption; magical posions can affect him, but it'll effect him significantly slower then it would others, while magical corruption, Thruid's body can fight it off, but it may render him in a weaker state.
Smithing- All dwarves know how to smith. While Thruid is not a dedicated dwarven smith, he is still considered an amazing smith by most race's standards.
Building- Again, not the best dwarf builder, but he knows the dwarven basics...including fortifying a position or even how to destroy a fortified position.
Mining- All dwarves start out as miners, as it's one of the pillers of the dwarven community. Once again, compared to his kin, he's know expert. To other races, he knows where the best metals and minerals would be located(They also can tell by the metal's weight, so don't even think about cheating him out of his gold!), and has generally an easier time navigating tunnels. This also helps when seeing in the dark, as dwarves love to spend their lives underground.
Mountaineering- Few races know the mountains like a dwarf. To them, it's nothing short of home, which gives them an advantage in when navigating or even fighting in.
Spells & Magic: "Magic's for weaklings and elves! Dawri!"
Dwarven Runic Magic-
Okay, so dwarves do use magic of some sorts, but they don't think of it as magic magic. See, dwarven runic magic is harnessing the raw energy of magic and controlling it in runes. From where Thrud's from, it comes in the form of Runesmiths. Basically, they harness this raw, wild, dangerous energy and craft into somthing much more controllable, like an axe, a tool, or armor. Thrud's no runesmith, but his weapons are runic magic, and he has knowledge on how dwarven runic magic works.
Weaknesses:
Stubborn- Stubbornness runs in most,, if not all dwarves, and it's can be handy when in a pitched battle. But there are times where dwarven stubbornness can be...detrimental, especially in the realms of a tactical retreat. This means that Thruid might not exactly be willing to part with his enemies, even if the odds were stacked against him. You could also goald him into a fight or ambush like this, as he does not back away easily.
Insensitive- Now Thruid can show compassion, but...dwarves are proud creatures that think they've seen much worse...and usually they have. This can lead to Thruid being a bit insensitive when it comes to matters of emotions. PSTD, for example, is not somthing that dwarves, least not Thruid's kind, experiences, and thus Thruid does not understand when someone is going through somthing like this. Fact is, he might even find this annoying at times, often resorting to mockery or yelling when people do exhibit such behaviors. Also, he's not a big fan of elves but will work with them, cursing them every step of the way. Orcs much less so, and necromancy? Just be lucky he hasn't placed an axe in the split center of your face. Necromancy especially can piss Thruid right the hell off, as dwarves are worshippers of their ancestors, and necromancy is basically to a dwarf the equivalent of sacrilege. (Whatever you do, do not resurrect dwarves, because that's going to mark you for a grudge)
Slow- Don't mistake this for slow in combat, but when Thruid physically travels, he's not the fastest of the group. This might mean he'll take longer to get into position or a fight, and on the macro level this means he'll always be the slowest on the road; and don't try to hurry him either, he moves at his own pace.
Bah! Meatsacks on legs- Thruid does not like horses. He doesn't know how to ride them, and he doesn't want to learn either. This wouldn't be a problem if it weren't for the matter of transportation, but it isn't the fact that Thruid doesn't like horses; rather, it's his armor. Anything short of a warhorse is going to collapse under weight of his armor, and keep in mind he's not going be the one who's stirring the stead, so he has to ride with someone else. This means, when mounted on anything, more often then not Thruid's going to slow it down.
Anti-Magic- The dwarves resistance to magic runs both ways. While Thruid is resistant to magic, this also applies to healing and buffs. Now, again, Thruids not fully immune to magic, and healing will work on Thruid; the problem is it takes much more time and energy to try to heal Thruid compare to the other races, and sometimes Thruid's body might even reject the magical healing process. Magic potions work a bit better then the pure healing process, but Thruid still going to need to drink around two times as much potion to get teh same effect. Seem goes with buffs, Thruid might receive a tiny amount of the original buff, or flat out just resist it.
Gudge Holder- Now, unlike his kin, Thruid can take a joke, even a jab from other people. But do anything to insult his honor and he'll mark you for a grudge; and if he's not going to settle it, bet yer ass that his kin will.
Vengeance!- From time to time, Thruid'll pick up certain information about certain individuals that are named in his little book of grudges, and he may venture off to seek, these individuals, with or without the party's consent, regardless of how dangerous or full hardy it may seem. This may manifist as a side quest or resulting in Thruid disappearing from the party for a brief amount if time. After all, grudges is what lead him to these lands.
Lacking Ranged Weapons- Self explanatory. Granted, Thruid can easily toss objects in a certain direction, but that's situational, and at best extends to mid-range.
Loud! Proud! And Smelly!- Stealth is...not really an option for Thruid. Between the clanking of his armor, the reeking of alcohol, and the loudness of his voice, Thruid can easily give himself away when sneaking. At best, he'll stay put, but even then his axe may be thirsty for blood, and he'll want to see some action. As you can tell, he favors the direct approach.
Heavy- Gromril armor is pretty heavy for everyone but the wearer. This is usually a problem if the wearer were to fall unconscious and his body needs to move. This is especially troublesome in water; now, if Thruid is conscious he can swim out of his predicament, but if he was unconscious, he's going to sink like a rock.


FLUFF
Hobbies
:
-Singing songs of his people(usually badly)
-Drinking lots of alcohol(Of low quality, but that only means he has to drink more)
-Fist fights(especially while drunk)
-Smoking his pipe
-Crossing off grudges from his clan's grudge book
-Writing letters back to his hold, or working on a book about his journeys
-Reminceing about battles he fought in with his kin
-Feeling a bit homesick, and thinking about his brother
Quote\s:
ironbreaker_02.jpg
"Listen here, dawri, like any good warrior would tell you, victories are built only through hard work, skill, and much practice...Afterall, there ain't no shortcuts... only quick deaths."
"Not all battles are won in a lifetime, dawri."
"C'mon! Dawri! We've got grudges ta settle and foemen ta slaughter!"
"You call this craftsmenship! Ha! I've seen snotlings with better craftsmenship then this!"
"Ehfine *Burp* night fer slaughta, eh dawri!?"
"He's strangling our elf! That's my job!"
"Haha! Go ahead! Test my Gromril!"
"This isn't bad. The time I had lost me axe and pipe, now that was bad. This is nothing"
"Shoddy armor, these kazaki'dum, just like I told you!"
"It makes for a lonely road without comrades, Grimgi."


Other:​
 
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Anna Dawnne
Hero
fba39d25ed47b7fe5d4eb14d226076f9.jpg

BASIC INFORMATION
Aliases
: The White Witch, The White Mage
Age: 29
Gender: Female
Race: Human,
Class: Healer, Caster

PERSONAL
Sexuality
: Straight
High Concept: A compassionate and kind young lady that trust too easily, yet scary when betrayed.
Character Alignment: Neutral Neutral, with hint of 'good'
Bio: Born from a lineage of mages, she was exposed to magical knowledge and training at a young age. Being stuck in books than physical activities, she graduated from the Mage Guild at the age of 17. Not the smartest or greatest of wizards, she still has a pretty good grasp of magic proficiency, especially in non-elemental magic forms. Finding her passion in helping others, she was mainly based in healer tents, or amongst the shield casters in her early years after graduation. That is where she specialised herself in healing, shielding and warding magic. Removing curses and poisons was also her speciality.

As she got better at them, she left the kingdom's service and became a freelance healer that assisted the villages in anything from creating barriers against beasts, to purifying a poisoned well, to just healing a wounded hunter caught in his own traps. Not all services are free though, as she sometimes collects a fee for healer or warding, a girl's make a living. Sometimes, she also sells trinkets enchanted by magic, for those extra coins for a comfortable room in the inn. She also spend her spare time making magically enchanted gloves, or just simple inner garments, usually the ones that does not involve too much work as a full garb or cloak. She does get paid sometimes to do enchantments on metal armors, or make bigger cloaks.

Travelling frequently from town to town, with either magic, or carriage in her years of service has gained her an aliases, or reputation name as the White Mage, or the White Witch. White being the colour of her bleached blond hair, paired with her pale smooth complexion, something she always argued that its because she stayed in the shade or indoors too much. And Witch, simply because magic would appear to be scary in the eyes of those who have yet truly seen it.


