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Fantasy The Edge of Light- Cs

Main
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OOC
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Lore
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FearItself

There is nothing to fear
There are rules to creating and operating characters in this storyline.
1. No metagaming- no characters can know things they wouldnt have access to. Meaning your character doesnt know what you do, nor is any 4th wall breaking acceptable.

2. No god moding- your armor, evasion, racial traits, and skills will be factored in to your combat application no hero can auto dodge or auto block any attacks or auto hit with any attacks.

3. Read and take into account the lore- it took me alot of time to type up and come up with the lore for this world. Characters who dont fit into the lore will not be permitted. You are welcome to make characters with their own rich histories and backstories. But it must be applicable to the world itself.

(Erase everything in parenthesis.)
(*means optional)
*Image: (written, or artwork, no real human people please.)

Name: (We all have them.)

Age: (see racial age limits for details. No one over 250 please.)

Gender: (Whatever)

Height/Weight:

Race: ( Human, Elf, Dwarf, Orc, or Merfolk)

*Occupation: (Whatever floats your boats.)

History: (minimum one paragraph, must adhere to lore rules.)

Personality: (can be a list of traits or a paragraph discriptor.)

Skills: (what are you trained in? What weapons do you primarily use? What armors are you proficient with?)

Equipment: (your weapons, armor, and adventuring gear. Dont forget your food and money!)

Spells/Techniques: (each character starts with 3 lv-1, 2 lv-2, and 1 lv-3. Spells are marked by (M) and Techniques are marked with (T) be as discriptive as possible and keep the levels in mind.)

*quote: (Any good lines?)

*Theme: (Music anyone?)

*Other: (Whatever else you want.)
 
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Name: Zeed Atul

Age: 26yrs

Gender: Male

Height/Weight: 5ft 11in, 174lbs

Race: Human

*Occupation: Prince of Edenia

History: When you are born with the world at your feet it seems impossible to not somehow waste what you were given. This concern has weighed heavily on zeed since he was a young boy, though admittedly it didnt help him much in his academic studies. Where it helped him most was in his swordplay, magic, and his diplomatic relations training. He gave his all to seemingly everything, never seeming to relax, never stopping his training efforts despite no threats setting foot in the edenian capitol in his lifetime. When asled what he was trying so hard for he almost always said "Because im gonna save the world one day."

His teenage years came with new concerns and goals, as he discovered how much power his words had and what he could get away with. He became well known for sneaking girls into the palace, drinking, and holding lavish feasts. All of that came crashing down when his father died, he felk deeper into the downward spiral and after a playful night of drinking and climbing on the palace walls lead to the unfortunate death of one of the girls he smuggled in. He was unpreparred for what came next, he was placed on trial where he and the girls father agreed to trial by combat. It was said to be over in a flash the man swung, The prince parried, then sunk his sword into the mans throat.

Whispers have circulated the kingdom saying that the man had said something to zeed to effect him the way that duel seemed to effect him. In truth he had shattered his own beleif in justice, after all the man he killed was in the right, he was the bad guy in that scene and he still won. Since that day he has been guarded by Natalie and has opted out of every duel he has been challenged to. Many in the kingdom see the prince as a coward, though others seem able to recognize that he doesnt fear for himself.

Personality: Zeed is a strange young man, a rare mix of happy go lucky, and darkness dwelling within. He is tormented by his shortcomings yet he overcomes them daily putting on the confident smile his kingdom needs and trudging through his doubts. He is terrible at keeping his emotions hidden despite this however he is usually excited and happy most of the time. All that said he is a much better man than he was a few short years ago, with many jokingly but accurately suggesting that it is natalie who has helped prompt this change of his.

Skills:
Swordsmanship (Fencing)- prince Zeed is a very skilled swordsman having had the best teachers money can buy to show him ample sword styles and techniques. By far his most effective style is his fencing where he specializes in evasion and quick lethal thrusting strikes.

Diplomacy- the term silver tongue comes to mind when Zeed is mentioned he is a remarkably skilled speaker and negotiator able to find what a person wants and deliver without overextending his resources. He actually prefers to use his words rather than his swords.

Magically educated- Zeed is very well educated and very adept at identifying magic and magic users. He can tell magical items with a moment of scrutiny, can identify and even predict an opponents spells by their components and brief moments of viewing their "style"

Equipment:
Silver Rose- The rapier Zeed weilds is actually a master crafted blade with a strengthened tip fpr pu cturing plate mail. Its heavy and unweildy to most but zeed has trained with it for half a decade and has learned to accommodate the swords strange traits with his skill.

