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Nation Building The Dark Travelers - Characters

K0mori

Servant Supreme
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This is the character sheet thread. Please check this link to read about the game: Fantasy - The Dark Travelers - Become the Dark Lord's Champion, or Overthrow His Empire (OPEN)

Please fill out the following if you would like to join:

---Basic Info---

Character Name:

Image:

Race:

Bio: (Describe where your character is from, their villain origin story, and how they came to serve Emperor Briggun and the Saarus Empire. Do not worry about ensuring that your character's story lines up with whatever "lore" exists of this universe so far. New locations, histories, and events can be incorporated to accomodate your ideas.)

Special Ability 1: (Describe a gift or talent which separates your character from a commoner of your character's race.)
Special Ability 2:

Personal Goal 1: (What does your character seek to achieve on a day-to-day basis? What would lead them on a chase?)
Personal Goal 2:

---Battlefield Leadership Style---

(Select one in each of the following categories. Each is a rock-paper-scissors exchange that defeats the one below.)

Supply:

Meals from the Field - Nothing can delay your movements; you will take what you need from the enemy's camp, if need be.
Everywhere at Once - You rely heavy on hidden caches, freeing you to move in bursts without over-extending yourself.
Try and Take It - Your supply lines are robust and well-guarded, turning your army into a slow, irresistable force.

Planning:

The One and Only - You take charge of all planning duties and demand total obedience, winning the day with discipline.
Symphony of War - Each of your subordinates holds a domain over which they watch and plan; you are their conductor.
Nothing is Safe - You are single-mindedly focused on the weaknesses of your enemies, and will seek to exploit them at all times.

Attacking:

Chessmaster - You will not be goaded into overplaying your hand, and will instead grind your enemies down in the long run.
Drenched in Death - In every battle, you will seek to inflict total losses on the enemy, if possible.
Break their Spirits - You seek to dominate the enemy's imagination, crushing their morale before they even take the field.
 
Character:
Alexandre the Thirsting
Red Hand of Rocher
Captain of the Crimson Wolves

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Race:
Human / Vampyr

Bio:

Defender of the people. Perhaps at one point, but no longer. Her long and bloody campaigns have left naught but a hateful husk of a once mighty hero.
The Curse of the Vampyr has given her remarkable longevity and unfathomable strength. Now she only thirsts for war, blood and slaughter, a complete slave to her dark desires.

It is as the old poems say:
Darkness is eternal, infinite and unrelenting.
No one can ever escape.
We are born in light and rot in the dark.

She terrorizes the lands as a brutal warlord with her band of merciless and bloodthirsty Vampyrs, the Crimson Wolves, and their undead thralls.
Their trail of terrors moves ahead of the expanding frontier of the loathsome Saarus Empire, cleansing the land of the living to sate their cursed thirst while hunting for the Royal Blood, Sang Real. The Grand Duchy of Rocher has been a thorn in the sides of its neighbors ever since darkness befell the lands in the form of the Vampyr curse. Chivalry and great heroes are lost to ages long past, and the subjects of Rocher are now nothing but abysmal caricatures of who they once were. When Briggun overthrew Canar, and the region fell into chaos, the undead armies of Rocher were unleashed on the realm at large, marauding and pillaging without restraint.

Special Ability 1:
Fête du Rocher
The Vampyr Court of Rocher are leeches through and through, being able to survive on blood alone. With a steady supply, they retain their strength, alertness and ungodly stamina. Crimson Wolves avoid logistics if consistently on the offensive. One death is a tragedy, a hundred is just a nice feast.

Special Ability 2:
Sang du Rocher
The Vampyr curse of Rocher is very potent, even allowing its bearer to walk in the sun with their strength diminished.
At night, or in shaded places, the vampyrs of Rocher become terribly strong.


Personal Goal 1:
Remain strong to hunt for Royal Blood. The Crimson Wolves are after this sanguine liquid for an unknown purpose.
Transported in ornate bottles, it is sometimes seen being moved with haste back to Rocher and their Dark Patriarch, Conomor the Cursed.


Personal Goal 2:
Witness the Red Dawn and participate in the Crimson Communion.


---Battlefield Leadership Style---

Supply
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Meals from the Field
Nothing can delay your movements; you will take what you need from the enemy's camp, if need be.

The Crimson Wolves wash over the land in a bloody tide of carnage and death, enticed by wicked power and spurred by a unquenchable thirst.
Their loathsome sustenance, as well as their horrid armies of ghouls, are replenished from the ranks of the living in a vicious cycle.


Planning
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Nothing is Safe
You are single-mindedly focused on the weaknesses of your enemies, and will seek to exploit them at all times.

The wolf does not concern itself with the feeble lives of livestock, and the world of the living is ripe for the taking.
Broken promises, goading slaughter and live bait, to name a few, are all effective tactics. So long as one is not troubled by morality.


Attacking
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Drenched in Death
In every battle, you will seek to inflict total losses on the enemy, if possible.

"Age of axes, age of swords!
Shields are splintered!
Age of blood, age of wolves!
Break the world asunder!"

- Patriarch's Proclamation

"Ride! Ride now! Ride for wrath, for ruin and for the Red Dawn!
- Alexandre the Thirsting

Alexandre and her Wolves wage war with abysmal savagery, leaving in their wake a sickening nightmare landscape that can scarcely be fathomed.
 
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---Basic Info---

Character Name: Vaeri Daevalur

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Race: Dark elf

Bio: She was born a elf in the city of Ayfethyr, she was a kind and bright child. She did like do dark magic and did in out of sight of everyone. She started to try a spell but it turn her skin in to a dark purple. When she went to go to school, the teacher saw her and put into trail where she was guity of using dark magic and banish her from the city. She went and live by herself training and letting her rage grow. When she was 98(elfs become adults at 100), she saw a dude being attacked and helped him. He wanted to test and took her to a city and put in a hard training course. She passed in 1 minute and over time gain more favor till today where she at the top.

Special Ability 1: She is can make anything look like something or someone else
Special Ability 2: She can control shadows and make them fight for her.

Personal Goal 1: Eliminate Ayfethyr
Personal Goal 2: Be a master in their field

---Battlefield Leadership Style---

(Select one in each of the following categories. Each is a rock-paper-scissors exchange that defeats the one below.)

Supply:

Meals from the Field - Nothing can delay your movements; you will take what you need from the enemy's camp, if need be.

Planning:

The One and Only - You take charge of all planning duties and demand total obedience, winning the day with discipline.

Attacking:

Chessmaster - You will not be goaded into overplaying your hand, and will instead grind your enemies down in the long run.
 
---Basic Info---

Character Name: Borok Ronillson
The Grand Runesmith

Image:
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Race: Sauroids
Often refered to as the Scalefolk, they resemble large reptiles of rougly human size, although they are often broader in frame and with a noticeable hunchback. Their scales range from a fiery red over many brown and bronze shadings to a very mute grey. Their eyes are small and narrow, adapted to very little light. Horns, spikes and other bony potrusions grow from the head and neck and they have very large hands. The Sauroids inhabit large, hostile mountains bordering the former empire of Canar and were originally a subterranean race until a foe they refered to as "The old enemy" gradually forced them above earth, where they made the mistake of applying the cruel logic of the underground.
Their harsh living conditions and constant struggle had made them callous and brutal, they acted against the humans they first made contact with resulting in many disputes with the Canar over the decades, ultimately leading to open warfare. For a time, the Sauroids were trapped between the Canar on the surface and the old enemy underground, but eventually they managed to overcome the mysterious old enemy at the cost of many collapsing tunnels and lost mines.
Their culture of brutal industrialism is a result of their constant need to struggle for their survival in the harsh mountains and underground darkness. They value craftsmanship and martial prowess above all and have grown spiteful and bitter towards many other races.

Bio: Born during the last pushes of the Sauroids against the old enemy, Boroks life nearly ended very early on, as his clan was one of those forced to seek refuge from terrible earthquakes and collapsing tunnels. Surviving being buried alive under rubble for several days, his physical growth and health were stunted by sickness caused from his injuries, forcing Borok to constantly outcompete the other youngscales by working and studying extra hard. He would spend endless time at the forges, learning the craft of a blacksmith from a young age until his innate ability to understand magical patterns started to show.
This made him a valuable apprentice and many craftsmen offered to train the prodigy, at the recommendation of his family, Borok ended up at one of the most prestigious forges. His master and teacher was a veteran of surface warfare against the Canar, teaching him to hate them whilst enforcing precise work by means of cruel punishments. Borok didnt complain and his abilities increased with each year until he ventured into the darkest, deepest mines thought lost by everyone. Borok emerged carrying his own, rune covered anvil, created by himself at an ancient workshop, earning him fame across his people. Soon, he would find himself at the Sauroid kings court as a powerful runesmith, as the need for new weapons rose. The triumph against the old enemy had cost the Sauroids dearly and the Canar were once again pushing them out from the mountains.
Just as they started to dig in deeper once again, a twist of fate was to the benefit of the Sauroids for once, as Brigguns return caused turmoil amongst the Empire. Borok saw the chance to follow his masters teachings and helped the Warlocks efforts by secretely supplying weapons to Brigguns cause. This was seen as a wise choice by many, as the hatred for the Canar was strong, but it came at a price, when the Runesmith was banished from the Royal forges for sharing Sauroid weaponry with surface dwellers. Borok remains in contact with his kin and a lot of his clan and other craftsmen and warriors voluntarily followed him into this exile, the pragmatic nature of the Sauroids soon making it obvious to him that his best chances for a return home would be by forging a place on the surface where his people could thrive. This naturally meant offering his services to Briggun officially.