PHYSICAL
Weapons & Armor
:
mages_staff_large.jpgs-l640.jpg
Elderwood Staff : Enhances and serve as a platform to project magic, or a magic catalyst, contains its own magical reserves, otherwise as a stick for extended reach to so...stuff.
Arcane Dagger : Contains its own magical reserves, magic catalyst, magically enchanted to be constantly sharp for skinning, chopping, and cutting. Have more general use than combat.
il_570xN.955873028_adfu.jpg
Enchantress's garb : Increases magical flow, has its own magical reserves, and generally comfortable to be worn for all occasions.
A Brown Cloak
Items & Personal Belongings:
Magical Dimension Bag : Can holds 100 items as long they can fit in a 450cm/1.5 feet diameter opening, but with the weight of only 2 Kgs/4.5 lbs, incredible !
Magical Gemstones X 10 : Gemstones that could hold Advance Magic, needs to be imbued, or absorbed from a source.
Pouch of Coins : Self explanatory
Horse

Skills & Abilities:
Sewing and Tailoring
Expert Magical Knowledge
Expert Memorised Spells (No need a spell book)
Advance Wards/Barriers Knowledge
Innately High Magical Reserves
High Mental Fortitude, Mental Strength and Resilience
Item Enchantment

Spells & Magic:
Advance Light Magic
Advance Thaumaturgy Magic
Advance Physical Magic
Basic Elemental Spells
General Utility Spells

Weaknesses:
Alcohol
Drugs
Hunger
Poison
Close Quarter Combat
Anti-Magic
Spell Interruptions
Low Stamina
Lower than average Reflexes and Strength

FLUFF
Hobbies
: Books, Tea, Sewing and tailoring
Quote\s: "There should be a spell for that..."
Theme:
Other:​
 
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HERO
Probably the only thing that'll keep Ari from killing people who look at him funny
Appearance:
4598044bf4bc67f1177e8b55e1bf111e.jpg



BASIC INFORMATION
Name
: Elaina Waesmor
Age: 11
Gender: Female
Race: Human
Class: Cavalier; Magic Knight

PERSONAL
Sexuality
: She's 11. Fuck off
High Concept: Lover of Flowers; Dancing Queen; The only balance to Ari's insanity and the embodiment of light-hearted fantasy
Character Alignment: Lawful Good


PHYSICAL
Weapons & Armor
:
  • Light Anti-Magic Armor- She refuses to wear armor that's not comfortable, so Ari got her the best Anti-Magic armor he could buy. Offers strong magic protection but NO physical protection
  • Valkyrie Sword- Durable sword given to her by her mentor
  • Armored Horse- Her horse has moderate full-body armor to make it impenetrable by arrows and offer more physical protection
Items & Personal Belongings:
  • Wing Charm- A tool given to her by her mentor. Allows her to sprout wings for about 60 seconds. She uses it until she can summon her Valkyrie wings
  • Rose Bangle- Given to her by Ari. Summons a powerful shield that's weak to fire, immune to water/earth and very durable
Skills & Abilities:
  • Dancer- Especially Ballet
  • Musical- Prodigious at piano
  • Empathetic- Far better at words in a normal situation than Ari is. Ari is mostly only good when someone needs to die or he needs to spy
  • Horse Training- Her horse is highly trained and she's highly trained to ride it

Spells & Magic:
  • Holy Magic
  • Utility Light Magic
  • Apprentice Thauma Magic (Healing, Barriers, Non-Elemental Magic Attacks)

Weaknesses:
  • Apprentice Swordswoman- She's being trained by the Arch-Valkyrie. That being said, she's still an apprentice
  • Dark Magic- She's being trained in Holy Magic. While she's strong to Dark Magic, she's also weak to it
  • Child- I don't need to explain the weaknesses of a child on a battlefield
  • Ari- Despite her fragility, if Ari is in danger, she'll rush in without regard to her own life

FLUFF (Optional)
Hobbies:
  • LOVES to dance with Ari
  • Plays Piano (Preferably with Ari when he's around)
Theme:
 
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Villain
Appearance:
DZbyV_HUMAA-zs9.png


BASIC INFORMATION
Name
: Marianne Basil
Aliases: The Commander, The Grand Master, The Conquistador.
Age: 36
Gender: Female
Race: Human
Class: Warlord

PERSONAL
Sexuality
: Bisexual
High Concept: Evil, very bad, not good, to be conqueror of the world.
Character Alignment: Chaotic Evil

Bio: Marianne, born to peasant farmers in the village of Basil, located in a remote corner of a small kingdom. She was a girl like any other, perhaps a little more boyish, perhaps a little more clever, but she was normal by all accounts. Then, war came, and her small village was engulfed in an instant. Everything around her was on fire, screams could be heard, and bodies kept falling one after another. It was then, it the pit of her despair, something called out to her, something unfathomable to her, something very terrible. However, in her desperation, she reached out, for a sliver of hope, she reached out. And then, in her hand, was an old book. She knew, as she held it, that it was no mere book, but one of magic, a grimoire, and from the depths of her mind, the book's title surfaced, the Tome of Dominion, it was called.

From the tome, she obtained the power to dominate the minds of others, and with her new found powers she quickly built herself a company of mercenaries and fought alongside the soldiers of her kingdom to bring an end to the war that tore her world apart using any means necessary. With her newfound powers, it was easy enough. By dominating key personnel, she quickly gained control of entire armies to do her bidding rather than going off to chase after personal vendettas, and by dominating her enemies, she inserted spies and agents who no one would ever suspect. Eventually, the war ended, and the two sides signed a lasting peace treaty. Some say that it happened all too quickly, that it was far too easy, that the kings and nobles would not have stopped fighting just like that. However, to this day, the peace had not once been broken, as if the ruling class of both kingdoms had made it their mission to protect this peace.

After that war Marianne and her mercenary corps disappeared, some had said that she returned to a quiet life, some said that she had died during the divisive battle. However, the truth is far from so simple. After bringing peace to both kingdoms, she merely move one to grander ambitions. Now, rather than kingdoms or empires, she now seeks to bring peace to the entire world, and she is determined to make it so, even if she has to dominate every single being on the planet to do so. Now, years after she had disappeared, she had resurfaced once more, now an inquisitor for the Inquisition, destroying all who would oppose the one order, in the name of peace and tranquility. However, secretly, she believes that the time of the gods are nigh, their powers dwindling. It will be but a matter of time when she herself will take over and rule over the lands in everlasting peace.

That just leaves one question. Who is Marianne? Is she the same peasant girl back in that village? Or is she the vessel of the Tome of Dominion, long dominated by the dark tome without realizing it, just like many of her victims?

PHYSICAL
Weapons & Armor
:
  • Plain Clothing
  • Dagger
Items & Personal Belongings:
  • The Tome of Dominion (Cannot be removed, will always return to the owner. Unless...)
Skills & Abilities:
  • Tactician - One does not fight and survive battles without picking up a thing or two.
  • Polity - Though peasant at birth, mingling with those of noble birth has gained her the skill of fancy talk.
  • Diplomacy - She can compromise when it's necessary.
  • Novice Combat - She knows which end of the dagger she should be holding and which end to stick into people.
Spells & Magic:
  • Dark Magic - The Tome of Dominion is an artifact of darkness, and as such the powers it grants its bearer will undoubtedly be of darkness as well.
  • Dominate Mind - Her bread and butter, however this dark power is not all powerful, those with sufficiently strong willpower won't easily submit without having their minds broken down first.
  • Summoning - She can summon her followers to her location from wherever they are.
  • Reverse Summoning - she can summon herself to her followers location.
  • Life Drain - When she made the covenant with the tome, Marianne was already near death, and she must drain the life force of her followers to maintain her own. Thought she thought herself to be an undead that will revert to the state of he death without the constant supply of life force. The truth is that the tome is keeping her in this state so that she has no choice but to continually dominate the minds of others and gain more followers.
  • Blood Sacrifice - If Marianne ever took a fatal would, one of her followers will give all of their life to instantly restore her. This meant that so long she has a follower left, Marianne cannot die.
Weaknesses:
  • Feeble Flesh - Her body remain the same from the moment she made a covenant with the Tome of Dominion. No matter how hard she trains she will never get strong or faster that she was, forcing her to rely on her followers and the dark magic supplied by the tome to defend herself when it comes to it. This also meant that without followers and dark magic, she would be as feeble as any other girl.
  • Near Death - Having her body remain the same from the moment she made a covenant with the Tome of Dominion, also meant that she is stuck with the near death body body she had when the made that covenant, and though it is now maintained by the life force of her followers if she ever gets severed from the tome, she would simply revert to that very same near death state.
  • Holy Magic - As the Tome of Dominion is an artifact of darkness, is it by nature weak against holy magic, and this extends to all of Marianne's followers. It is possible for powerful enough holy magic to dispel their domination and even sever the connection Marianne has with the tome, rendering her completely helpless against the weaknesses above.
  • Killable - Even without holy magic, if one simply kills her enough times till she has no follower left to sacrifice their lives for her, she can be vanquished. Fire is recommended, as well as anything that applies constant and lethal damage to her body.

FLUFF (Optional)
Hobbies: Reading, taste testing, window shopping, napping, overseeing follower training, caring for her pet cat.
Quote\s: "You are mine!"
"You don't really need that pesky freewill do you?"
"My world will have no place for wretches like you!"

Other
: By the influence of the tome, the wounds that almost killed her never healed. Though the bleeding may have stopped, the wounds remained gaping and had to be stitched and bandaged and to this day they still ached.

Partial Character
Appearance
:
Saber.%28Lancelot%29.full.2117349.png
Hero or Villain: Villain
Name: Fredrick
Age: 41
Gender: Male

Bio: One of Marianne's earliest follower, Fredrick is a soldier that has lost his home and loved ones to the war and by the time he met Marianne, he was already a broken man, lusting only for vengeance and a place to die. Marianne easily dominated him and gave him a new purpose, to serve and protect her with his very life. Now, he serves Marianne as her ever "loyal" bodyguard, heeding her every beck and call.

Skills & Abilities:
  • Master Swordsmanship - While proficient with any weapon, Fredrick is most skilled in and sword and favors the weapon more than the others.
  • Combat Expert - Comes with the territory of being a master swordsman.
  • Dedicated Bodyguard - As the bodyguard of Marianne, he is capable to reacting immediately to any dangers directed at her, without regards for himself of course.
Spells & Magic: N/A
Weaknesses:
  • Lack of Self - As someone who has been dominated by Marianne, he has no true sense of self and would disregards his own safety over Marianne's. The best way damage him, is to force him to be a meat shield for Marianne.
  • No Magic - He has absolutely no talent in magic whatsoever, and is therefore in capable of defending himself against it. Good for him that Marianne is against the policy of needlessly discarding valuable followers.
 