Warded Parrying blade- a long thin dagger with a hilt guard, and a hand sheild built into it and an enchantment that allows it to block magical attacks as well as mundane ones however arrows are its one weakness. And its a rather low level enchantment so it can be over powered with strong enough attacks.

Elven silk padded armor- though non magical this cloth armor is about as close to it as you can get. Able to resist slashing and peircing damage but vulnerable to bashing damage,this armor is weather resistant, stain resistant, and very well insulated while maintaining breathability. Most lords ladies and wealthy people wear this kind of armor.

Atul Family heirloom- a medallion that radiates magic, while none can identify what enchantment if any it has the fact that it has lasted since the first edenian king 1200 years ago shows its power. Zeed has no idea what he intends to do with it.

Spells/Techniques:
Lv.1- Burning blade(M), requires oil and motion- a spell which ignites a blade of Zeeds choosing. The ignited blade deals additional fire damage and generates a small aura of light. Lasts for nearly five minutes.

Lv.1- Bait & switch(T), requires 2 swords- a quick step forward followed by a feigned thrust forces opponents tp raise their guard or evade, the second sword comes afterwards circumventing defenses or catching opponents flat footed.

Lv.1 pierce (T), requires piercing damage weapon- a powerful thrust which can penetrate any non magical armor save for a shield. The attack leaves Zeed open to Counter strikes.

Lv.2- Ward(M),Requires quartz crystal- Zeed errects a magical force shield in front of him or another person. The sheild is 4ft in diameter and can withstand a single strike. Vulnerable to anti-ward magic.

Lv.2 Magic Missiles(M) requires Small rocks and ample magical energy- One of the most common spells used in battle this turns a rock or pebble into a magical energy bolt which deals bashing damage. Can knock an opponent out or be used to interrupt an attack. Can charge up to 6 pebbles at once.

Lv.3 Psudoclone- requires a vial of blood from the target- creates a non magical copy of the target weilding ths same armor and weapons as the target however they have mundane versions of magical gear. The clone has the same physical attributes as the target and if it dies it fades away into dust & blood.

*quote: "Normally Adventurers do the fun stuff and princes just foot the bill, Im definitly not normal."

*Theme:


*Other: When his brother told him to take what he needed he assumed that included the Atul family heirloom and a vast amount of wealth. A fact which more than slightly irritated his older brother.


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Name: Natalie Abroul

Age: 28

Gender: Female

Height/Weight: 5ft 10in 144lbs

Race: Human

*Occupation: Royal Guard

History: Born far to the south of Edenia as the daughter of a barbarian cheif and twin sister of his desired male child. Luckily for her a knight was on a quest that had taken him to this very clan in need of the blood of one of their tribe. The noble man that he is prevented him from being able to see the cheif slay the child in sacrifice to her brother. Flying into a rightious rage that rivaled any barbarians he charged into the heart of the ritual cutting down any warrior who stepped in his path. Grabbing the child from the shaman he tucked her into the crook of his arm and fought his way out, using the blood that lined his blade he completed the ritual to mortalize the wendigo he had come to hunt. Then cut it down with the child in tote.

As she grew up under the mans care natalie began to see the world frpm his perspective, it was a dark rotting place filled with darkness. Yet each life was a light worth defending, and she would spend her life defending them until the darkness consumed her as well. The brave knight who raised her also trained her in the arts of swordsmanship, armored fighting, and even magic. However she never showed much aptitude for spellcasting, it was with the blade that she shone. After being denied several applications into the Edenian army the fifteen year old blonde knight hid her identity within a suit of armor and joined the annual soldiers tournament. She actually shicked even herself making it all the way to the finals before she faced her father who had been the other semi-finalist.

It was all she could do to keep from losing her footing while parrying his blows, yet when he finally landed a glancing blow on her helmet and knocked it off revaling her identity it came as such a suprise that he hesitated for a moment. She took that moment and managed to disarm her father and win the tournament. Yet it wasnt the reward she thought it would be. They decided that after a few years of training she would become the rpyal guard to the prince of edenia. She has spent ten years at her post only leaving the princes side for three days to mourn the loss of her father and receive her inheritance.