Special Ability 1: The Grand Runesmith
Borok is an expert craftsman and artificer, capable of forging powerful enchanted items and bind raw magic into runes, so it can be unleashed on the battlefield.
Special Ability 2: The Heat of the Forge
Most Scalefolk are naturally resistant to heat and fire, but Borok takes this to an extreme. He seems immune to fire damage and heat and infact thrives under scorching conditions. Runes relating to fire are naturally stronger.

Personal Goal 1: To improve his craftsmanship even further
Personal Goal 2: Return to the mountainholds in glory

---Battlefield Leadership Style---

Preference for slow and steady advances. Tight formations of heavily armored infantry. Support from war machines and incinerating rune magic.

Supply:

Try and Take It - Your supply lines are robust and well-guarded, turning your army into a slow, irresistable force.

Planning:

Symphony of War - Each of your subordinates holds a domain over which they watch and plan; you are their conductor.

Attacking:

Chessmaster - You will not be goaded into overplaying your hand, and will instead grind your enemies down in the long run.
 
---Basic Info---

Character Name: Lady Falwyn Tholmar, the Dragonlord

Image:
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Race: Golden Dragon

Bio: The Dragon receives her due. A young dragon at around only 200 years Falwyn after domineering a few villages found herself tempered. She would build a vast fortified mansion into the side of a mountain she would rename to Tholmar's rest to her bloodlines name. It did help the canarians tempered her with a consistent tribute of a vast array of meats and gold. She would spend time among humans in spurts witnessing heroes and villains, and wanting to have them under her dominion. Occasionally abducting a few to be her servants for their varying lifespans. Eventually, however the tribute would stop. Falwyn would fly to the new emperor Briggun ready to enforce her dues. When she arrived however, Briggun seemed vastly unconcerned. A relic the man had somehow discovered forced her out of her dragon form and into her meager human form. With a wicked smile Briggun then offered an ultimatum with the dragon. Become a conqueror for him, or die. It was quite the humiliating but simple choice. From Tholmar's rest she would begin her march with her new emperors army ready to conquer and grow her dominion.

Special Ability 1: Golden Dragon Transformation - Falwyn is able to transform at will into her golden dragon form. One capable of wrecking untold destruction with vast swarms of fiery death, nearly industrictible golden scale armor, and deadly sharpened teeth and claws. Her human form is one of a young blonde female with red highlights, but don't let that fool you. The human form still has heightened senses and unnatural reflexes.
Special Ability 2: Dragonlords Presence - After taking over a land the natural domineering, but also calming aura of the Falwyn leads to a charisma in pacifying the land. Common people turning into her willing servants often and former heroes being more likely to turn into the dragons own.

Personal Goal 1: Build the Golden Horde. Falwyn is allured to riches and treasures. Often these treasures in Falwyns eyes can be a people. Falwyn seeks to dominate the lands she conquers and build a collection of those most valiant that stood against her. Nothing pleases the dragon more then having the heros turn into one of her own collection.
Personal Goal 2: Stealing of the relic which Briggun uses to keep her under his boot. Although the relic only has limited range it keeps her firmly in line. Whether by creating allys with the other warlords or building up her own collection of servants to steal back the relic of her current subservience.

---Battlefield Leadership Style---

(Select one in each of the following categories. Each is a rock-paper-scissors exchange that defeats the one below.)

Supply:

Try and Take It - Your supply lines are robust and well-guarded, turning your army into a slow, irresistable force.

Planning:

Symphony of War - Each of your subordinates holds a domain over which they watch and plan; you are their conductor.

Attacking:

Break their Spirits - You seek to dominate the enemy's imagination, crushing their morale before they even take the field.
 
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Character Name: Cordia Dis- Banshee Captain of the Butcher's blade, Sea hag of the Bone Coast, Voice of the depths, The Shrieking nightmare

Image:
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Race: Banshee

Bio: Banshees are the spirits of the drowned dead. Ghosts of the past that linger as their souls are anchored to this realm for whatever reason, but none are as deadly as the captain of the Butcher's blade. Centuries past they thought they cornered the sea hag captain Cordia. She had weaved her magics to steal the songs and melodies of the sirens and transform them into deadly sea shanties capable of dominating the minds of mortals well beyond their deaths. An unconventional union between pirates and lawmen was formed to put a stop to her. On the waters of the Bone coast, they found her fleet and her home. It was a hard won battle, but finally the nightmare would end. Or so they thought.

Bone coast became a pirate haven following Codia's demise. Petty pirate kings and queens would stake their claim to her legacy and so her shanties were scattered to the winds, but her tomb remained. Aiming to secure his domain over the waves, the Emperror Briggun performed a dark ritual that plucked Codia's soul from the depths of Hell and brought her back as the banshee that now serves him. She was grateful to her newfound master for bringing her back, but she had nothing, but hatred for the mortals that now called her fortress home. She slew them all, hunter their families and with the songs she memorized, bound their souls to her new ships.

The Butcher's blade now sails under the banner of the Saarus empire, with the banshee captain terrorizing her way through enemy coasts. She wantet nothing more, but to punish those responsible for her death, but their bloodlines will have to do. The thieves that stole her work will pay as well for their audacity. They will all pay. The seas will turn red when she is done.

Special Ability 1: Siren's song-Codia holds dominion over her crew and can sway enemy ships and their crews with the same melody.
Special Ability 2: Banshee's scream- A powerful screetch that sends sonic blasts that can tear flesh from bone if caught dead center in its path.

Personal Goal 1: Recover her sea shanties to increase her power.
Personal Goal 2: Slay those responsible for her death or their decendants.

---Battlefield Leadership Style---

Supply:

Meals from the Field - Nothing can delay your movements; you will take what you need from the enemy's camp, if need be.

Pillage! Plunder! Steal! Take what is ours! The living are only borrowing it. Nyehehehehe- Mr. Gribbs, quartermaster of the Butcher's blade

Planning:

Nothing is Safe - You are single-mindedly focused on the weaknesses of your enemies, and will seek to exploit them at all times.

Fancy meself a filliosopher. When you think about it- the only difference 'tween a neck and mast is one of em is made of wood.- First mate Crassus 'Sawtooth' Lonus

Attacking:

Drenched in Death - In every battle, you will seek to inflict total losses on the enemy, if possible.

The captain realizes the limits of her ship. Its not built to house prisoners unless they are worth their weight in gold, but each new battle brings new recruits. I think that's very generous and pragmatic of her.-Lady Uripa, ship phisician and necromancy researcher.
 
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--- Bio ---

Character Name

Baba Voyka (Баба Војка), the Warsome Grandma

Image

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Baba Voyka following yet another bloody battle (Art by BurenErdene Altankhuyag.)

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Race

The Horned (Rogovci / Роговци)

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Example of the average rogovac female elder, or baba (Art by Rastko Ćirić.)

A forest- and mountain-dwelling race, renowned for their monstrous and alien appearance, with missing teeth, hooked noses, hunched backs, bony arms with long fingers and nails, but most recognizably, a single large horn growing out of their foreheads - lending their name.

For those groups that had gotten close to them in the past, they identified the Horned as a generally insular people. Led by their matriarchs, the Babas, they would generally tend to their young first, to ensure they had pleasant dreams, and scout their surroundings at night in search of anyone that had yet to go to sleep - if one such person was found, they would be frightened to sleep, no matter where they stood, garnering them the status of proficient frighteners. This practice would be known as the Way of the Staff, as they would generally engage in such behavior with a giant staff consisting of a log of wood, and involve watching outsiders in their lands as to figure out how best to ensure they fall asleep from fright. And for those spooked to sleep in the forest, a shack would be promptly erected around them to protect them from the wildlife. For most, these would be the few experiences they would have with the Horned.