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Neutral


BASIC INFORMATION
Name
: Keara
Aliases: The Black Mage
Age: 97
Gender: Female
Race: Illithid
Class: Dark Mage + Fig mage

PERSONAL
Sexuality
: Bisexual
High Concept: Discover the true power that lies within oneself, and harness it to revive her fallen mentor. The Benevolent god knows a lot about that.


Character Alignment: Lawful evil, tends to do rather 'bad' things without directly intending evil

Bio:
Keara loved painting, though as much as that, she loved dark, forbidden magics. Quite the dichotomy. Though most of the Illithid people tend to focus mainly on the nefarious side of black magic, Keara chose a more passive lifestyle. Fortunately for her, her decision was supported by her parents, who held a lot of power in the underground society of Illithid people. Spending most of her time alone, her works provided an insightful view into the moral life of the Illithids, who were usually seen as cruel and vile beasts. Yet, the natural pull towards the dark that all Illithid felt was too strong, and she succumbed to the temptations that the dark offered. For most of her sophomore years, she forsook art completely and delved deep into the darkest corners that Black Magic offered. It was not until she was reminded of who she once was, from someone who became a valuable friend and mentor, that this was not the only road. Straying away from complete black magic, Keara followed in her mentors footsteps and began learning Fig magic. The intense focus and self observation it required awoke her to the fact that black magic was taking away what she had loved. Slowly, she began to balance out all three: Black Magic, her passion for art, and the newly acquired fig magic. However, as her mentor was simply a human, she eventually outlived him. His death was tragic, and left Keara hollow and stoic. Once passionate and emotional, she became hardened and cold. Continually, she was searching for further meaning in life, only to come up empty handed... Until now. The God of Benevolence is imbalanced, much like her. She did not think to convert him, but to extract whatever secrets he had. Surely, if there was any purpose to life, he would know.

PHYSICAL
Appearance
: A lithe, humanoid figure with the head of an octopus (I cant resist). Most illithids wear scary black cloaks, though Keara prefers more subdued grey robes. Being female, her already thin frame is further accentuated. Despite having lived for over 90 years, she is only halfway through her life, as Illithids tend to live much longer. Her bulging obtuse eyes are a pale green, and her octopus skin is a dull off-white

Weapons & Armor: Wears enchanted robes. Doesnt protect much against physical strikes but has some resistance to general magic.
Items & Personal Belongings:

A black book, the text that opened Kearas' life to that of profane sorcery, contains all her learned magics, but in an incomprehensible language. It's temptation to study is overwhelming.

A piece of bright jewelry, carrying the soul of the mentor. Keara spends long hours staring into it, filled with regret.

Usually carries a set of paintbrushes, though ironically tends to lack paint, for which she uses what is around instead.

A small white canvas.

Several empty stones, designed to contain souls

Skills & Abilities:
-Particularly skilled abstract artist. Critics have called her work emotional, reflective, and chaotic.
-Somewhat talented in poetry, though tends to go down a darker route
-Illithid are known to devour victim's brains. Keara hasn't done this in ages, relying more on fig magic to extract knowledge, though is still able to do so
Spells & Magic:

Dark Magic:
Despite straying away from the dark, the natural inclination that Illithid have towards this magic is irresistible, and so Keara has memorized a few spells by heart:

-Dark touch:
Keara's hand becomes a beacon for the vile. Whatever she touches begins to wither as their life force sustains her instead.

-Necromancy:
A staple of any dark mage, Keara is experienced in raising a few undead thralls to help in combat or just mundane work.

Fig Magic:
-Basic water/air manipulation:
As a requirement, Keara's nameless mentor taught her how to manipulate these two elements, though she didn't delve too deep into it. As such, she can rarely use it for damaging effects.
-Psionic link
Keara can form a psionic link with any rational being within 100 meters. What happens next depends on both parties.
-Emotional Manipulation
Though now cold and emotionless, Keara knows all too well how they flow, which led her to master emotions first in her path as a fig mage.
-Soul capture
One of the final spells Keara learned from her mentor was soul capture. Unfortunately, his tragic demise followed soon after, and the knowledge of what to do with the soul was lost... Then, the dark called back to her...

Fig/Dark Magic:
Again, as all Illithid are drawn to the dark, so is Keara. No matter how much she tries to deceive herself that she has given that life up, she always returns. One example, is her melding of Dark magic and fig magic into a bastardization of two different classes of magic.

-Wicked Soul
With a captured soul, Keara commits an unforgivable sin. Using fig magic, she calls out one of her captured souls from a stone, and with her dark magic, she corrupts it entirely and turns it into a missile. The soul expands with cancerous speed and moves towards whatever living thing it can find, aching for solace from the pain it is in. Once it reaches its target it explodes in a lethal blast. If the soul wanders for too long, it withers and dies, leaving behind a spongy carcass. This magic is a complete affront to everything her mentor taught her, and she has only used it once. The only time she would cast it again is if she completely renounced her devotion to the nameless mentor.

-Dark Whispers
Though not as horrific an abomination as 'Wicked Soul', Keara still feels guilt whenever she uses Dark Whispers. After a psychic link has been established by using Fig magic, Keara uses dark magic to corrupt her thoughts, and in turn corrupt the other parties' thoughts as well. This has varying degrees of effectiveness, ranging from discomfort to temporary insanity.

Weaknesses:
-Prefers not to talk of her mentor, and will become incredibly sensitive/defensive
-Extremely cold and stoic, not willing to open up to others
-Has a self-feeding self hatred, amplified when reminded of her dark powers
-Tends to become extremely emotional when alone
-Does not take criticism to her art well
-Holy Magic

FLUFF (Optional)
Hobbies: Painting
Quote\s: "I'm not in the mood to tolerate you right now. Sorry."
"Oh? Is that what you think of it?! Well then, why don't you paint it yourself?!"
Theme:
Other:
 
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Villain
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BASIC INFORMATION
Name: Gradius
Aliases: the dark one, he who assimilates, Dark Lord Gradius
Age: 5,000
Gender: Male
Race: Symbiote: a race of strange creatures of which Gradius is the only one left. If allowed by a sentient creature, a symbiote can take said creature as a host. As a host, the creature in question will find that their power has increased as the symbiote has added their power to the host. There are drawbacks, however, as a particularly powerful and evil symbiote can take over a host completely, leaving said host trapped inside their own body, only able to watch as horrible things are done using their body. (And also unable to taste the excellent food that the bad guy goes out for post victory.)
Class: Assimilater

PERSONAL
Sexuality: asexual
High Concept: evil villain who wants to take control of everyone's bodies.
Character Alignment: Chaotic Evil
Bio: Long ago the symbiotes were many and varied. They lived in an amazing rainforest where everything was plentiful. Under these conditions, Gradius was born. And it was clear something was not right. Gradius was filled with darkness. From the moment he was born he saw a world that could be bent to his will. To this day it is unclear if Gradius was corrupted by some dark god or spirit or is just plain bats*** insane. Either way, no one could stop him from committing genocide on his entire species using the dark forbidden magics of a long dead wizard host. For years after his genocide Gradius wandered the earth, searching for ways to make his dark dreams come true. And now he is in ravinia.

PHYSICAL
Weapons & Armor:

Sword: his host has a basic sword.

Items & Personal Belongings:

Locket: his host has a locket containing pictures of his family which he could not save, due to accepting Gradius’s offer to “help” him.

Skills & Abilities:

Flight: Gradius can fly, being unable to land on the ground as he lacks feet.

Camouflage: gradius can change the color of his skin to fit his surroundings.

Symbiotic Fusion: Gradius latches onto the back (after they say yes) of a possible host and takes control, making it look like said host is wearing a cloak.

Spells & Magic: able to use all the magical abilities of his current host but more powerful. Also subject to the same mana rules as everyone else.
Weaknesses:

Bats*** insane: he’s good at hiding it but once it comes out his thoughts become noticeably more clouded and he is easier to distract.

Consent only power: Gradius can only take control of someone if they consent to his intent (meaning he can lie about his intent but the spoken intent is not his real intent, so there are workarounds but it’s still frustrating).

FLUFF (Optional)
Hobbies: knitting (hey, why not)
Quote\s: “You fell for that so easily! Ahahahahaha!” “Yeeeeesssss… My “help.”” “I will send you to the gods domain and then I will send the gods to my domain! Ahahahahahaha!”
Theme:
Other:
 
Hero
33c1el7.png



  • Name: Lucille Irebrook
    Aliases: Lulu, Lucy, 'One-eye' (insult), Amelia ('Undercover' name of choice)
    Age: 22 (Conscious)
    Gender: Female
    Race: Human (Homunculus)
    Class: Summoner


Summons

  • 2tbWFXQ.jpg
    Name: Feir
    Gender: Male
    Skills & Abilities: Flying, Perception (particularly hearing), Stealth
    Spells & Magic:
    Magic Enhancement: Feir has the ability to enhance himself with magical energy allowing him to become much more sturdy. This allows him to attack by using his body as a blunt objector even through the use of his claws or teeth if needed. While it helps to give him some offensive ability, it is far from making him a real strong fighter and more of a distraction or annoyance typically.
    Healing Aura: Feir has the ability to provide minor effects of healing to those he touches. Usually emiating as a aura that touches those he comes into contact, he is able to very slowly help to regenerate from wounds. Things as small cuts will typically heal up in a few minutes. More serious injuries take a much larger period of time to recover from, often taking to long to recover on their own without the aid of some other form of healing before the person succumbs to their injuries.
    Weaknesses:
    Weak in Combat: Feir is unable to do much when it comes to combat. His abilility to attack can let him take on some weak fodder enemies if needed though he is far from an efficient fighter. Stronger foes would likely only be annoyed by his attacks long before they might sustain any form of notable damage.
    Weak to Dark: Feir has a natural affinity towards light making him much more susceptible to Dark attacks.
 