Personality: Natalie is easily one of the hardest to read people in the entire realm, her blank emotionless face adorning her like a mask even when she is enraged or crying. She says she feels emotions but holds self control above all else. The antithesis of her ward whose constant indulgence is a consistant thorn in her side. However despite their differences she is loyal to the prince until death having not only put her life on the line but even turned down the hand of several lords who have attempted to gain her as a wife. A fact which has caused many to beleive she is in love with the prince, a belief which she has never once commented on even when asked directly.

Skills:
Master Two handed fighter- Wether its a spear, a hammer, a halberd, an axe, or her favorite a greatsword Natalie is a master of two handed fighting famed for her personal style which allows her to move the heavy weapons remarkably fast without sacrificing much power.

Master of Unarmed combat- Natalie has been well trained in hand to hand combat, and even adopted her surrogate fathers style of Armored Cqc which she can use to lethal effect

Body language- Natalie is an expert at reading a persons motive often having her blade drawn long before the enemy does. While simultainiously amplifying or nullifying her own body language to suit her needs.

Beastiary- traveling with her adopted father and reading all of his notes has made natalie very skilled at identifying creatures both of natural and darkborn origin

Combat strategy- Natalies training with the soldiers of the army did little to sharpen her already razor sharp skills, but it did teach her teamwork and strategy allowing her to play into her allies strengths and into her enemies weaknesses.

Equipment:
Sunderer- the magical greatsword left to natalie by her father. Enchanted to bypass other magical items durability. It can destroy mundane weapons and armor with just a few strikes and the magical items and armor can be damaged by expending one of five charges that have a chance to destroy the item. If used on a legendary artifact the sunder backfires destroying her sword.

Fitted full plate armor- Armor specifically crafted for Natalie and measured to her proportions offering maximum protection with more mobility than average armor of the same grade. Hers is known for its studded and pointed edges for use in her hand to hand style.

Wagon deed- The title of ownership for the Wagon which will carry the party.

Leather sling & pouch- A simple weapon yet very effective and with endless ammo availible it is always useful in someway.

Spells/Techniques:
Lv.1 Truestrike (T)- after sizeing up an opponent for a brief moment Natalie can ignore an opponents armor by finding gaps in their defense. (Excluding their sheild.) Evasion still applies.

Lv.1 Opening detection, requires ashes. (M)- By using magic To detect slight changes in air pressure natalie can identify doors and Other objects that open even if they are Hidden by skilled craft. (Magically hidden Doors and chests cannot be detected in this way.)

Lv.1Counter parry (T)- After an opponent launches an attack with a weapon of the same damage type as Natalie's current weapon natalie can choose to parry the attack and launch a counter strike in the same instant removing an opponents ability to Evade the attack, Armor still applies, and this cannot work on ranged attacks.

Lv.2 Blinding flash,Requires a cloth to weap around sword hand (M)- By gathering her magic into the tip of her sword Natalie can temporarily blind all enemies within line of sight that are looking at her. She must warn allies as this can blind them as well. This attack can be blocked by covering ones eyes or even looking down.

Lv.2 Armor breaker (T)- A heavy two handed strike that leaves Natalie open to counter attacks but can break armor and sheilds on a successful strike. Evasion still applies.

High-
Lv.3 Helm splitter (T)- A downward strike capable of one hit kills, even on armored foes. The user must have the high ground and if unsuccessful they are open to counter attacks and take fall damage, if succesful and the foe is armored the user must wrench their blade free of the target.

*quote: "Yes your majesty..."

*Theme: Still searching.

*Other: She also owns the horse which draws the wagon, a sturdy Clydesdale named Elmer.