This tradition of fright and safe sleep would eventually awaken in some the art of dreamwalking. After spooking another, they would place their hands on those asleep, typically over the forehead, to induce pleasant dreams, and therefore reduce the sleeping individual's capacity to wake up prematurely and chance of having a nightmare. From there, they developed the capacity to enter another's dreams, whether by simply placing one's hand on a sleeping other, or by casting magic from a distance with great difficulty. Those who could dreamwalk inherently had the capacity to lucid dream, while masters had the ability to ward their own dreams and the dreams of others from psychonautic invasion. But to enter another's dreams, one had to render their own body vulnerable in the waking world, often limiting when such abilities could be used. Depending on the will of those asleep, of if they possibly awaken, it could overwhelm the witch and even knock them out. And if the practitioner was still learning, they might just accidentally slip into another's dreams when asleep, though this could very rarely happen to any practitioner in very exceptional circumstances. The wards that could be put in place were also speculated to be breakable, though none knew what the consequences of such a breaking would entail. Masters would refine their art to even have the psychic capacity to induce sleep in others, to continuously induce sleep even when in the dreams of another, and conduct dreamwalking while asleep themselves, though masters were particularly sensitive to psychonautics in the waking world, and continued use of advanced techniques was known to induce a fractured perspective of reality, visions, and ultimately insanity.

The Horned lived in relative peace until the arrival of Canar. Sensing a threat in their magical arts, the largely peaceful race was invaded and subjugated relatively quickly. Their forests were cut down, many sensitive to the arts were executed, and those that remained were dispersed across the realm, to be incorporated.

Bio

At a young age, Voyka witnessed the invasion of her race's lands by Canar, slaughtering hundreds and enslaving many others, including her and her grandmother. Though her grandmother would ensure her safety in her youth, instilling in her the traditions of her people, the spirit of the Babas, she did so through her own twisted perspective on what they should have done, believing herself justified in her views due to their race's slaughter, and made sure to imprint on her granddaughter fiercely. She would similarly instill in her obedience for the Empire, viewing their abusers as the only means of ensuring the advancement of their people. After her grandmother was executed by a fellow slave as a means of receiving praise from their head slaver, Voyka internalized her lessons - and her toxicity. From then on, she fully entrenched herself as a servant to Canar, and worked to not only slaughter all that oppose her, but ascend the ranks - to render all in her path fertilizer for the realm.

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A young Voyka headed into battle against the realm's threats (Art by Irina Kovrigo.)

By the time of the Johas Controversy, Voyka had spent decades leading units into battle in the name of the realm. As she grew in age, reaching the usual age of a leadership role among the Horned, she began to utilize the maternalistic and grandmotherly traditions of her people to ensure those under her command would remain subservient. If one were to ask those under her how she was in person, they would remark the loving embrace and care granny had for them, how she remembered all their names, made them embroidered sweaters, and how she would never let them know, and so they could not do the same either. If one were to ask her colleagues, they would remark how truly abusive she is towards her own, regularly beating her men to a pulp only to whisper in their ears and reassure them everything would be fine, that she wasn't angry. Toxic compassion ensuring her men were dependent on her.

In Briggun and Herasa she saw her most direct means to finally ascend as she had always dreamed of, and as such, she swore her loyalty to the two, and aided in the fall of Canar.

Special Abilities

Master Dreamwalking Psychic - she would awaken to her people's ancestral powers later than most, but that awakening would be compounded by its advanced nature, granting her psychonautic abilities, primarily the ability to induce sleep on those in the waking world; when slaughter cannot bring forth victory, she typically feigns defeat and acquiesces to a meeting with the enemy, after which she puts them to sleep and slaughters them, always crediting her combat skill over revealing her powers to ensure that knowledge of it did not spread; much of her tactics in rendering her own forces loyal involve her using her powers to psychologically torment and tether them to her, though to slow knowledge spread she ensures her physical abuse is front and center.

Immunized - though the Horned were a peaceful people, their bodies became famed for their resilience, though that resilience required specialization; some became known for their horrors in the winter due to resisting the cold, others broke their minds just to try and rebuild its defenses; Voyka, growing increasingly in prominence, and in turn a target by newcomers, forced herself to become resilient against the many poisons of the world, her skin becoming far harder to break through; this had resulted in the side effect of her horn, a signature in her middle years albeit one she shaved down often, becoming mostly stuck under her forehead, with only the tip of it sticking out.

Personal Goals

Racial Restoration - the Horned have all but disappeared by the time of her rise to prominence, so she intends to have those few remaining settle a new forested area under her command and have the Horned restored as loyal servants to the Empire.

Trees Stained Red - one could remark that Voyka had few personal goals; though she intended to rise above her meager roots and use said power in ways which did not threaten the Empire, the slow-but-steady hunt of her opponents was in many ways one too, having not grown tired one bit in chasing down her opponents and grinding them down before annihilating them, like chasing down a wounded deer over the course of days and see the fear in its eyes, one which begged and pleaded, for it no longer had any more energy to flee. The trees will be stained red, and what granny says, goes.

--- Battlefield Leadership Style ---

Supply

Meals from the Field - Nothing can delay your movements; you will take what you need from the enemy's camp, if need be.
Everywhere at Once - You rely heavy on hidden caches, freeing you to move in bursts without over-extending yourself.

Try and Take It - Your supply lines are robust and well-guarded, turning your army into a slow, irresistible force.

Planning

The One and Only - You take charge of all planning duties and demand total obedience, winning the day with discipline.
Symphony of War - Each of your subordinates holds a domain over which they watch and plan; you are their conductor.
Nothing is Safe - You are single-mindedly focused on the weaknesses of your enemies, and will seek to exploit them at all times.


Attacking

Chessmaster - You will not be goaded into overplaying your hand, and will instead grind your enemies down in the long run.
Drenched in Death - In every battle, you will seek to inflict total losses on the enemy, if possible.
Break their Spirits - You seek to dominate the enemy's imagination, crushing their morale before they even take the field.
 
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Art by Peter Zhou
---Basic Info---

Izaak Rosach, The Voivode of Skulls

Race: Human - Osseous Mage

Bio: The son of Sion Rosach, Izaak grew in the comforting confines of his father's manor house, provided with all the amenities and luxuries that coin could provide. The boy had been young, but bright and keenly aware of his father's illicit activities, both business and pleasure, to maintain their status above the poors. The black, lump of coal that young Izaak had for a heart supported his father, but his ambitious mind found him terribly lacking. Immediately, the young boy began a furtive education in the dark arts. Drawn inexplicably, perhaps because of his fascination with anatomy, to Oss-magic, Rosach became a luminary of the magic as a young adult. The perfect time to supplant his father, by cracking his tibia at an opportune time while walking down a spiral staircase. He heard the sounds echo upwards, a saccharine song snaking up the spire.

In one of his bids for ultimate power, Rosach strove to bind a cursed object to his will. Unwittingly and ensnared by arrogance, the young lord faltered in his incantations, resulting in a backfire which seared an iron-runic lattice to his chest, plaguing him with constant nightmares and whispers of paranoia. A lesson that he took to heart; never fall victim to his own pride again.

After the enfeeblement, Izaak began a brutal conquest across the plains — subjugating villages and whole towns with nefarious strategies. He quickly became a feared conqueror, although he soon learned, as he predicted actually, that he was simply a large barracuda in a sea of predators that hunt in darker waters than he. When he encountered Emperor Briggun, Izaak swore loyalty and bent the knee, recognizing the immediate and vast difference in their prowess.

In a way, he was glad. To be under the thumb of one such as Briggun, providing a multitude of opportunities to reap.

Special Ability 1:
The Skeletal Warrior - Rosach sprouts and commands bony protrusions as easily as a bird flies. Most often, he conjures around him an armour of hardened bone, easily deflecting blades and arrows. Comes with a snazzy muscle-fibre cape & waist flap.

Special Ability 2:
Knochentreiber - Izaak can tear out the skeletons of deceased foes and 'reanimate' them for a brief period to attack their former allies. The animated skeletons have their durability bolstered, they move with celerity, and their will unhampered by mortal proclivities, such as fear, doubt, or conscience. Spooky. Scary.


Personal Goal 1:
Unburdening - Rosach strives to free himself from the iron-lattice that eats into his flesh, its archaic and eldritch origins present difficult obstacles in terms of research. But Izaak is confident that with enough conquests and enough libraries and studies raided that an answer will be revealed to him.
Personal Goal 2:
Freedom Through Obscurity - Once all is said and done, when there are no foes left to conquer, when there are no usurpers left to challenge, when that accursed relic is torn free from his body, Izaak plans to fade away like the gentle fire of a candle in the cold breeze of the night.
---Battlefield Leadership Style---

Supply:

Meals from the Field - Nothing can delay your movements; you will take what you need from the enemy's camp, if need be.
Everywhere at Once - You rely heavy on hidden caches, freeing you to move in bursts without over-extending yourself.
Try and Take It - Your supply lines are robust and well-guarded, turning your army into a slow, irresistable force.

Planning:

The One and Only - You take charge of all planning duties and demand total obedience, winning the day with discipline.
Symphony of War - Each of your subordinates holds a domain over which they watch and plan; you are their conductor.
Nothing is Safe - You are single-mindedly focused on the weaknesses of your enemies, and will seek to exploit them at all times.