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Neutral
Walton Sweete the Mariner.jpg

BASIC INFORMATION
Name: Walton Sweete
Aliases: The Mariner
Age: 33
Gender: Male
Race: Human
Class: Swashbuckler

PERSONAL
Sexuality: Love has no room in his heart, for it is filled with a lust for vengeance
High Concept: A man devoted to avenging the crimes dealt to him and his now deceased mother, even at the cost of his own life.
Character Alignment: Chaotic Neutral, with leanings of True Neutral.
Bio: Born of a Whaler and a Governess, Walton lead a happy life until the age of three, when he and his mother learned of his father's death at sea. Soon after, his mother took a young roustabout of eighteen as a lover, and soon married him. A handsome man, he had a charming air, all cheap and debonair, with three scars across his face that looked to have come from some clawed beast. But, they quickly learned that the roustabout was a heavy gambler and boozer, and a few short years after their marriage, he abandoned them, and soon learned he had used all their money, and even used their modest estate as collateral in his gambling and dealing, leaving them homeless and destitute.

A few short months later, in Spring, Walton's mother died of a wasting disease given to her by the roustabout, and with her dying words told him this; "Find him, bind him tie him to a pole and break his fingers to splinters drag him to a hole until he wakes up, naked clawing at the ceiling of his grave."

For the next fifteen years, he lived as an urchin on the street, struggling to live so that he could innact his and his mother's vengeance upon the roustabout. Eventually, he was taken in by a small church to help keep the place clean. After a while, he overheard the Cleric exchanging words with a penitent whaler from the sea. The Captain of his ship, who matched the roustabout from toe to tip, was known for wanton cruelty. The following day Walton shipped to sea with a privateer, hell bent on finding the roustabout, now the Captain. But providence seemed against him.
For eight years he traveled with the privateers, hunting pirates and merchants of their King's enemies alike, but never once did he find who he hunted for. The Captain with Three Beastly Scars evaded him endlessly. After so long in service to the King, with not even a hint. With the king's dethronement and replacement with a god, Walton conceded defeat at finding the Captain, got off in the nearest port, and started drinking. But it was then, as though the Elder God itself chose then to help him, did he here of the Inquisitor with Three Beastly Scars across his face. With this information, he has spent the last five years tracking the Inquisitor, trying to kill him, while working as a bounty hunter to make ends meet.
How the roustabout became a Captain, or went from that to become an Inquisitor of Aleros doesn't matter to Walton.
Only the man's death.

PHYSICAL
Weapons & Armor: Walton wears light, simple clothes of leather and cotton, which are cheap but sturdy. For weapons, he carries two swords, a rapier and a cutlass, several knives, and a small crossbow with about twenty bolts.
Items & Personal Belongings: A locket with pictures of his parents, a compass, a few matches, a candle. He doesn't especially care about anything but the locket.
Skills & Abilities: Walton has a natural skill with weapons of all types, and can seemingly pick up any weapon and use it with success. Add onto this natural skill with eight years of privateering, and you'll get a near master fencer and marksman. Along with this, he has a surprisingly good eye, able to spot things from such distances with aid that he often makes those around him wonder if he has elf blood. Speedy and light, Walton is able to duck in and out of combat, easily avoiding his far heavier opponents, and with a will of iron, he's willing to shrug off a killing blow in order to kill his opponent, but won't last long past that.
Spells & Magic: He knows no magic, having been raised mostly on the streets after his mother's death.
Weaknesses: Though skilled and well practiced, Walton is not a true master of the blade, having had no formal training. Because of this, his fighting style is dirty, but sloppy. A skilled warrior could easily disarm him if they tried. Due to his lightly armored state, Walton could be killed remarkably easily if hit, and could be taken out of the fight before it even begins if he's ambushed or shot from afar. Besides these physical weaknesses, Walton also has several mental hang ups, such dwarf -like stubbornness, his obsessive pursuit of the Inquisitor with Three Beastly Scars, and the fact that he believes he can hear his deceased mother speak to him every now and then.

FLUFF
Hobbies: Walton enjoys reading novels and writing poetry in his spare time when not murdering some hapless fool that he's been hired to kill, or hunting for the Inquisitor with Three Beastly Scars.
Quote\s: "I guess we have some time to kill,"
"It gives my heart great joy to see your eyes fill with fear,"
"So lean in close, and I will whisper the last words you'll hear"
Theme:
 
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Hero

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BASIC INFORMATION
Name: Alex Kame
Aliases: The Wandering Knight
Age: 20
Gender: Male
Race: Human
Class:
Rogue Knight- A knight not bound by any certain code of honor or conduct. Paves their own way through the world instead of following the trails laid out before them.

PERSONAL
Sexuality: Straight
High Concept: A Prince turned exile seeking redemption for his father's wrongdoings.
Character Alignment: Neutral Good
Bio: Alex was a prince 5 years ago. Born into the Kame family ruling over the Hisho Kingdom. Alex's father, king Kish, was not a good king. He was ruthless, blood lustful, and overall an awful person overcome with power. It wasn't until 5 years ago was he put to an end.

Neighboring kingdoms destroyed the walls and charged the castle grounds. It was only now that King Kish saw the error of his ways. He ordered the guards to stand down as he awaited his execution.

Before the throne room was broken into, Kish gave Alex the family sword and Shield. Alex swore to his father he would make things right. Alex escaped through the tunnels while Kish was beheaded where he stood.

PHYSICAL
Weapons & Armor: His family one handed sword. His family Shield. Armor taken from the armory of Hisho.
Items & Personal Belongings: Keeps an emblem in his satchel that reminds him where he came from.
Skills & Abilities: Alex is keen with Bartering, able to bring something that costs 100 gold down to half the price and maybe more.
Spells & Magic: None (that he has discovered yet)
Weaknesses: Alex will put others before him, putting himself in the face of danger if it means his allies can get away. He also gets nauseous if he knows he is up high.

FLUFF (Optional)
Hobbies: He does thoroughly enjoy music.
Quotes: "I may not be tough, but that doesn't mean I can't protect you." "We can do it, I believe in us." "When you said big.... I didn't know you meant... BIG."
Theme: (Musical theme)
Other:
 
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Neutral


BASIC INFORMATION
Name
: Keara
Aliases: The Black Mage
Age: 97
Gender: Female
Race: Illithid
Class: Dark Mage + Fig mage

PERSONAL
Sexuality
: Not applicable
High Concept: Discover the true power that lies within oneself, and harness it for the noble and beautiful. The Benevolent god knows a lot about that.


Character Alignment: Lawful evil, tends to do rather 'bad' things without directly intending evil

Bio:
Keara loved painting, though as much as that, she loved dark, forbidden magics. Quite the dichotomy. Though most of the Illithid people tend to focus mainly on the nefarious side of black magic, Keara chose a more passive lifestyle. Fortunately for her, her decision was supported by her parents, who held a lot of power in the underground society of Illithid people. Spending most of her time alone, her works provided an insightful view into the moral life of the Illithids, who were usually seen as cruel and vile beasts. Yet, the natural pull towards the dark that all Illithid felt was too strong, and she succumbed to the temptations that the dark offered. For most of her sophomore years, she forsook art completely and delved deep into the darkest corners that Black Magic offered. It was not until she was reminded of who she once was, from someone who became a valuable friend and mentor, that this was not the only road. Straying away from complete black magic, Keara followed in her mentors footsteps and began learning Fig magic. The intense focus and self observation it required awoke her to the fact that black magic was taking away what she had loved. Slowly, she began to balance out all three: Black Magic, her passion for art, and the newly acquired fig magic. However, as her mentor was simply a human, she eventually outlived him. His death was tragic, and left Keara hollow and stoic. Once passionate and emotional, she became hardened and cold. Continually, she was searching for further meaning in life, only to come up empty handed... Until now. The God of Benevolence is imbalanced, much like her. She did not think to convert him, but to extract whatever secrets he had. Surely, if there was any purpose to life, he would know.

PHYSICAL
Appearance
: A lithe, humanoid figure with the head of an octopus (I cant resist). Most illithids wear scary black cloaks, though Keara prefers more subdued grey robes. Being female, her already thin frame is further accentuated. Despite having lived for over 90 years, she is only halfway through her life, as Illithids tend to live much longer. Her bulging obtuse eyes are a pale green, and her octopus skin is a dull off-white

Weapons & Armor: Wears enchanted robes. Doesnt protect much against physical strikes but has some resistance to general magic.
Items & Personal Belongings:

A black book, the text that opened Kearas' life to that of profane sorcery, contains all her learned magics, but in an incomprehensible language. It's temptation to study is overwhelming.

A piece of bright jewelry, carrying the soul of the mentor. Keara spends long hours staring into it, filled with regret.

Usually carries a set of paintbrushes, though ironically tends to lack paint, for which she uses what is around instead.

A small white canvas.

Several empty stones, designed to contain souls

Skills & Abilities:
-Particularly skilled abstract artist. Critics have called her work emotional, reflective, and chaotic.
-Somewhat talented in poetry, though tends to go down a darker route
-Illithid are known to devour victim's brains. Keara hasn't done this in ages, relying more on fig magic to extract knowledge, though is still able to do so
Spells & Magic:

Dark Magic:
Despite straying away from the dark, the natural inclination that Illithid have towards this magic is irresistible, and so Keara has memorized a few spells by heart:

-Dark touch:
Keara's hand becomes a beacon for the vile. Whatever she touches begins to wither as their life force sustains her instead.