 
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Name: Arcron Vonser

Age: 21

Gender: Male

Height/Weight: 6'4" 206 lbs

Race: Human

Occupation: Blacksmith and Spellsmith

History:
Arcron grew up in one for the few frontier towns, a simple mining hamlet called Celias. With his mother having died in childbirth and his father working as the lone BLacksmith of the village, Arcron was raised primarily by his two older siblings, the eldest brother Kras and his sister Eliza, who were five and three years older. Most of his early life was spent helping around the town, gathering herbs and wood from the forest, running meals and tools to the workers in the mines, and playing around with the other children of the village.
His life truly began at the age of twelve when his father took him under his wing to become the next blacksmith of the town. With his oldest brother conscripted into the town militia and his sister working for the herbalist, the role was left to him. Immediately the work fascinated him to no end, the fire glowing and curling, the metal being hammered shaped, and the end product slowly being brought into the world. He was born for it, taking to the long hours, sweltering heat and endless labor like a fish to water. In a few short months, he was manning the forge himself, in a few more he was surpassing his father's work. He loved his work, the village loved his work and his family couldn't be prouder.
This happiness lasted until he was seventeen when tragedy struck the village. A monster raid, much larger and coordinated than usual, broke through the wooden palisade and ransacked the village while the men were in the mines. Almost half of the village was killed, including Arcron's father, who had been manning the forge while Arcron was in the mines gathering some new ore. While the town mourned the fallen, Arcron and others noticed that a few seem to have been taken by the monsters, not killed. Among them was Eliza. Arcron, Kras and some of the other militia gathered what supplies they could and set out north after the band, hoping to save their friends and family before they were killed, or worse.
They followed the tracks as far as they could, leading them miles away from any path or road, deep into the North. But no matter how fast they tracked, they could not catch up to the band. FInally, a single mistake ended them. One of the group stumbled on the side of a ice sheet, and it began to crack and fall, sending the group tumbling far into a ravine. When Arcron awoke and managed to claw his way out of the ice and rubble, he found the bodies of his companions and brother crushed, blood soaking the ice red. And in the previously covered ravine, which had been sheltered for who knows how long, he heard the growls and scratching of monsters. He gathered what supplies he could and ran, eventually finding refuge in a thin crack he just managed to squeeze into before he was clawed out. In the small cave he had sheltered in, he found something peculiar. A small structure, with a forge in the middle, a half-finished sword laying on the anvil.
Over the course of several days, he rekindled the forge and finished the work of the unknown smith, completing the last touches of the blade. In the meantime, fighting the few monsters that managed to make their way through the crack and the ones that had first been in the cavern itself. After the blade, he forged two long knives from the little ore and coal that remained, and on the thirteenth day fought his way out and climbed the walls of the ravine.
The trek back to his village was full of danger, monsters, and many times getting lost. But when he finally stepped back over the hills outside his home, he found it in ruins. Without a home, without a family, and having lost all that gave him purpose, Arcron gave himself into the only things that he had left. His craft, and his revenge on the creature of the dark.
Now, four years later, his journey continues...

Personality: Very sarcastic and loves to banter, mostly gotten from being brought up by his siblings. Has a seemingly carefree attitude, always looks on the bright side of life and tries his best to make others laugh and to cheer them up. However, this facade breaks down the more time you spend with him. You will notice the quiet times his smile fades when he thinks he's alone. The times when his eyes flash in fear whenever he finds himself next to a drop or a cave, the earnest look he gives others when they are hurt or in pain, and the lack of care he gives his own life turns from selfless to uncaring.

Skills: Extremely talented with smithing, spellsmithing, and metallurgy, adept survivalist, hunter, and swordsman, knows how to barter, trade, and compromise

Equipment: Bastard sword, twin long knives, longbow (24 arrows to quiver), set of throwing knives (4), hatchet, torches (10), 50 feet hempen rope, bedroll, tent, tinderbox, flint and steel, whetstone, backpack, spade, few spare sets of clothes, belt pouch (3), cross-chest belt and pouch, salted venison and hard bread (10 days), two-liter waterskin, book of metals (VArious ores, uses, ways to smelt, alloys, and other such knowledge), book of human anatomy, wears light mix of plate and leather with a padded long-sleeve tunic beneath, long cloak and hood, basic bandages and herbs for treating wounds, tattoo kit, 7 copper bars and 13 silver coins.

Spells/Techniques:
Spellsmithing (T/LV3) - The power to forge and enchant while you smith.
Reinforcement (S/LV2) - Imbuing strength and resilience into materials, objects, and other things. Enhances present attributes, cannot grant new.
Wreath of Fire (S/LV2) - Can conjure fire that behaves like napalm, without risk to the user. Only can be applied on direct contact, and any fire spread by it is normal, nonmagical fire.
Detect Metal (S/LV1) - Can sense the type of metal or alloys in a 30ft radius around him, their strength and purity, and if they are enchanted or not.
Thermo Resistance (S/LV1) - Can give himself resistance to high and low temperatures, burns and freezing. Requires more effort and energy the more extreme the temperature or effects are.
Appraise (T/LV1) - Can see the level of craftsmanship of a crafted, sculpted, or otherwise constructed item or object, the rough amount it would be worth and any flaws that may be in construction or materials used.