Attacking:

Chessmaster - You will not be goaded into overplaying your hand, and will instead grind your enemies down in the long run.
Drenched in Death - In every battle, you will seek to inflict total losses on the enemy, if possible.
Break their Spirits - You seek to dominate the enemy's imagination, crushing their morale before they even take the field.
 
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Lord Declan Asquith Elron, First Viceroy of Sathesbury
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Race: Human - Wither Afflicted
Bio: The House of Elron is one with a strong lineage, dating back nearly 700 years with its establishment, and was one of the Great Houses of Canar during the kingdom's existence. Its heads had served the realm with great vigilance, and when Declan was born much was expected of him being the son of the great Lord Rykar. However, fate would have it differently as a plague known as the Wither afflicted the lands around this time, and in turn struck the infant Declan. Having barely survived the disease, where others were left malformed monstrosities the young noble was left permanently changed physically. His skin took on a dark grey hue, his eyes glow golden, and his physical stature was stunted beyond his early youth as a side effect.

Despite the love of his parents, whom he admired greatly, he was left to the relentless mockery of the Canarian aristocracy - from which grew a hidden, unyielding hatred for them. He had not asked for such malformities, and yet he was attacked for such things upon his own character. And when the Lord Rykar passed from this world, House Elron was left to Declan much to the glee of many. Due to his condition, many assumed that the House would - at last - fall, and lead to an opening for other, lesser houses to take their place. It didn't help that the young Lord was often sickly as well; however, his strength returned and grew visibly healthier (as much as he could) as he began to practice magic that sustained his own being from necessity and ambition. Soul magic was considered taboo, and when Declan was found out many made calls for his exile.

However, his family name - as well as his own continued dutiful service - shielded him as the King made it clear to tolerate him. However, such committment to Canar by this point was not out of loyalty but rather our of his own self-serving interests of maintaining his position. It was when Briggun, so wronged by Canar, declared his personal crusade upon the kingdom that Declan seized his oppurtunity. He saw, partially, within Briggun the same type of victim that he had been and in turn had gathered his respect. And so when Canar was under siege, it was Declan that practically opened the gates for Briggun and his minions to lay waste to the old order.

The Lord of House Elron, once having represented loyalty and duty, had turned away from its ancient commitments due to the personal grievances of its newest head. And now, Lord Declan finds dutiful servitude as the Dark Lord's trusted political advisor, having brought to heel the remainder of Canar's former nobility. And now, the Viceroy has a new leader to serve; one that actually commands his respect, and gives to him his own.

Special Ability 1: Natural Politician - Lord Declan is skilled with words as both a songbird and a snake, as he is able to conduct diplomacy and deceit like second nature to him. Effective tools for one in both nobility and the Dark Lord's inner circle.
Special Ability 2: Soulstealer - Commanding the dark art of soul magic, Declan has a keen ability to capture, absorb, torment, and manipulate the souls and living energies of creatures and people. Both to feast his own power, as well as to bring others to heel when need be.

Personal Goal 1: Rebuild House Elron - As he is the last living member of his bloodline, Lord Declan has a keen mind to preserve the lineage and in turn secure the future for his generations that may follow.
Personal Goal 2: Alleviate the Wither's Effects - Although he no longer has the Wither, its effects remain so blatantly obvious upon him. He has made it his life's mission to reverse such a cruel visage placed upon him.

Supply:

Meals from the Field - Nothing can delay your movements; you will take what you need from the enemy's camp, if need be.
Everywhere at Once - You rely heavy on hidden caches, freeing you to move in bursts without over-extending yourself.

Try and Take It - Your supply lines are robust and well-guarded, turning your army into a slow, irresistable force.

Planning:

The One and Only - You take charge of all planning duties and demand total obedience, winning the day with discipline.
Symphony of War - Each of your subordinates holds a domain over which they watch and plan; you are their conductor.
Nothing is Safe - You are single-mindedly focused on the weaknesses of your enemies, and will seek to exploit them at all times.

Attacking:

Chessmaster - You will not be goaded into overplaying your hand, and will instead grind your enemies down in the long run.
Drenched in Death - In every battle, you will seek to inflict total losses on the enemy, if possible.
Break their Spirits - You seek to dominate the enemy's imagination, crushing their morale before they even take the field.
 
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Name: Kolthix the Cackler

Race: Shadeling

Bio: Shadelings. Feast for the slaughter for rising heroes or soldiers. Small creatures that grow in power as they feast and rest in the shadows. However, no Shadelings would know true power. If one of their kind wanders too close to possessing enough strength to defend themselves or rise beyond being just simple creatures to be slain, they are snuffed out. Shadelings may never be allowed such power.

However, hope for the Shadelings would rise from the hardship. One who tired of the constant fleeing. One who despised the status quo. It was Kolthix the Cowardly, or at least that is what he used to be known as. He was one of the most cautious of the his kind. He ate what he could, hid from any threat, ran from potential danger. He wouldn’t even stop to help his own kind at the time. So long as he survived, nothing else mattered.

However, a growing Shadeling could only hide for so long. Eventually creatures would sense the growing strength and flee from it, fearing being the next meal. Eventually the mortal races would catch on to the fear of such beasts. They took to the woods, hunting for a growing Shadeling until Kolthix was found. He had grown humanoid in shape, tall, and his mouth a maw of neigh insatiable hunger.

Kolthix was so close to being free of the chains binding all Shadelings to the ground. He would fight off the growing hordes of mortals. Fight for his people. As he grew, his ambitions grew with him as well as his courage, his hatred. Death to all who force his kind into hiding. Into such squalor. His toothy maw slowly spread into a grin and he laughed. His laughter turned into a nightmarish cackle that almost radiated through the shadows around him.

It was then that he was found. A torch hits him right in the shoulder, causing the wisp-like energy of his body to coil and fade. Kolthix screamed in pain and rage. They would once again use the light of fire to whither away his form. To return him to nothing but a sniveling runt. He turned to fight, and oh he fought against the hordes of flesh. He fought as long and as hard as he could, killing many in his rampage, even as his body shrank, his strength taken from him.

When he was forced to flee, it was back in his old, weak form. All his work was gone. Now as small as an infant, he was doomed to death. If the mortals did not find him and slay him, then it would be the returning creatures, emboldened by his defeat. He roared in defiance. Of defeat. Of weakness. Of death. And once again he was found.

This time it was something new. Someone who didn’t seek his death. Someone who sought to uplift him. Someone who sought to empower him. This was his chance. His moment. His peoples moment. He would rise, and the mortals that stomped his kind into the dirt would fall.

Special Ability 1:

Form Unbound: With power comes change. For Kolthix, he discovered the malleability of his form. He can change his body to suit his needs at any time so long as he has the strength to do so. Developing new appendages? Easy. Transforming into a non-humanoid creature? Absolutely.

Special Ability 2:

One with the Dark: Where Shadelings take shelter within the shadows, Kolthix finds more secure sanctuary in its embrace. When in the shadows, he has the means to meld with them, encapsulating himself completely within the dark. This is often used as a means of transportation for him. While he could use this ability to escape danger as well, he would rather die than flee from a foe.

Personal Goal 1:

The rise of the Shadelings is all that Kolthix desires. So long as there is a place in the world for his kind, then he could care for little else.

Personal Goal 2:

Vengeance. Aside from the rise of his people, Kolthix craves vengeance against those of flesh for treating his kind as mere beasts, especially soldiers or adventurers from towns that describe the Shadelings as such and promote the idea of hunting and killing them.

---Battlefield Leadership Style---

Supply:

Meals from the Field - Nothing can delay your movements; you will take what you need from the enemy's camp, if need be.
Everywhere at Once - You rely heavy on hidden caches, freeing you to move in bursts without over-extending yourself.
Try and Take It - Your supply lines are robust and well-guarded, turning your army into a slow, irresistable force.

Planning:

The One and Only - You take charge of all planning duties and demand total obedience, winning the day with discipline.
Symphony of War - Each of your subordinates holds a domain over which they watch and plan; you are their conductor.

Nothing is Safe - You are single-mindedly focused on the weaknesses of your enemies, and will seek to exploit them at all times.

Attacking:

Chessmaster - You will not be goaded into overplaying your hand, and will instead grind your enemies down in the long run.
Drenched in Death - In every battle, you will seek to inflict total losses on the enemy, if possible.

Break their Spirits - You seek to dominate the enemy's imagination, crushing their morale before they even take the field.
 
Character Name: Yz, Identity Requiem
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Race: Yz, abandoned identity.
Most notable as a humanoid figure soft and warm to the touch, yet decked head to toe in clothing. The mask and clothes are physically stuck and don't come off, except if Yz does so themselves. Yz was human once before, but debatably not anymore.

Bio:
Yz had abandoned all of themselves when they put on the mask, a cursed visage of unknown origin yet alive with sentience but no mouth to speak. When an innocent had been tempted to stealing and wearing the mask, they were gifted with capabilities and lifespan at the cost of their own lives and will. The mask does not so simply come off without true intent from Yz, and even then whomever is now Yz will be nothing but the mask's sentience underneath.