-Necromancy:
A staple of any dark mage, Keara is experienced in raising a few undead thralls to help in combat or just mundane work.

Fig Magic:
-Basic water/air manipulation:
As a requirement, Keara's nameless mentor taught her how to manipulate these two elements, though she didn't delve too deep into it. As such, she can rarely use it for damaging effects.
-Psionic link
Keara can form a psionic link with any rational being within 100 meters. What happens next depends on both parties.
-Emotional Manipulation
Though now cold and emotionless, Keara knows all too well how they flow, which led her to master emotions first in her path as a fig mage.
-Soul capture
One of the final spells Keara learned from her mentor was soul capture. Unfortunately, his tragic demise followed soon after, and the knowledge of what to do with the soul was lost... Then, the dark called back to her...

Fig/Dark Magic:
Again, as all Illithid are drawn to the dark, so is Keara. No matter how much she tries to deceive herself that she has given that life up, she always returns. One example, is her melding of Dark magic and fig magic into a bastardization of two different classes of magic.

-Wicked Soul
With a captured soul, Keara commits an unforgivable sin. Using fig magic, she calls out one of her captured souls from a stone, and with her dark magic, she corrupts it entirely and turns it into a missile. The soul expands with cancerous speed and moves towards whatever living thing it can find, aching for solace from the pain it is in. Once it reaches its target it explodes in a lethal blast. If the soul wanders for too long, it withers and dies, leaving behind a spongy carcass. This magic is a complete affront to everything her mentor taught her, and she has only used it once. The only time she would cast it again is if she completely renounced her devotion to the nameless mentor.

-Dark Whispers
Though not as horrific an abomination as 'Wicked Soul', Keara still feels guilt whenever she uses Dark Whispers. After a psychic link has been established by using Fig magic, Keara uses dark magic to corrupt her thoughts, and in turn corrupt the other parties' thoughts as well. This has varying degrees of effectiveness, ranging from discomfort to temporary insanity.

Weaknesses:
-Prefers not to talk of her mentor, and will become incredibly sensitive/defensive
-Extremely cold and stoic, not willing to open up to others
-Has a self-feeding self hatred, amplified when reminded of her dark powers
-Tends to become extremely emotional when alone
-Does not take criticism to her art well

FLUFF (Optional)
Hobbies: Painting
Quote\s: "I'm not in the mood to tolerate you right now. Sorry."
"Oh? Is that what you think of it?! Well then, why don't you paint it yourself?!"
Theme:
Other:
Add a weakness to Holy due to the Dark Magic, then you're good
 
HERO


Aseal.jpg
BASIC INFORMATION
Name
: Aseal L. Adair
Aliases: The One-eyed General; The Mad General; Captain (Dub by his Lieutenant)
Age: 27
Gender: Male
Race: Human
Class: Marshall / Mageknight


PERSONAL
Sexuality: Heterosexual
High Concept: Leader, Folk Hero to his people, Short Tempered
Character Alignment: Neutral Good
Bio: Born into nobility, Aseal was brought up to be the second heir in line for the Adair Dynasty. As a child, he was tutored by some of the smartest scholars and skillful martial arts within his providence. He had everything a child could wish for and more beyond. However, this never brought him true happiness; instead, he found bliss through the old books and tomes of his home. It’s was reading these old testimonies, and stories he grew fascinated with war and the mystic arts. When he was still young, he asked his father if he could be tutored in the arts of magic. His father punished him with a firm hand, telling him what shame it would bring if someone of nobility was to work for the commoners as a magician. Having been denied by his father only wet his appetite.


As the years passed, he grew more fascinated for the forbidden arts. Eventually, his temptation to learn magic finally took hold. In the midst of night when his family was laid to rest, he would sneak off into town where he found a mage willing to train him in secret. The past seven years with the mage were perhaps the best time of his life. They spent countless hours together discussing the philosophy of magic, potential uses, and the development of his skills. Though their time together lasted for years, it was abruptly stopped when his father finally discovered his betrayal.

On his father's 40th birthday, armed mercenaries infiltrated the castle and took his mother hostage. In a desperate attempt to save his mother, he invoked the magic he had been learning in secret to strike down the mercenaries. Though he was successful in saving his mother by slaying the men. One of the mercenaries managed to strike back at the young man piercing his right eye with his blade. Before the mercenary could finish the job, his father appeared cutting the man down in one fell swoop. His father was proud of him for facing danger head on to protect his mother but was also filled with shame that his son disobeyed him to learn magic. Ever since that day, his father has never spoken to him again, acting as if he never existed. In attempts to regain his father’s respect, he joined the Military in hopes to gain his approval. Through his prowess abilities, he quickly raised through the ranks of his father’s army, until he became a general at the tender age of eighteen. This act of dedication to his father’s legacy brought pride to him again and earned his fathers forgiveness. His half-brother who was the next heir to his fathers keep didn't share his father's forgiveness.

PHYSICAL
Appearance:
----Height: 5"10
----Weight: 187
----Hair: Straight, unkempt chopped, navy blue, with the bangs parted to the right side of his face to hide his disfigurement.
----Eyes: an Icy blue eye that appears to be gentle and sympathetic, yet filled with compassion and sorrow. Right eye has been ripped out and is covered with a black leather rounded eye-patch.
----Physical Condition: A well-built physic, that gives off the impression of a man dedicated to physical health.
----Skin Tone: A natural well-tanned complexion, that has a healthy golden-brown glow.
----Voice: He has a strong, firm voice. When he speaks, he speaks with a warm and self-deprecating tone. Making his words very poetic when trying to motivate his people, and in a solo confutation, he speaks with the uttermost care of a friendly and velvety tone.


Weapons & Armor:
  • Arming Sword: A knight's sword that has his family crest engraved on the guard.
  • Kite Shield: Standard shield to provide protection against physical attacks.
  • Cavalry Armor: Custome made armor that was designed to be light for mobility, but strong enough to withstand physical attack in the heat of battle. Around his waist, he wears a navy blue thigh guard, known as the haidate with the lower half of the armor’s tassets known as kusazuri attached to it, special design

Items & Personal Belongings:
  • Highwayman coat: Full-length coat is made of durable blue denim and is designed with a generous split in the back, as well as sides, for easy movement.
  • Chocolate brown alligator skin laced eye patch. This average looking eye patch is made of real chocolate brown alligator skin. Done in a chocolate brown it laced with pyro lacing around the edge, and uses a leather deerskin that ties in the back. This is possible Aseal, most commonly used eye patch, as he considers using this one the most since it keeps his eye shut for him.
  • Blue Custom leather protective eye patch. This nice looking patch made of leather and a metal guard in front to give it a good looking design as well as protection. Aseal uses this eyepatch for most physical activities, keeping the eye from being hit with anything hard, as it will just bounce off the metal guard. It's lined in the back with black deerskin for added comfort.
  • Custom brown alligator print leather eye patch. This custom brown alligator print leather eye patch is made of one solid piece, sown around the edges and uses a leather deerskin that ties in the back. It's about 4-5 oz thick and has lasted him a long time. Normally used in and out of combat.
  • Candy Apple Red Gloss leather eye patch. This nice looking high gloss material that looks really nice its designed after a regular style eye patch with a black pyro lacing and black deerskin headband. The material on the front has a very high gloss candy apple red making this a very unique looking eye patch. This is normally used for formal events

Skills & Abilities:
  • War Leader: Excels in the theater of war from many years of experience. He knows how best to work with his allies and even more capable commander and may share tactics with his allies.
  • Weapons Expert: Years of training and studying in various fighting styles has prepared him for combat.
  • Mounted Combat: Experience with riding a horse into combat.
  • Inspiring Leader: The ability to issue an inspiring command to your allies, inspiring others to perform great deeds.
  • Heighten Senses: The lose of his eye has forced him to heighten his other sense to accommodate the loss.
  • Battle-Worn: Through countless battle his body has grown tougher, allowing him to have the stamina to spare and withstand more hits.

Spells & Magic:
Due to his father's disapproval of learning Magic, he doesn't rely too heavily on his magical prowess. However, when he feels like he has no alternative his feels will waver.

  • Intermediate Earth: More proficient in offensive spells than defensive.
  • Intermediate Water: A balance between offensive and defensive.
Weaknesses:
  • Hot-Temper: Long exposures to battles can cause him to become enraged, losing sight of whats important and attacking anything without a purpose.
  • Self Image: Despite coming to term with the loss of his eye, he becomes enraged upon the sight of himself in mirrors. This will result in him smashing them with his bare hands.
  • Loyalty: His loyalty to those he has deemed his allies will be his downfall. He will do anything to save the life of his comrades, even at the expense of his own.
  • Abandonment: His biggest fear is being left behind by all those he cherished. The idea of being alone scares him more than death.
  • No True Wealth: He gained a reputation for generosity because of his habit of distributing wealth among his people and keeping very little for himself.
  • Restless Nights: Due to the countless battles in the field he has recurring nightmares that plague him some nights, which will leave him exhausted and irritable the next morning.

FLUFF (Optional)
Hobbies: Combative Training, Expanding his knowledge of Magic, Reading both arcane and manuscripts.
Quote\s:

  1. "The enemy is not fighting you because you are weak. He is fighting you because you are strong."
  2. "Sometimes it is better to find the courage to fight then the strength to run."
  3. "If I had an eye for every idiotic thing you have accomplished. I would be a beholder."
Theme:

Other: Aseal would rather be treated like a soldier than a Noble.