Quotes:
"You only have to get it right once."
"Pain is the birthplace of strength."
"It's easy to find a reason to live. But there is nothing harder than finding a reason to smile."

Other: Extremely high pain tolerance, and knows a spattering of words in Elvish, Dwarven, and the other common tongues. Very unorthodox fighting style, never had any actual training, picked up what he has from having to fight to survive. Also, hates using weapons and armor not forged by himself, bit of a pride thing.

Theme:
Claim Your Weapons - Christian Reindl, Atrel

The Forge - Legend Music
 
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*Image: If the image doesn't show: Ellida has long, silky grey hair, pale skin and blue eyes, with a slim body

Name: Elidda Tealeaf

Age: 93

Gender: Female

Height/Weight: 99lbs/ 5'3 feet tall

Race: Elf

*Occupation: Scholar, Herbalist

History: Elidda was born to a family of wealthy elves. As an only child, she received some attention and was trained the art of magic when she was of learning age. Having private lessons and a caring but strict life indoors made her interactive skills decrease slightly. Being taught how to heal and bend the light, with access to books and teachings by her own father, who was a Mage Teacher made her a very intelligent but shy girl. Ellida's life was quiet and smooth until that fateful day, when she was out to get herbs a Darkborn creature attacked her. Her frailness almost killed her, she would have been a goner if she hadn't blinded it. While it was busy wailing for it's sight, Ellida ran from it, knowing that her spell would only last a few minutes. Since then, she began to train herself in combat, to be able to fight back moderately. When she was older, Elidda dedicated the rest of her life in learning about the world and about everything she could. Having a small herb shop gave her the funds she needed for a small cabin and her parent's house gave her access to more books and travelling gave her knowledge of other cultures and secrets. It all gave it gave her a purpose, and her story continues years later..

Personality: A shy and kind elf, her years of being a scholar made her become shy and she became somewhat socially awkward. She gets flustered by the smallest compliment and isn't exactly the best at making conversation. She is naturally kind and generous and does her best to help, which makes her easily manipulated. She thinks that there's more good in the world and is set to prove it.

Skills:

Cooking- One of the things she was taught when she was young. This helps her identify poisonous food.

Sewing- Sewing with her mother was one of Ellida's favourite pastimes. This allows her to make durable and comfortable clothes for combat

Singing- Ellida loves to sing, just not in public. This can serve as a distraction in battle

Dancing- Dancing has always been one of her passions, other than learning. This allows her to make spells with the Dancing component

Rune and Code Knowledge- One of the things she learnt during her studies and jobs as a scholar.This allows her to identify runes, their abilities and to crack codes.

Hand to Hand Combat- After her encounter with a Darkborn, Elidda began to train herself so she'd be able to fight back.

Ranged Combat- She was trained in these arts to not be a total burden. Her sharp eye helps kill off targets before they come close

Equipment:

Dagger(5)

Lantern

Walking Stick

Torch (10)

Sewing set

Cloak(equipped )

Light leather armour (equipped)

Tunic (equipped)

Journal

Clothing set(3)

Food Rations( 2 weeks)

Leather pouch

Shortbow (20 arrows)

20 copper coins, 500 silver coins



Spells/Techniques:


Lv. 1-Minor Heal(S)- This spell heals minor wounds, stopping them from bleeding and reduces pain


Lv 1-Light Blast(S)- This spell gets a blast of light that can blind the target if it contacts the eyes that lasts 2-4 minutes and can generate heat


Lv 1- Illusion(S)- This spell makes any object or being of the caster's choosing to appear with every detail possible such as shadows. The quantity and the duration depends on the caster's magic capacity and energy


Lv 2-Force Shield(S)Requires magical energy- This spell makes a shield made of magical energy. It withstands damage and it lasts until the caster breaks concentration.


Lv 2-Blade Dance(T) Requires Dance Component - This technique is literal. Ellidda begins to dance, blade in hand, with the enemy. It confuses the target and ends up getting stabbed or slashed while dancing or not.



Lv 3-(S)Requires one of the elements, either air, water, earth or fire- Elemental Summon- This spell summons a powerful being made from an element. When killed or sent back, it turns into their respective element


*quote:
"I know many things, and fighting is one if them"

*Theme:

*Other: She likes to make scarves and clothes for everyone, even if she wasn't told to.
 