For the mask had arrived into the world on its own volition, to seek its destined fool who would fall prey to the temptation of wearing it. A young farmgirl who had discovered it in an old field that had been left untouched for two years under superstition and bad omens. They had returned not the same person, but covered in tight clothes and cloak with their visage present no more. For Yz could now see and speak to the world of itself, and to thrive. It's own mind a paradox of complications that saw reason to overtake all with its own beliefs and ideals, but a curiosity for oddities in reality. Yz was by no means a villain at first, until treated like a monster for what it supposedly "did" to some innocent person. ait had no choice in the matter, it was fate. Droven to frustration by the sudden treatment by those who deemed themselves correct, and to be confronted with pitchforks and opposition, Yz set course on disgust for this existence. Clearly, it ended up in a terrible one.

It was surprisingly simple, and satisfying, how easily one could be broken in so many ways. Yz found a thrill in it all. Yz felt pitiful at the meaninglessness such people could lead to be, offering up the temptation of becoming a follower of Yz. Yz is to give up one's identity, one's past everything in an attempt to find something greater. Yz, is a crafter of masks. Even if they do not possess the same quality as Yz's beautiful adornment of a mask, it is a symbol of fellowship. Yz will grant you new name and identity, and will help you find perfect reason. Give up mere life, for Yz is eternal.

Yz's travels of the world would soon lead them and their followers to an abandoned temple, of which Yz would turn into a makeshift home and sanctuary for those who chose to follow. Here, Yz worked on training their order and followers in the correct ways, and to help those improve their talents for all potential purpose. It was here where Yz concocted that mere wandering and slow growth was not enough, and that partnership could be within the benefits of two parties. With gathered knowledge, Yz had used secret arts to transport a personal letter in hopes it would reach Emperor Briggun. And so, it eventually did. With little to no name, Yz had done work and evidence to prove their possible worth to the Emperor in order to expand their own resources and possibilities for themselves and their own order. To some, becoming a mere follower was what was necessary. Yz wasn't pleased with being a follower, but did what was necessary.

Special Ability 1:
Yzl-Qi - Yz possesses a secret art called Yzl-Qi, which helps them master secret magics of teleportation and movement. They can travel around and move things easier with this.

Special Ability 2:
 Yza-Ki - Yz possesses another secret art called Yza-Ki, which is for secret magics which are to do with the control of time. This secret art is so difficult and taxing to do that its power is very limited, and currently just helps slow things down for the briefest moment to give a faster chance to react every once in a long while. Usually saved for a possible last resort, or to try to help gain the first strike. Yza-Ki cannot be simply perceived and visibly just appears as if Yz moved slightly faster or had better reaction time for a mere moment.

Yz is rusty with both secret arts, and will need time to practice and improve.

Personal Goal 1: Build the Yz Order and Temple - To boost the numbers of their following and to have a perfect sanctuary for living and training.
Personal Goal 2: Master the Yz-Arts - Secret arts which the knowledge lies bound to the mask, Yz wishes to know and master these arts the reach a perfection of their own. Although difficult to learn, Yz potentially hopes to train followers within these arts, although normal people would probably not be able to manage learning both let alone as capable as Yz.

---Battlefield Leadership Style---
Supply:
Meals from the Field - Nothing can delay your movements; you will take what you need from the enemy's camp, if need be.

Planning:
The One and Only - You take charge of all planning duties and demand total obedience, winning the day with discipline.

Attacking:
Break their Spirits - You seek to dominate the enemy's imagination, crushing their morale before they even take the field.
 
Character Name:
Veno Dilach, The Black Rose
Imperial Spymaster
Master Sorceress
De Facto Leader of the Cult of Akordia


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Race:
Drow

Bio:

Drow go by many names. Deep Elves, Night Elves, Underdwellers, Dark Ones... the list goes on and on. They are a race of dark skinned, red eyed, white/gray haired elves that dwell deep within the vast caverns beneath the world. The 'pure' elves of the overworld will tell you that they are a race of corruption and wickeness. Practicing vile, dark magics and praying to dark dieties declaired forbidden or long abandoned by those of the overworld. It was something the Drow were forced to do, in their words, in order to survive being driven into the underworld by their kin. Maybe those 'pure' elves saw something evil in them, simply because of how different they appeared to them? Who can say, as that was millenia ago. Tales from a bygone era, lost to time.

Among the drow, there are cults dedicated to the worship of specific gods over all others. One particular cult worships the long forgotten elven goddess Akordia. Akordia, Goddess of the Moon, was once worshiped alongside her lover Istovir, God of the Sun, several millenia ago. The elves of the overworld had abandoned them, choosing to worship newer false gods instead and further pushing themselves away from their kin.

Veno Dilach was born into the cult, raised by parents whom were high ranking members within the order. She was taught their ways and customs from her early childhood on, and also taught the magical arts that the drow practiced and employed. As she grew older, she soon began to feel that she had been brought into the world for something greater. Akordia, perhaps, had chosen her and her people to bring about the union of the elves and the revival of the old ways. But in order to do that, the drow would need to emerge from their dark caverns. They would need to push out into the overworld, into foreign and alien lands. It would take time. Patience. An unbreakable focus and will. The elves would see the truth in the old ways, and abandon their heretical new ones.

And perhaps, the other races of the world, in time, would see the truth as well?

They couldn't be brash about this. Conversion by force would never work. They would need to be convinced. Persuaded. Corrupted, as the 'pure' elves would call it. They would need to be subversive. Slowly, the cult branched outwards, drawing more drow into the fold. Some other cults to minor gods perished in the end, but they would be revived later. Veno was sure of it. The old ways would return. And soon, it was time to emerge from their caves. Into the world above.

And it was there that Veno herself encountered Briggun, deep within the Malenchanted Woods. A powerful human warlock, bound to a fey woman and grieving the death of his son at the hands of the Kingdom of Canar. She saw the raw power within Briggun, about to be unleashed upon Canar. She also saw the future of elven race. This man could forge the path that she and her kin needed, in order to bring about the unification of the elves. And so, Veno pledged herself to Briggun's service, serving as a lieutenant in his army.

Revenge was swift. Canar fell, and Briggun's empire was born. And Veno became Briggun's spymaster. A position that allowed her to do the very things she needed in order to further her own plans. She brought those she trusted most into the fold, both being her friends from her childhood in the drow city of Melinore, to serve as her associates in her position. Talice, her oldest friend and the cult's current confessor, was brought in as her master torturer. Cazna, the more bold of the trio, was brought in as her master huntress.

Now, their work can truly begin. All in the name of the Empire, and Akordia.


Special Ability #1:
Shapeshifting
Veno, in order to perform her duties for the Emperor (as well as herself and the cult) is able to shift her appearance to resemble someone else or totally new. Often, she choose a human appearance, in order to blend in with the more populous race in the Empire, but can alter her appearance to resemble other races as well. While at meetings with the Emperor, serving as a member of his court, she takes on a special human appearance.

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Special Ability #2:
Mind Breaker

Magicks that affect and cloud the mind are common among mages and sorcerers. Magicks that break the mind are reserved for those wishing to utterly dominate someone, and often require master level focus. Something Veno, over the years, has learned in the service of the Cult of Akordia and sharpened in the service of the Emperor. With a steady gaze, and but a simple word, Veno can take hold of the mind of another. Allowing her to peer within at its contents. A second word erases it, making them forget all that is happening. A third renders the victim a lobotomized, drooling mess. Often, she never needs the third word. Mindless wretches aren't useful when acquiring information.
(This is resisted by player leaders, and others deemed immune by the game master.)


Personal Goal #1:
The Unification of all Elven races, the revival of the Old Ways.

Personal Goal #2:
The enforcement of (what she deems as) Akordia's will.



--- Battlefield Leadership Style ---

Supply:
Everywhere At Once
You rely heavy on hidden caches, freeing you to move in bursts without over-extending yourself.

Planning:
Symphony of War

Each of your subordinates holds a domain over which they watch and plan; you are their conductor.

Attacking:
Break Their Spirits
You seek to dominate the enemy's imagination, crushing their morale before they even take the field.​
 
Character Name:
Lucafiel sa Helendal
Magister of the Hallow Legion and the Redeemer Prince

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Race: Vestati – Fallen Angels (Seraphim, etc.)