(Edit: Added fluff 4:26:18)
 
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Hero
giphy.gif

"Be strong! Be fearless! Be defiant! Y
ou are always more then you think!"
BASIC INFORMATION
Name
: Luthor Pfister
Aliases: Deifier of Darkness, Terror of Evil, Hammer of Justice
Age: 45
Gender: Male
Race: Human
Class: Warrior Priest
giphy.gif

PERSONAL
Sexuality
: Heterosexual
High Concept: Big, bad, bald warrior Priest who can inspire and mentor others while also bashing in the skulls of the enemies with his massive hammer.
Character Alignment: Lawful Neutral
Bio:
Luther was never the beacon of hope that he is today. Fact was, he may have easily fell to the darker powers had the people in his life not existed.
Luther, like many of his country, orphaned from an invasion on his country. Both his parents died during a raid on his village; his father died defending the village while his mother died hiding Luther from the invaders. It was only the efforts of his parents did he survive, and was thus taken in by his uncle and aunt, but...life only got harder from there. Luther's uncle was drunk, trying to drink his depression away, constantly abusing young Luther and his aunt. As you could imagine, this did very little to help Luther's perception on the world. Indeed, he started to foster resentment and hatred for the world...this hatred only grew when those invaders came a secound time...he never cared much for his uncle, but the death of his aunt...only further pushed the boy towards the dark side.
Luther was thus taken in by the local church, but this church was not your ordinary church, for you see, this church not only trained priests, but also warriors.
Luther became what many would call a "Warrior Priest", or at least, the acolyte of one.
He was taught the various things your typical would be taught. Educated in the realms of literature and the art of medicine, but he was also trained like a warrior. Luther had a mentor, who Luther looked to as a father-figure, an inspiration, and as a friend. This man taught him what it meant to be a warrior priest, though not all his lessons were realized...not immediately anyways, for the mentor saw much hate in everyone of Luther's action.
As Luther grew, he soon was ready to take to the battlefield with his mentor, and both were soon assigned to an army group in charge of defending a certain province.
Aside from tending to the wounded, the warrior priest were tasked in inspiring the soldiers who fought to defend the lands, always leading from the front as they inspired the men to follow...But while Luther lead from the front, he was always was more concentrated on the enemy then those around him, with nothing but hatred driving ever one of his strikes.
But this hatred narrowed his view, and his mentor would often beret his acolyte about the way he carry himself...of course, Luther never listened, for it was drowned out by his excessive brooding.
Took the death of Luther's master for him to finally listen.
It was during a particular battle, and the battle was very much against Luther and his forces; in fact, the invaders broke the defending army. Luther, as he was, was trying to fight his way forward, even cursing at all the soldiers around him, who were currently running away from the battle. Things were indeed grim, as the enemy champion came forth, Luther wanted to charge him...he was part of the reason that Luther suffered...but he was quickly stopped by his mentor. Fact was, Luther's mentor knew that they were outmatched, and they needed to retreat with the rest of the army, but Luther's hatred wanted to do otherwise. The two had an argument then and there, in the midst of the chaos, until his mentor saw somthing that flung him into action...it was a projectile that headed stright at Luther, to which his mentor took the hit to. This might have sent Luther into a berserker like rage, had his mentor not use the last of his strength to tell him run...
It was then, his eyes opened to the situation, as he held his mentor, in the midst of the chaos...then, as his mentor left this world...he ran.
That evening, as the remnants of the army regrouped, Luther had a revelation, as he walked through the army camp. The army's moral was shattered, the leadership in disarray, men were despairing, even shedding tears at the prospect of never seeing their families again. Normally, Luther's mentor would be the one confronting these men and bolstering moral, it was indeed the job of the priest. But, because of Luther's recklessness, his selfishness, his anger...that these men had...lost all hope.
Luther had finally realized what kinda of a monster his anger had turned him into...and now the danger he'd put those around him in...but...no more...for after his revelation, Luther rose from his hatred, rose to become the mouth piece of hope.
Of course, he was met with skepticism and naysayers; Luther's anger was not unknown, indeed, it was quite infamous.
But Luther held firm in his words, as his words carried through the army. Slowly, the moral was beginning to rise, as Luther got the leadership together and gave the army somthing to anchor around. With this new change in attitude, Luther and the remaining defenders waged war against the invaders, fighting battles that could be won, inspiring resistance against the forigners...with Luther at it's head. Soon, the army was able to kick the invaders out of the province, but they had done more. Word of their victories spread across the country, as the army group moved to drive the invaders from the country, they built up momentum, with Luther's words carrying them forward. Soon, the country was secure, and the invaders defeated. That day, must have been on of the most glorious days that Luther had experienced, a day that marked the beginning of an era peace for the country.
But...Luther could not simply sit idle in piece. Indeed, there were many stories of evil and injustices in the world, his mission had yet to come to an end...maybe it will never come to an end...but he'd ought at least try.
So he ventured from his country, seeking to bring light to the darkest of places.
Days would turn into weeks, weeks into months, months into years, as he continued on his mission across the world.
During these years, Luther had done much.
He'd seen to the end of wars, crowned king a man of the people, brought peaceof mind to many parents, stayed with fighters in their last moments on this world, fought demons and other untold horrors...all the while, reflecting on his life....growing older and wiser from his experiences.
Long as Luther draws breath, he will continue to fight and inspire, all to make in the name of making the world a better place...a different place, to the world that he grew up in.
giphy.gif

PHYSICAL
Appearance
:
latest
Weapons & Armor:
Holy Two-Handed Warhammer- Nicknamed the "Holy Pulverizer" by people outside of the church, the name is pretty self-explanatory. Good for battering armor or tenderizing squishy flesh,
Full Plate Armor- An entire set of plate armor, capable of blunting the blows of quite a few melee weapons and even some ranged weapons.
Holy Book- A book filled with holy scriptures, reading it helps Luther focus and strengthens his holy power, as well as perhaps providing fanatics.
Items & Personal Belongings:
Hammer Charm- One last reminder of his mentor.
Hairbrush- It was his mothers...somthing to remember his family by.
Skills & Abilities:
Give Me Strength!- Crazy strong for a human, cable of rivaling some of the monsters of the world.
Fanatic Resilience- Luther was once smacked in the head by mace and somehow did not instantly die. Maybe it was a miracle, maybe it's Luther's natural constitution, either way, he doesn't die easily.
Skilled Fighter- What's a warrior priest if he or she is good at being a warrior? Luther's been a fighter for most his life, and he's quite skilled in wielding the various weapons of man; though, he favors the two-handed warhammer, somewhat similar to his late mentor.
I Stand Defiant!- Took nothing but Luther's sheer will power to bring him from the brink of falling to somthing much more evil, his mind is now a fortress. Some say that Luther is incorruptible, others say he is utterly fearless, especially in the presence of others.
Stand With Me! For I Stand With You!- Something about Luther is quite...inspirational. It's always what he says, as often times his loud voice could be heard over the chaos of the battlefield. His presence along has been known to put to ease people in the most fearful of situations, even striking fear into his enemies if his hammer hadn't done that first. His words have the power to strength and inspire the resolve of people from all faiths and walks of life.
Field Dressing- Luther, as a priest, has training in tending to wounds even without his holy powers, though it may or may not heal as faster then the magic alternative.
Spells & Magic:
Holy Aura- Something that especially makes dark magic users very uncomfortable around Luther is the fact that he is always emitting a holy aura. It helps, as it's a resistance to dark magic and makes him seem even more terrifying in the eyes of dark magic users. Luther can also physically control his holy power,strengthening when going into battle or weakening it in order to get close to someone. Though, it is always present within Luther.
Holy Magic- Such magic such as barrier and healing spells. Luther can even bless weapons and armor with a temporary holy spell.
Weaknesses:
Lacking Ranged Weapons- Self-explanatory, he's going to have a difficult time dealing with ranged opponents. This also means he's a bit more vulnerable to ranged attacks.
Defender of the Weak- Luther, no matter what, will not leave those who cannot defend themselves or are weak to defending against evil, even against the greatest pains and the biggest of foes.
Determination- It's hard to deter Luther, for he will always charge forward against battle, even against impossible odds.
Clanky- Luther isn't very good with stealth, his armor will give him away...though he knows the merit, he's just not trained to be stealthy.
Still Human- A really resilient human, but human nevertheless, still capable of bleeding.
giphy.gif

FLUFF
Hobbies
:
Reading out of his holy book
Praying
Weapons training/drills
Singing, i suppose you could call it that, but more often then not Luther hums
Fishing...what?
Teaching, not just religion, but basics like language and math
Inspiring people, no matter who they are
Quote\s:
"NEVER GIVE UP! NEVER STOP BELIEVING! NEVER STOP FIGHTING!"
"You want to get to them? You will have to go through me."
"I would much like to avoid a fight, but...they do not call this hammer the "Holy Pulverizer" for nothing."
"Worry not, friend... you will not walk this path alone."
"Go...I believe in you."
"It's okay, tears are a nature thing...do not be afraid to let them flow."
"In the end, everything will be all right...If it is not all right, then it is not yet the end."
"Pray to whatever gods that you subscribe to, we are about to enter a fight."
"I know your pain... I was once like you."

"There was a time in my life where I thought of nothing but hatreds...I saw the world as a rotten, shitty place...and by no means do I think it's perfect, but I spent much of my youth cursing the world, never realizing how much I had...how much I was given...took the death of my mentor to realize that...that's why I am who I am, that's why I fight...so that no one will make the same mistake I did...so that no one would have to feel the same feelings I felt that day...that day, when my eyes finally opened...to see the beautiful faces of the people around me."