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Name: Shallie 'She-Ghoul' Rhinto

Age: 35

Gender: Female

Height/Weight: 5'10 (178 CM) 170 lbs (77 kg)

Race: Human

Occupation: Monster Hunter

History:

Shallie's journey began well over ten-years ago in a land far to the east of the Kingdom of Furien. Shallie tends to be tight lipped about her land of origin either out of superstition or shame. Neither reason has been discerned, but her motive for heading west is one of the few things she shares. Shallie tells of how she was a part of a handful of individuals to head west and cleanse a darkness foreseen to consume the world. Thankfully, Shallie was not without the necessary skills to head west. Her people favor technique and careful preparation over magic. This made her a natural monster hunter. Following several close calls with the isolationist Kingdom of Furien, Shallie found plenty of work in Edenia.

Unfortunately, Shallie never found the darkness she was sent to defeat, and had begun to lose site of her goal as time passed. She yearned to head home to her people, but knew it would be dishonorable to do so without bringing victory. This sadness and longing to seem home eventually turned to indifference. So what if a darkness consumes the world? She is only one woman, and she might as-well get rich before it does (if it happens in her lifetime). This gave Shallie new-found vigor and purpose. Traveling town to town she would deal with small monstrous threats such as goblins, zombies, and other basic enemies. Furthermore, she even found herself scoring some major kills such as a gorgon and a massive wolf.

All of this constant monster hunting left her eastern armor that enabled the protection of medium armor while being light in shambles. She could no longer maintain her armor properly, so she began to armor herself in the hides of her kills. This gave her a small amount of notoriety as a sort of 'she-ghoul' that wandered town to town with a thirst for blood. Her lack of a firm grasp on the common tongue of Edenia furthers this appearance. Frequently, she conveys dissatisfaction with grunts and odd-foreign words. Some even have mistakenly put up bounties on her mistaking her for a monster at-times. Her unlucky hunters so far have only found themselves as leather to reinforce her armor...

Personality:

Shallie is an odd mixture of many different characteristics. At times she can be benevolent, and others times she can be cruel. She is quick to help a wayward adventurer, but just as quick to cut one down. Her reasons for what she does is mostly unknown - some who have had the 'pleasure' of spending prolonged amounts of time adventuring with her chalk it up to cultural differences. She speaks in simple-language which only furthers confusion between her and others. This led to her developing a strong sense of self-reliance and independence. All of her techniques and talents are made with her being alone in mind. This is not to say that she cannot cooperate with others, but it takes a degree of patience to work alongside her. Many times she will begin to do something that is not clearly purposeful until minutes later. Essentially, Shallie lets her actions speak louder than words.

Skills:

Survival skills
Hunting and Tracking

Mending clothes/armor

Mending of Wounds

Medicine preparation

Wilderness meal prep (Skinning an animal, making a fire, ect...)

Wilderness survival & Navigation

Combat & Weapon Skills

Masterful Swordsman: Shallie is an expert to masterful with bladed weapons. Her eastern sword (Katana) that she seldom uses is what she is masterful with. With other weapons of the bladed variety - Shallie is an expert.

Basic Archery Skills: Enough to hunt basic game and hit a large (or still) target with arrows.

Potion Preparation: Shallie can create several types of basic potions to embolden resistance to the elements and poison. If given a blueprint, Shallie can easily follow it and conconct the potion.

Bomb Making: If given proper materials, Shallie can make shrapnel, incendiary, poison, or anti-magic bombs. These bombs usually are rather compact, thus they seldom get the job done on their own.

Blacksmithing: Shallie is by no means an expert in blacksmithing, but through trial and error she is capable of maintaining her own custom gear. This ranges from adding new plates to cover up weak points - to tanning the hides of her enemies to add to her armor. Shallie also possesses knowledge to make her coveted Eastern Armor, but lacks any of the specific materials native to her homeland to forge it.

Equipment:

Tri-Blade Sheath: This sheath is custom made to hold three blades with one slot fitted for her katana. (The other two slots hold long-swords)

Mysterious Katana: This katana was given to Shallie. It never seems to dull or break, but had no other special properties.

Custom Monster Leather Armor: Armor made from a mix of components of her Eastern armor, monster skins, and humanoid skins. It has the durability and weight of medium armor. It comes complete with a bomb and potion belt (She has no bombs or potions at the moment).