Bio: Since time immemorial, the Vestati were creatures of punishment. Across many planes of existence, life had produced inquisitive minds and souls that burned too hot, souls which consumed all around them in wildfire. The Vestati were made to counteract the chaotic nature of life across existence, for they served not only as executioners, but as guides to souls deemed fit for passage to which ever realm bade possession of them after death. They were not the only ones, naturally, for they were a mere sliver, a singular creation at the hand of their divine master. They were puppets in all but name, tools meant to guide the will of a supreme entity. And yet, despite being meant to control the uncertainties of life, they fell prey to it. Having grown disillusioned and increasingly demented over time due to the exposure of souls with a will freer than theirs - souls that were always considered imperfect and lesser - the Vestati soon turned their self-cannibalizing contempt towards the source of their frustration - the very deity which created them. Those of artistic mindsets reduced entire realms to twisted dioramic mockeries where the hollow shells of corpses stood as monuments of empty worship to their deity. Those who once nurtured souls as precious items tormented them, and lead them astray into the void. When the time finally came to raise their hand, the Vestati were nearly annihilated, but not after sundering their homeward plane and mortally wounding a being which should not be capable of death.

In their hubris, they were cast away. Their wings were torn from their backs, leaving only horrid scars of inescapable pain. Tears of blood forever stain their faces as their minds bore witness to the wrath of the divine. Minds of clear attunement were shaken and masters became novices and the mad reigned supreme. The survivors could never forget their torment and the years they brought fire to their paradise, but they could never remember the shadow they raged against, for their god removed itself from their minds in name and sight to save itself. Yet in return, their souls were to be forever remembered as the damned. Forced to shroud their faces lest they attract the disembodied wrath of a dying god, the surviving Vestati collected themselves.

Among them was Lucafiel, a former consort to better masters, then a warrior of the forbidden one, and at last an orchestrator of rebellion. It was Lucafiel who foresaw their eventual failure, but was ignored. He knew they could not overcome the divine in their state, for they were little more than a raging tempest without focus. Once the hammer finally struck the anvil, Lucafiel and his band were among the few who survived the worst of the calamity they brought upon themselves. Shattered and unable to live the life of the lesser souls - as farmers and families - Lucafiel's Hallow Legion consolidated in a realm they hoped to hide within, in the lands of Nion.

Having once been sworn to eliminate souls like Briggun, Lucafiel instead offered fealty to another who raged against the imperfect and unfair old order. While a mere fragment of their formerselves, the Hallow Legion established themselves as an adept inquisition and submission force under Briggun's banner, bringing order to chaos and crushing resistance - just like old times. While Vestati crusaders waged their wars with their auxiliaries and hospitallers offered healing to those who submitted, the so-called carrot-and-stick principle earned compliance under Lucafiel's guidance.

But within themselves, they were still broken. Pledges of modesty gave way to pride and hedonism. Restraint was a tactic, not a way of life. Art transcended the canvas to become reality, and knowledge sought things of a deeper, darker nature in the folds of existence, long forgotten by time. Lucafiel knew their god was still out there. An unspeakable entity which had cursed them for the desire for freedom. In time, with effort, they would kill the abomination once and for all.

Special Ability 1: The Red Comet – Few have trodden a singular walk of life, and fewer still have tread more than one. Lucafiel has been much: slave, soldier, scholar, and commander. His experiences have produced a mind of precise focus and skill, unified behind the leviathan might of his willpower. While a champion of no pinnacle, Lucafiel can nonetheless stand equal among many proclaimed masters as a warrior, tactician, and strategist.

Special Ability 2: Hand of Life – Lucafiel has delved into the forbidden libraries and seen that which cannot be unseen. Among this trove of knowledge which has infested his mind is the primordial power of healing, to weave the strings of life into a strengthened quilt or undo that which is mortal, leaving naught but unwoven twine. A leper can be remade and failing crops rejuvenated – or a healthy body can be disassembled in piecemeal and food turned to dust.

Personal Goal 1: Rediscover the name of their god, and kill them at last.
Personal Goal 2: Establish a colony within this plane.

---Battlefield Leadership Style---

Supply:


Everywhere at Once - You rely heavy on hidden caches, freeing you to move in bursts without over-extending yourself.

Owing to their history as former extraplanar enforcers, the Hallow Legion are adept at establishing watchpoints and covens to supply extended operations. While lesser actions operated by auxiliaries typically bring or otherwise forage their goods, the Hallow Legion utilizes their system of “veins” to ensure continual supply for their forces.

Planning:

Symphony of War - Each of your subordinates holds a domain over which they watch and plan; you are their conductor.

Within the remains of the legion are various preeminent personalities of high intellect and skill that conduct operations on behalf of their prince. While this can manifest as situational autonomy, the prince does often direct his forces personally to apply a guiding hand, but only when certain limitations do not prevent this.

Attacking:

Chessmaster - You will not be goaded into overplaying your hand, and will instead grind your enemies down in the long run.

As enforcers, the legion seeks balance in conquest and rulership. All options are available and no tactic is too small or too severe. Psychological warfare, guerilla tactics at the hands of auxiliaries, and storm assaults by Vestati knights are all instruments to a singular orchestra. Piece by piece, the prince conducts his forces with measured care.
 
Adanach
Son of the Druadach


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(art by Shin San.)

Race: Human, barbarian of Druadach.

Biography: The Druadach region is considered inhospitable by most, not due to its terrain or lack of resources. On the contrary, it is a rich land full of unexploited potential and bounties, but the truth is that it is inhabited by hundreds of tribes of wildmen, orcs, dwarves, elves, and more. It is also home to ferocious beasts, the subject of which comprise myths, and drakes of terrible power. It is a land full of anger and death, and despite their best attempts, no ruler of a settled realm has managed to conquer the Druadach -- leading to the myth that it would remain forever unconquered.

Adanach was born in the tribe of Laloch, deep in the forests of the Druadach's western reaches, and was the youngest of seven brothers. They were sons of the chieftain, and were expected to be the best warriors of the tribe. They grew together to train both physically and mentally to be the greatest; they performed ritualistic combat, sacrifices of blood and wealth to their brutal Gods, and tested their abilities with one another in hopes of fulfilling their place in the tribe. When Adanach turned 16, he and other youths of the tribe left to perform their rite of passage: to raid, pillage, and fight in the name of the Gods so that they could become men.

His group was led by his oldest brother, Baldach, who had to make sure his brother and companions would not throw their lives away without purpose outside of glorious battle. Baldanach taught his brother the importance of wisdom and strategy, for while a warrior might ascend to the Halls in glory, his tribe will mourn the loss of another blade capable of protecting their lands, crops, and wealth. After months of arduous travels and combat, Adanach had returned to Laloch with wealth and slaves - bringing him the status of a man to the rest of his tribe.

At twenty one years of age, Adanach decided to join his brothers Cosnach and Cointthach - along with their men - as they set out into the settled realms of the south. Offering their service as mercenaries for the wealthy and powerful as a means of gaining a part for their own. They became the private army of several lords from the Kingdom of Lorei, to the Sultanate of Gantar. It took them two years before they met their most beneficiary of masters: the Duke of the Republic of Arantino - who sought the services of the Druadach barbarians to help wage war against his rivals in the Lacans Republic.

Adanach spent four years serving the Duke of Arantino, fighting against the forces that would threaten the republic. However, as the Duke became unfavorably seen by his subjects he became more paranoid and suspicious. Ultimately deciding upon ridding those he knew could threaten his rule on his domain. He tasked the brothers with this charge by ending the bloodlines of other great families in the Republic, to which they carried out with brutal efficiency. But after killing the last members of House Verenzino and heading back to the capital, Aranzio, the brothers and their men were ambushed. Republican soldiers had brought the blade upon them and massacred their numbers. They made sure to kill every man and woman, shooting their crossbows on the wounded as they walked among the carnage... but they never found Adanach, for he had crawled away into the forests as his kin and men were felled by bolts.

Adanach had escaped death, and while he felt shame for not dying with his brothers he knew that he had made the right decision. For now, he had the chance for vengeance upon the Duke and the Republic for their cold-blooded betrayal. But he could not achieve this alone, and so he returned to his tribe in hopes of mustering the men needed to pillage the Republic. But instead of finding home, he had found smoldering ruins. His tribe had been all but eradicated. Not by another tribe, but instead the settled realms further South who, once more, tried to settle the Druadach.

His heart taken by rage, Adanach swore to destroy the settled realms of the South for their cruelty. He would not rest until he saw every town burned, every castle torn to its foundations, and the lands trampled upon by the armies of the Druadach. To settle in their lands themselves, and to listen to the lamentations of their women! But now, he had to fight alongside the other tribes as the one of the last remaining of his own - a stark reminder to all others what was at stake - in fighting off this new wave of settlement. He sought the tribes of Daruk, an Orcish tribe that had been amicable with the Laloch. He offered his blade and might to the Chieftain of Daruk, who accepted him as he had the few refugees that had managed to scatter from Laloch's ruin. Together, with the survivors of his tribe, the Orcs of Daruk and the other Druadach tribes fought bitterly against the encroaching forces of the southern realms. And together, they banished the men of metal off their lands once more.