Other:
You could ask Luther about his religion, and he'll be more then happy to explain it to you, but...most likely you either wouldn't be able to follow or retain much of what he says...all you'll know is that it is a holy religion of sorts.(My way of getting out of inventing a religion)​
 
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Hero
464ddba74dd49ea5d4902fc1e58b8229.jpg
BASIC INFORMATION
Name
: Anora Liara
Aliases: The Queen, Flower Child, Sá litli
Age: 9
Gender: Female
Race: High-Elf
Class: Mage

PERSONAL
Sexuality
: She's a little young to know for sure
High Concept: The future Queen of Faylen
Character Alignment: Lawful Good
Bio: Born a year into a civil war to the previous King and Queen of Faylen, Anora grew up in the castle halls with the best of everything. Her parents were kind, but strict, leaving her with a diplomatic view of the world. She discovered a calling for magic at a rather young age, and seeing as how the war was goung, her parents felt it was best to teach her. This was around the time, being 7 years old, she began to sneak around the kitchen, and share with her friends. Who were mainly the guards and occsonally, their childern. 6 months ago, her uncle launched an attack on the castle, which cost the lives of many, including her parents. Anora had to flee in order to escape her uncles rampage.

PHYSICAL
Appearance
: Anora is a rather aervage 9 year old. She's only about four feet, five inches tall, weighs roughly 62 pounds. She has platinum blonde hair, clear blueish grey eyes, and pointy little elf ears.
Weapons & Armor: Armor wise, she's not really wearing any. Dressed in what you see in the picture above, or variations of it. Normally paired with a cloak, or some sort of jacket to hide the nobility factor of her outfits until she gets a little less of a sucpsious wardrobe. And all she carries for self defense is a small iron dagger.
Items & Personal Belongings:
  • Elven Circlet - A circlet adorned with with shappires. It was once her crown before being forced to flee.
  • Spell Book: A beginners spell book that allows her to study the two types of magic shes found herself good at.
  • Family Necklace: A dragon shaped pendant on a silver chain, passed down from her mother.
  • JoJo: A small stuffed rabbit named JoJo. It's helped with the transition.
Skills & Abilities:
  • Sneaking: She use to sneak around the castle without getting caught by elite Elven soldiers. It's actually a skill she's glad to have unintentionally developed.
  • Manipulation: Unknowingly, she's skilled at manipulating people. Mostly, their weak to innocent charm, but you get the point.
  • A bit Diplomatic: Like manipulation, but more practical, she grew up with her parents trying to teach her that violence isn't always the answer. She's picked up a few of their diplomatic skills.
  • Connecting To Animals: Whether is because of her nature magic or because of her Elven blood, animals seem calm around Anora. Occasionally, they even seem to understand her.
Spells & Magic:
  • Plant/Nature Magic (2 years): The user can use magic to cast spells that draw upon the physical forces of the natural world. They can create/control elemental creatures, cast spells and harness natures magical energies. That is, when they're advanced enough. Anora is very much a beginner leaving her only able to make plants grow, manipulate (aka move) them to a slight degree, and only has access to a single attack which shoots a group of thick, very sharp branches/vines out towards an enemy.
  • Healing Magic (2 Years): Again, very basic. Anora can heal flesh wounds, everything from small cuts to gashes that could kill you. However, the bigger the wound is, the longer it takes to heal. Which means that she's almost comoletely drained by the end of it. In some cases, it may even take more than one session to heal. Internal wounds are the same, but may occsonally heal a little odd if it's broken bones. Fractures and small cracks are a snap, but do take a lot of energy.
Weaknesses:
  • Child: There are many things in this work that a child cannot do, and that causes many problems hennit comes to hat she can do on her own.
  • Weak: Physically weak, she cannot fight off an adult effectively, she can't carry much, her stamina is rather limited, and so is her mana pool is not as large as it will be in the future. So, she's more of a support character.
  • Naive: She's easily fooled.
  • Trusting: She's rather trusting for someone in her situation, but she's been sheltered most of her life, and she has someone to protect her nearly all the time, but it's not a good thing.
  • Royalty: If someone knew who shebwas, they could take her for their own, or hand her over to her uncle for a very handsome reward. She's also not very use to like on the run.
  • Elf: Many humans and other races are prejudice towards her for her race.
FLUFF
Hobbies: Drawing, Climbing Trees, Practicing Magic, Annoying her body Guard
Quote\s: "I'm just a little kid! I shouldn't know the things I know."
 
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Partial Character

Appearance: An old man, in his late 40s or late 50s. Has blue, tired, mellow eyes uncharacteristic of his job. Under his left eye, there is a large, mean scar across his cheek that reaches the bridge of his nose, left most likely by a sword. He has black, slowly greying hair. Tall, lean, and muscular.
Hero or Villain: Kid, everybody's a hero of their own story.
Name: Sergeant Elish Grodin
Age: 49
Gender: Male
Skills & Abilities:
- Skilled Combatant
- Competent Leader
- Exceptionally Charismatic for a Soldier
Spells & Magic:
- None.
Weaknesses:
- Old Age
- Unexceptional Human

Kylesar1 Kylesar1 (Just doing this for completion's sake, or in case he survives the encounter.)
 
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Villain

BASIC INFORMATION
Name
: Vale Frostwind
Aliases: Frozen Hermit
Age: 28
Gender: Female
Race: Human
Class: Elementalist

PERSONAL
Sexuality
: Heterosexual
High Concept: A hermit from another era that comes to reconnect with some old relationships.
Character Alignment: Chaotic Neutral
Bio:
Vale was the sole daughter of a lone alchemist, her mother had died when she gave birth to her. Her relation with her father was not exactly warm, him being more often immersed in study than spending time with her. It was when she was around nine that her father started to give her more attention by giving her a lesson in magic, especially alchemy. Not as a father, but as a teacher that felt responsible to pass on his knowledge. Vale took the chance to interact more with her father happily. However, it was soon clear that she had no talent in alchemy, the branch of magic that her father excelled in. Disappointed, her father refrained from tutoring her any longer. Vale ran away from home not after.

On her run with no destination, Vale became an acolyte for a travelling wizard named Merrick. Merrick was an old man with no descendant himself, and he took care of Vale fondly like his own blood. With the rudamentary knowledge she got from her father, Vale exerted her best effort under the tutelage of the wizard, who delightfully taught her wind magic after discovering her excellent aptitude.

Years soon past, and the pair of teacher and student had grew closer. With her own father rejecting her, Vale treated Merrick as a father figure, sticking close to him through thick and thin. And when Merrick told her his desire to join Revinia's army, she supported him wholeheartedly, even planning to join him to serve as well. However, Merrick gently dissuaded her thought to join, saying that travelling is the best way for a wizard to grow. Though she argued with him at the beginning, she soon accepted his advise, with a promise to join him in the army after she felt her study has sufficed. Merrick gave her a twin dagger before she left..

Her travel was that of solitude, rarely accompanined by other beings. She roamed through unmapped region for months, returning to civilisations to resupply and update her information once for a while. The Ravinia Kingdom was one of her main interest, and after she became assured of its stability, she decided to go on a solo expedition toward the mountains.

It was on this expiditon she stubled into a strange cavern in the mountain. The cavern lead to a secluded valley with traces of an ancient civilisations around. She found many ancient books of knowledge of magic, and she spent some years honing her skills in magic in the valley, which she dubbed Crystal Valley due to the ever lasting snow there. Time seemed to run slower in the valley, though she did not notice it when she was inside. It was when she left the valley she noticed something odd; The cavern she past to reach the valley had changed in shape. Thus started the journey of a hermit from another time.
PHYSICAL
e9bce9737cfc0f6ca50af736201b0e26--jormungand-koko.jpg
Weapons & Armor:
  • Air Boots: A pair of shoes with specific modification that allow her to project air from its soles and perform advance manuever.
  • Glider: An equipment she created herself. It enables her to fly for prolonged duration and carries some luggages. Another person can tag along, but it will strain her.
  • Silver Crested Daggers: A pair of dagger that belonged to Merrick. The blades could never dull.
Items & Personal Belongings:
  • Steel Chest: A steel chest she carried around near the tail of her glider. It was small enough for her to be able to hug with with both of her arms, but the inside was more spacious than that due to spatial magic.
  • Clothing: Hats, earmuffs, coats, jackets, gloves, name it. Vale has used her sewing skills to make many different clothings.
  • Books and Notes: The result of her long seclusion and wander. Knowledge she has received, along with her own thoughts, are gathered rather messily in a series of books and papers.
Skills & Abilities:
  • Survival Skill: After living for a long time in the wilderness, Vale is able to traverse extreme terrains without facing too much trouble. She also has a wide knowledge of the wildlife and fantastical creatures.
  • Hunting and Stealth: When she lives far from civilisation, she depends on her ability to sneak up upon her prey and to deal a lethal blow before he can run away. Enhanced with her ability to move with light steps, Vale is an excellent hunter.
  • Housewifery: A skill she learned during her travel with Merrick. Sewing, cooking, low scale bargaining, you name it.
Spells & Magic:
  • Master Wind Magic: Practising it since she was eleven, paired with her excellent aptitude and her seculusion int the valley, Vale has mastered wind magic in leaps and bounds.
  • Advance Water Magic: With the help of the tomes in the ruins, Vale becomes well versed in water magic.
  • Advance Ice, Vapour, Mist Magic: Her study in the ruin also reach for the advance apllications and fusion of wind and water magic.
  • Arcane Knowledge: Vale has amassed a wide array of knowledge in magic during her stay in the valley, widening her perspective of magic and spells.