Adanach settled with the tribe of Daruk for several years afterwards, as he had become valuable to them, and the chief ultimately appointing him as his Champion. His most entrusted blade and advisor... but that was not enough for Adanach. Rage still burned in his heart, yearning for southern blood to be spilled. Using his position as champion, ADanach wandered the Druadach to seek warriors who desired gold and glory, or harbored hatred for the southern realms. He mustered thousands of Orcs, Goblins, and Humans to his cause - with even a Fey warrior joining. The years had steeled Adanach and made him wiser; he knew that he could lead his horde and pillage everything in sight. Set a fire to the homes and hearts of those hateful southerners. But he knew that to change the Southern realms, he had to CONQUER them -- Make them feel the wrath of the Druadach!

But he could not achieve such goals alone, as he had already gathered valuable allies to aid him in his ambitions. His wife, the Orc warriorress Bjorga, who has led hundreds of Orcs under her banner. Or the mad Redcap Rukkar, who inflicts dread into his enemies by using vile blood magics. Yet it was not enough, as he needed allies with greater intellect. To destroy the Kings of the South he would need more than just a horde. If we wanted to take over these lands, he would need allies from them. Which, in turn, led Adanach to Briggun.

The horde leader's followers to not trust the warlock, and neither does Adanach. The druids and bards from the Druadach were deserving of such sentiments, but not warlocks and witches. However, knowing that without Briggun his war with the settled realms would lead nowhere, Adanach compromised in allying himself with the Dark Lord. And he knew that such a figure would need a horde of savage warriors...

Special Ability 1:
  • Unite the Heathens: Growing among the many tribes of the Druadach has given Adanach unique insight into "tribal" and "heathen" cultures. While he's not most cunning of linguists, he has the innate ability of understanding peoples of other tribes despite cultural or religious differences, and he will use this understanding to ally with them if possible. Otherwise, he has a keen understanding of tribal warfare, which allows him to strategize better against tribal enemies.
Special Ability 2:
  • Pagan Fury!: The Heathen Army is not intimidated by "holy armies". Armies led by religious figures or that have any religious origins or ties will have a harder time breaking the spirit of Adanach and his followers. This also means the Heathen Army has trouble cooperating with allies who belong to organized, non-pagan faiths, and are more likely to start infighting or cause damage in the realms belonging to these organized religions.
Personal Goal 1: To conquer the settled realms of the south, and destroy the Republic of Arantino.
Personal Goal 2: Become the leader of a greater, united Druadach horde.

Battlefield Strategy

Supply:
  • Meals from the Field - Nothing can delay your movements; you will take what you need from the enemy's camp, if need be.
Planning:
  • Symphony of War - Each of your subordinates holds a domain over which they watch and plan; you are their conductor.
Attacking:
  • Drenched in Death - In every battle, you will seek to inflict total losses on the enemy, if possible.
 
Estro Dorozan
The Wizard of Zo


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Race: Human - Magic Enhanced Mutant

Bio: Estro Dorozan was born a commoner on the outskirts of Canar's capital with little prospect of social advancement in a society dominated by the nobility. It was only when he managed to pass a magic exam and show aptitude that the Royal Court sent him to the Royal College to be trained as a mage for the kingdom. Estro excelled at magic and rose rapidly through the ranks of arcanists trained for service to the Royal Court. The largest issue almost constantly was his low breeding. This social stigma that the nobility gleefully abused stunted his ascension for over a decade before Estro managed to not only become a full Royal Mage, but was appointed as Court Wizard to the King.

It was here that perhaps he finally snapped and became the man he is now. He was constantly fixing the issues caused by noble mages, often at the expense of commoners. Years of this piled on until he could take no more and founded the ideal of Zero Origin or ZO. From this was born the Cult of Zo, a gathering of commoners in various positions in Canar that could network and organize to deal with the antics of the nobility. It was a means to promote their own power and influence while carrying out the will of their Grand Master, whose identity would not be revealed fully until Briggun defeated Estro during the events of the Zo Coup.

Many decades went by that the Cult of Zo terrorized Canar, targeting nobles with magical experiments, abominations and kidnappings. The blood of nobles became the prized choice for arcane experimentation. Test subjects collected by the cult to feed the needs of their hidden Grand Master. All of it working towards alterations he was intent on making to himself to achieve true immortality and greater arcane power. It was Briggun who would uncover the truth that Estro was the Grand Master of the Cult of Zo, deemed the Wizard of Zo. His discovery could not come quickly enough as it forced the hand of Estro, triggering a long laid plan for a palace coup. Fighting erupted across the capital and throne room as even Royal Guards turned upon one another.

Canar burned for a month, but Briggun cornered and defeated Estro, bringing him before the King for judgement. The crown, wary of what killing the Wizard of Zo might make his cultists do, sentenced him to imprisonment. Estro was sealed in Talez Tower, the great magic prison reserved for traitors and powerful beings. The following years saw the nobility viciously gutting commoners from every level of authority in Canar in vengenace and paranoia. Little could they imagine they might only be feeding the Cult of Zo new followers even as they sent guilty and innocent to the chopping block. Another decade would pass before Briggun was exiled from Canar for the Fey Affair. It was said that when Estro heard about it, he laughed all the while unaged by the passage of time.

When Johas died, there was no laughter, but Estro smiled. It was a sick and ominous smile because he knew what would be coming next. Briggun came. And opened his door. His shackles were broken and the Wizard of Zo was unleashed upon Canar, now as the Court Wizard of Emperor Briggun. Two decades of containment had left Estro vicious and spiteful, he spoke secret words and triggered countless Zo revolts across Canar to spread death and chaos for his new master. His greatest foe had become his true master and Estro seemed content to serve. The Emperor had one of the most powerful wizards in the history of Canar at his side, promised the means of forging his own territory and nation to his liking. The Cult of Zo roared its outrage across Canar, letting the more open forces under Briggun march all the more easily towards their victory and the annihilation of Canar.

In the aftermath, the Cult of Zo has begun to organize into the private army and forces of the Wizard of Zo. An eagerness to see Zero Origin victorious at last while uplifting their master to even greater heights of power and prestige. Now there are chants of war and conquest, for the Cult of Zo to become the State of Zo. Estro already know's he must work his plans and schemes to pursue this, both to give the Emperor his expanding empire while allowing the greater plan to continue onwards towards his ascension.

Special Ability 1: Arcane Mastery - Estro is a true Archmage and master of Arcane magic. He favors a more universal approach, giving him access to all areas of the arcane, but does mean a specialist will outperform him in their field of expertise. He tends to adapt simply by employing other fields of magic instead when he cannot face a master in their own supremacy. This level of magic makes him capable of epic workings that can influence a battle or war effort when employed correctly.

Special Ability 2: Dark Charisma - Estro is a talented manipulator, relying upon words over magic at times to achieve his goals. He has been able to turn enemy troops to his banner and even turn spies with enough time and the right words. He revels in turning people into devoted followers or loyal agents. He spins schemes with his talent, building networks of agents or recruiting followers into the Cult of Zo.

Personal Goal 1: Forge the Cult of Zo into the State of Zo, his personal magical dictatorship to pursue his endless arcane projects and ambitions within.

Personal Goal 2: Continue altering himself through arcane rituals into a being of godlike power.

---Battlefield Leadership Style---

Supply:
Everywhere at Once - You rely heavy on hidden caches, freeing you to move in bursts without over-extending yourself.

The Cult of Zo has a long standing tradition of stockpiling and preparation. They spent decades preparing for the Zo Coup and now these same methods are set to be used in the expansion of the Empire. Estro continues to promote the method as well, knowing the danger of shattered supply lines and shortages.

Planning:
Symphony of War - Each of your subordinates holds a domain over which they watch and plan; you are their conductor.

While egotistical, Estro has always had an eye for talent. He knows how to delegate and rely upon his agents and minions to fulfill his plans. The Cult of Zo does this to ensure it can survive decapitation of its command structure.

Attacking:
Chessmaster - You will not be goaded into overplaying your hand, and will instead grind your enemies down in the long run.

Patience is a weapon few appreciate. Estro learned it long ago in surviving the arrogant nobles of Canar. He employs and teaches this principle to the Cult of Zo, having used it in planning the infamous Zo Coup.
 
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Vuldar Elegast, Sigurd of Ravgoth
Alemannum's Bastard King
The Bloodied Hand of the Judgment
The Royal Headsmen


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( art by govy9807 )

Race: Dwarf, Heir to the Throne of Alemannum




Biography:

Sigurd, A name that spreads fear across both the peasantry and the nobility. Towering for a Dwarf standing at the height of 5 feet, he is seemly always clad in a distinctive set of heavy plate armor from head to toe. His face and any other details of his appearance under his armor are nearly unknown besides the many baseless myths and rumors that follow in his wake. It is said that Sigurd slowly rose to prominence from almost nothing through his service to various nobles and merchant lords as someone to keep their subjects in line. Sigurd would utilize various means to achieve this, yet he often preferred the violent ones the most.

However, Sigurd truly earned his frame in his role as the Judicial Champion of Canaresch. A title he was able to earn through Sigurd's own political maneuvering, using his time spent with the dozens of nobles he served under, he was able to arrange a duel with the then-current Judicial Champion. The fight was long and brutal, yet, even after having his Battle Axe cut in two by his opponent in a staggering flourish by his opponent. Sigurd surprised everyone by grabbing the narrow blade pointed at his throat and shattering it in one sudden motion before jamming the broken piece of steel between his opponent's eyes through his helmet's visor. This would be the first of his many victories in Judicial combat, defeating many who dared challenge the Imperial Court in a right of Combat. Striking down countless nobles and their champions from across the lands.

While Sigurd's martial prowess made him such a favorite among the judges, it was his ability to navigate the aristocracy and assist in the prosecutions themselves that managed to greatly impress the King of Canar many years ago. Who soon made Sigurd the Champion of his own royal court, yet he was not simply the King's chosen method of besting some rebellious noble or foolish challenger to the throne in a duel, often to the death, for Sigurd's talents in seeing pass the various matters of deceit and lies used by the aristocracy to undermine the King's rule led to Sigurd holding a large degree of sway within the Royal Guard and King's judges. Sigurd's mere presence alone was often enough to settle any serious political squabble over the King's rule.

Sigurd would make a name for himself outside the halls of the Royal castle and among the furthest reaches of the Kingdom as the King's personal Executioner. For It was Sigurd who had brought death to countless would-be usurpers across the lands of Canar, enforcing the King's absolute authority among all of the King's subjects. Crushing any growing rebellions or rebellious subjects who had dared to raise their hand against the King. It would be Sigurd who would personally lead his men in crushing numerous insurrections. It would be Sigurd who oversaw the burning of the various disobedient barbarians along with their pitiful villages. It would be Sigurd who drove the many revolting creatures that polluted the Kingdom's newly conquered lands back into their dark holes. For Sigurd was the embodiment of the Kingdom's will, the bloodied hand that passes the final judgment of the King and of his land.

For almost 100 years, Sigurd enforced the Kings of Canar will to the absolute. Yet, some soon began murmuring among the Courts that Sigurd had outlived his usefulness, indeed as the last King of Canar decided to move towards more peaceful methods of administration. The Kingdom was moving away from such acts of brutality that Sigurd and his followers were infamous for. The various Soldiers and ministers under Sigurd were seen as blood-thirsting knights, political assassins, and unhinged fanatics who found disloyalty and conspiracy in every shadow. Sigurd's mere existence within the Kingdom had become a black stain upon Canaresch that haunted the King and his diplomats in almost any exchange beyond Canar and its fellow Kingdoms. In the last two decades of the King's rule, he began to seriously take away power from Sigurd and his men. His eventual goal was Sigurd's own execution along with the rest of his men, to have had his legacy to be eased, and all records of his name burned away in book fires. For his accursed name to be forgotten forever.

Yet, fate would choose a different tale as once Briggun had begun his fight against Canar, the King would reluctantly give back the power he had so slowly taken from Sigurd. Years of political maneuvering and hard-fought reforms to reduce Sigurd's power base in the Royal Court was for naught as the King was forced to give everything back and more to Sigurd, releasing the countless frenzied crusaders and fanatical homicidal inquisitors that once swelled Sigurd's ranks, sentenced and condemned for their many acts of terror committed against the Kingdom's people, they were instead reinstated with full pardons and their powers given back to them. The King, under heavy breath, gave the order to Sigurd and his men to return with Briggun's head. Sigurd simply nodded and rode out with his men toward the burning forests after Briggun.

Sigurd fought ferociously against Briggun's seemly endless forces for many days and nights, inflicting heavy losses on Warlock's armies but Briggun was always a step ahead of Sigurd, yet still the Royal Headsmen pressed on as the campaign turned dire for the King of Canar. Sigurd managed to collect what remained of the King's men that were outside the walls of Canaresch during the siege of Canar. Sigurd led what was left of the Kingdom's once-great armies to meet with reinforcements sent from Canar's allies.

Nearly 1,000 Knights from various banners had arrived during the last week of the war, now linked with the Sigurd's survivors, they were able to quickly take the back lost ground and forge a bloody path back to the Castle of Canaresch. Barely in time as well, as the castle had come under heavy siege, its walls burning and barely holding back the tide of the Warlock's forces. It was completely surrounded on all sides, yet, under Sigurd's precise orders, this last army that could save Canar was able to evade Briggun's patrols and breakthrough his rear guard, they found themselves gathered along the ridgeline of the hills overlooking the staging area.

While the castle was nearly about to fall to the Warlock's onslaught. It was now or never, with Sigurd at the helm of these reinforcements, they were ready at a moment's notice to descend upon Briggun's forces as he had almost completely focused all of his forces on this critical battle for Canaresch, so focused that they left their flanks wide open. Canar's many allies readied themselves along with what remained of Canar's outland forces. This was surely the final moment for good to triumph over evil. One last decisive cavalry charge to end this menace once and for all.

Once Sigurd gave the resounding order to the army to charge with Canar's allies surging ahead down the slope, the raging Knights would soon meet their end as a line of pikes sprung up from the ground before the charging warriors could even take notice. Dozens of warhorses and Knights were impaled by these sudden warriors, leaping up from holes and trenches dug in the group hidden by foliage. These men quickly overwhelmed the surviving Knights, as more and more attackers poured from all directions, worse was even those among the last of the Knights started to stab their own brothers in the back. Soon the entirety of this reinforcing army was torn to ribbons. Halted just steps away from the Castle's walls.

In an instant after the carnage, Sigurd arose alongside his men victorious, their trap worked perfectly. His true colors were now on full display as he drove his sword through the regimental commander's head, ending any hope for Canar and its King.

After the fighting outside of the gates had been mostly concluded, Briggun himself arrived before a bowing Sigurd with the rest of his men following suit. The Warlock was arriving just moments before crows descended upon the dead and dying. Came personally to congratulate his new Headsmen on his success, rewarding him with a position among the Warlock's Legions along with his oath to restore Sigurd to his true position of power, as the rightful king of the Alemannum. The Golden City, the Hold of Holds, the greatest Kingdom of the Dwarves.

Sigurd was not his true name, for he was known as Vuldar Elegast the Humble many, many years ago in Alemannum, the once prodigal son and chosen heir of Alemannum. For centuries ago, his jealous brother, Durnir, would use the fact that Vuldar was actually a bastard son of the old High King, something that only Vuldar and their Father knew before Vuldar shared it with Durnir. Vuldar was looking for a sense of understanding between them, to mend the gap as their Father drew his last breaths, to help recover their bond as Vuldar was preparing to lead Alemannum to a new era.

Durnir, however, uses this to betray Vuldar, having him forever banished from Alemannum for the crime of being a so-called "disgrace" to the royal bloodline. He was exiled to the surface, forced to travel the Ravgoth mountain for many long years as found the path from Alemannum's gates to the forests below. Thought long dead by everyone within Alemannum as Durnir took to the throne as the false High King of Alemannum... Yet Vuldar would seek to rebuild himself as Sigurd, not with the love for his family or any such honor that he once held onto so dearly... No, instead there was only one thing that drove Vuldar to brave through the inhospitable Ravgoth Mountains above Alemannum, to rise from nothing, to not just survive but to thrive, to carefully and meticulously plan for almost 300 years for one, simple thing...

Vengeance.



Special Ability: Sudderner of Wills

While A master warrior with his massive executioner sword able to perfectly decapitate a charging Ogre with a single swing of his Blade, Sigurd instead prides himself on his ability to win his battles, both physically and psychologically, through acts of intimidation, coercion, and terror. Breaking the spirits of many armies without a single drop of blood being spilled on the battlefield. An expert interrogator and a genius in the arts of psychological warfare. Many battles have been won by his mere presence alone.


Special Ability: Unyielding Contempt

Dwarfs are commonly known for their natural ability to physically resist everything from the worst toxins to even the effects of spells and hexes, though at the cost of usually being able to use magic themselves. Sigurd is a paragon of such tenancies, surviving countless assassination attempts through poisons to blades to even dreaded spells of dream magic that would completely shatter the minds of lesser men. Sigurd will often drive his own men to the same extent would have of himself, taking heavy attrition at the cost of marching unburned through any hostile lands.



Personal Goal 1:

Reclaim the Throne Alemannum and get revenge on those who betray him, taking back his birthright by any means necessary.


Personal Goal 2:

Sigurd has an affinity to magical items, able to attune himself to them rather quickly, he had begun to seek them out almost obsessively, usually preferring them over gold and spending much of his time and resources acquiring them.



Battlefield Leadership Style:

Supply:


Try and Take It - Your supply lines are robust and well-guarded, turning your army into a slow, irresistible force.


Planning:

Nothing is Safe - You are single-mindedly focused on the weaknesses of your enemies and will seek to exploit them at all times.


Attacking:

Break their Spirits - You seek to dominate the enemy's imagination, crushing their morale before they even take the field.
 

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