Weaknesses:
  • Dry, hot climate: As an elementalist that relies heavily on the presence of water, a dry and hot situation will prevent Vale from making use of her water and ice based magic.
  • Raw Power: Relying heavily on speed, technique, and subtleties in battle, a fighter with overwhelming power that can break past her defense is someone that can easily beat her.
  • Stood Out: Living for a long time in isolation, many of the social norms and general knowledge that she possess has turned obslete, which guarantee her to stood out in social interaction.

FLUFF
Hobbies
:
Ice Sculpting
Exploration
Reading

Quotes:
"Ah, great day to meet a stranger like you, great sir!"
"Hm? He annoys me off so I took his head. Any problem, sir?"
 
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VILLAIN
APPEARANCE
71ae589e94844cabaf2bea8cffb9b62b.jpg
BASIC INFORMATION
name
: morves wicalt
aliases: molyoz the consumed; enigma of the oamlyya
age: six-hundred and seventy-four years old
gender: genderless
race: oamlyya
class: necromancer
exp; illusion, warlock

PERSONAL
sexuality
: no interest
high concept: reclusive necromancer, whose very existence was formed by the consciousness of hundreds upon thousands of Oamlyya to introduce them into higher existence and help preserve them from extinction. (initially)
character alignment: chaotic evil

bio: the Oamlyya were once clouds of sentience, made up of astral matter that eventually formed into one consciousness. they evolved from vibratory energy, before developing into pure energy in the material world. they made their existence known simply by presence - but only at twilight; typically in forests, caves or other desolate locations. when the Oamlyya compressed, they would be perceived as spirits or phantoms. some clairvoyants or those in touch with their spirituality could even notice their souls, speckled over their forms like twinkling stardust. however, their inky silhouettes were susceptible to dissipating within light, so most of their sightings were construed as either phantasm or hallucination.

since they could not survive without certain energies, they would 'possess' their host in the form of soft vibrations then feed on the material of their dreams. they learnt from the minds of their vessels, gaining high intuition, good perception and later on, the capability of communication through telepathy. this led them to exist in the bodies of certain people. one host was morves wicalt, an occultist who could sense the existence of these other-worldly, microscopic beings and also communicate with them. profoundly spiritual himself and well-versed in magic, morves was an expert warlock and highly advanced in creation magic. the overall objective of the Oamlyya was to preserve their consciousness into one body and find their place with or within the humanoids of the realm.

they set their faith and trust into morves wicalt, who performed deep meditation with extreme inward projection. this required extreme concentration on oneself, to which the spiritual machinations responded with merging the Oamlyya into one individual conscious. morves would die of dehydration before all else, which allowed the single Oamlyya to manipulate his body upon death. within the shell of morves wicalt thrived a sentient mass, that would be perceived as the late morves. they were misled into the ritual. morves was cunning, he had no intention to die and instead covered up his initial preparations with meditation. the plan was to project his soul into energy (the capability of which he had learned from them). this energy was lost within the vast swathes of the Oamlyya, but was resistant to smothering by use of dimensional pockets orchestrated by his concentration in meditation. sly motherfucker.

his initial inception back into the real world, by countering the form of the Oamlyya and making it his own, was met with insufferable pain and tremendous hunger. he craved pure energy. to satiate his hunger, morves would prey on the living by ripping their life force directly from them, effectively converting their essence into his own. even his mere presence was enough to consume the lives and energy of every living being in his proximity. morves was locked into painful seclusion by a black mass of wizards who coined him as Molyoz the Consumed; Enigma of the Oamlyya. they imprisoned him within the palace of pestilence until he consumed their energy too - which took a period of over six-hundred years.

now his resurrection beckons a cosmic catalyst.

note; since morves holds absolute control over their energy and sentience, this means he is the 'last' of their species.
due to the nature of molyoz, he could practically consume the entire universe if not slain. to save the world is to liberate the Oamlyya.

PHYSICAL
appearance
: their corporeal form withered and became a sentient presence, contained by their (enchanted) garments.
weapons & armor: enchanted robes to contain his spirit, especially in his mask and armour
items & personal belongings: wristband of the yanov (basically his battery - destroy that and it'll be much easier for you).
skills & abilities:
  • enchanting - molyoz may infuse certain items with powerful enchantments
  • telepathy - inherited from coalition with the Oamlyya, allows for molyoz to communicate into the minds of people
  • tutoring - his extensive knowledge in mystic spirituality may have some yearning to be his disciple
spells & magic:
(i)llusion, (c)onjuration and (a)lteration
  • pacify and fury (i) - molyoz may calm an opponent's temper to momentarily soothe combat, otherwise the opposite
  • possession (i) - restricted to the mind, which plants hallucinations in their reality
  • invisibility (a) - conjured via pure concentration, this will manifest naturally during meditation
  • paralyze (a) - completely render ones motor functions obsolete
  • detect presence (a) - natural intuition and 'feel' of the environment
  • soul trap and summon (c) - which can effectively cast the soul of that trapped person back into existence
other:
  • aethereal intuition (perceptive of its philosophy, speculator of the aethereal)
  • mastery of mystic magic (and its two elements which were exchanged (air and water))
weaknesses:
miracle spells
combined force
healing magic
psychology
restoration

FLUFF
hobbies
: meditation
quotes (regarding him):
"you feel that? like maggots, writhing, replacing the flesh." (whilst in his presence)
"soon, if not stopped, life may exist simply to feed his power."
note; molyoz cannot speak comprehensible words.
- he relies on telepathy to communicate.
 
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Hero

Appearance:
image.jpeg

BASIC INFORMATION

Name: Fen'Harel

Aliases: Guardian, Black Wolf, Fen'Evanuris (Wolf Leader)

Age: 250 years

Gender: Male

Race: Elf

Class: Myrmidon/Swordmaster


PERSONAL

Sexuality: Heterosexual

High Concept: The guardian/bodyguard of the rightful heir to the Faylen throne.

Character Alignment: Neutral Good

Bio:
Fen'Harel was born about 250 years ago. He had nothing noteworthy happen during his childhood besides training to join the military. When he was about 18 he joined up with the Elven military as a front line warrior. He never saw true combat until the great war 200 years ago when human invaders came storming through Faylen territory. It was in that war that Fen'Harel proved himself as a great combatant and a potential candidate for elite service.

In this war, the elves were fighting a massive force outnumbering them 10-1 and it seemed like they would lose the war. That's when the tieflings came to the elves aid and helped them win the war. Fen'Harel saw their courage and bravery, and respected them like brothers and sisters. He would fight tooth and nail to give his support for full citizenship, they deserved it in his eyes.

After the war, Fen'Harel was called forward by the Military and was granted many medals and ranks for his exemplary service during the war. He was allowed to create an elite band of elven soldiers and to be their commander in battle. These group was called the Black Wolves, and they are considered to be one of the best military units within the elven army.

In the past 20 years, Fen'Harel was assigned to be training new recruits at the palace. It was there he met the love of his life Sylvia. She was perfect, and after they married, they had a son named Derim. He even made friends with the small princess as Well, she and Derim bonded very well together. Sadly the civil war took his family from him, when the palace was attacked, he failed to stop his wife and child being murdered. The pain and sorrow he felt was unimaginable, but he never had time to mourn. He helped the princess, now heir to the throne, escape and he would protect her with his life.

PHYSICAL

Weapons & Armor:
Armor of the Wolf: This armor set belongs to the elite soldiers of The Black Wolves. Made by superior elven craftsmanship, this armor is made to be as durable as steel plate yet light and flexible as leather armor. (See pic)

Dual Fangs of the Wolf: A set of dual swords made to be light and sharp.
image.jpeg

Bow of the Wolf: This bow was made to be used in fast paced combat adding to speed and mobility. In the hands of an expert, this weapon is a great asset.
image.jpeg

Items & Personal Belongings:
Arrows

Two identical golden rings, with a ruby gem in each, and with elvish writing. To those who can read elvish they say "May our love transcend death, forever and always." And each ring had two names, Fen'Harel and Sylvia.

A wolf head amulet with an inscription on the back in Elvish. "May our enemies flew at the sounds of howling, for they are hunted by the Black wolves."

A Dagger that has never been unsheathed.

Skills & Abilities:
Master Swordsman: Having lived for over two hundred years, Fen'Harel has mastered the way of the sword. He has adopted the dual fighting style using speed, agility, and acrobatics to fight his enemies.

Expert Bowman: Along with his skills with swords, Fen'Harel also is trained to use a bow. He favors close range, quickfire action with the bow by using speed and mobility.

Acrobatic: Fen'Harel is able to do various moves dealing with acrobatics such as backflips, wall climbing, and other moves.

Military Logistical knowledge: Has the ability to understand Military logistics.

Military Leadership: Fen'Harel has the ability to lead troops into battle and to issue orders effectively.

Spells & Magic: Nothing magical about him at all.

Weaknesses:
Fear of losing the Queen: Deals more with her death. Can be used to control him if the queen is in danger.

Fatherly Mourning: Fen'Harel has lost his wife and child, so he's more vulnerable to insults and manipulation through using his wife and child's name as a tool.

No magical resistance

Racist against Humans


FLUFF

Hobbies:
Training
Telling stories to Anora
Reading books

Quote\s:
"Yes your Majesty."
"Only fools seek to provoke a wolf."
"Humans are vile creatures, always taking what they want and killing whoever is in their way. They are greedy, it is what motivates them to do such atrocities."
"Listen little one, a wolf must protect his own kin before protecting another. He values family more than most."


Theme: N/A
 

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