5 days worth of field rations, small tent (can fit 2 people if they huddle close), and a thick leather blanket.

Wilderness supplies (skinning knife, kiln, flint ect...)

First aid kit

Chalk

100 silver coins

Eastern Dragon Charm (No magic properties. Just a memory of home)

Encyclopedia of Medicine: Written in her native language and contains specialized remedies. Shallie has this mostly memorized, but it does not hurt to have it on hand.

Spells/Techniques:

Quick Step (T) lvl 1 - Shallie has fine tuned everyone of her muscles to move with maximum efficiency. This allows Shallie to cover 10ft distances in a single burst of speed that requires a keen eye to track. As a down-side, this burst of speed is rather exhausting to use back to back. This technique can be utilized in combination Shallie's other techniques.

Impact Dampen (T) lvl 1 - Shallie moves into blows that get past her evasion in such a way that allows them to glance off her armor. This enhances her armors effectiveness, but requires her to be able to move properly and also requires her to be aware of the attack coming.

Crucial-Cut (T) lvl 1 - If Shallie scores a successful attack on a target that was not capable of reacting (Example: Being blitzed by her quick step technique) they will suddenly be inflicted with extreme bleeding. This technique requires Shallie to be familiar with the anatomy of her target. She is familiar with the primary four races anatomy. This technique is most effective against small to above average humanoid targets.

Sundering-Counter (T) lvl 2 - This technique can only be used with intent rather than being used with a dodge triggered on reflex. Shallie readies herself to rend a vital component of the opponents equipment/natural weapon. For example: it can be used to damage a sword or a monsters tusk. This technique requires a successful evasion of the initial attack, and a successful followup strike. It can be enhanced with quick step, but doing so is doubly exhausting.

Parting Gift (T) lvl 2 - This technique can be used if Shallie is being overwhelmed with an attack. Shallie turns on the offensive to attack the opponent with the same tenacity before evading backwards. If Shallie has a bomb on hand it can be used with this technique, but may injure Shallie too. Quick step can be used in combination to make herself absolutely safe from the bomb's effect, but this makes the quick-step doubly exhausting.

Run them through (T) lvl 3 - Shallie's ultimate technique that she has honed through years of practice. It requires the target to be at-least 5ft away, but no more than 20ft away. It is least effective at 5ft and most effective at 20ft. Shallie readies herself and moves forward in a blazing stride that is double the speed of her quick-step. This technique counts a bladed weapon as a blunt weapon if it impacts armor at 5ft and ignores armor at 15ft or more (Unless it is magical/special materiel). High-quality swords will become damaged from this technique, average quality swords will break, and low quality swords will shatter to dust. Shallie can use her mysterious katana in combination with this ability which allows her to use this ability without damage to her weapon, but the blunt effect of close ranged attacks are severely weakened when used with a katana.

Quote: "Hmph..."

Other: Shallie tends to use many words of her native language. Despite her poor grasp on speaking the common tongue - Shallie can understand orders proficiently.
 
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Image:
65708666ed36be48040e0c778884a373.jpg

Name: Scott Webb

Age: 29

Gender: Male

Height/Weight: 5'10" (179 cm), 180 lbs (82 kg)

Race: Human

*Occupation: Knight, Baker and Carpenter.

History:
Scott is the youngest son of the Webb family, they lived in the town known as Urbinum and were one of the most combat capable family in the town, so much so that the town elder hailed them as the town's loyal protectors. When Scott was a child, his father Sadon Webb protected and trained the townsfolk against raids of all kinds, be it monsters or other. But while the town flourished under Sadon's guidance, the Webb family had their own internal struggle, the second eldest son, Borin was growing increasingly agitated at Sadon's favoritism towards Scott, the youngest and Tybalt, the eldest son which vexed Borin to no-end, he could understand his bias towards Tybalt but why Scott, who had just only picked up the sword. Thus Borin devised a plan to rid himself of the youngest twerp, when Scott became 18 which also was the time he mastered the sword, Borin accused him of murdering a shopkeeper, the evidence was sound, Scott's sword was located at the scene of the crime, Borin even had a witness to verify the claims so the town called for the blood of the youngest son but Sadon knew that Borin was the reason for this false accusation but couldn't prove it and feared that if he were to protect his son directly, it would sully the reputation of the Webb family, it would also weaken the town's morale so Sadon helped Scott indirectly, he allowed him access to the family's armor which was passed down from father to eldest son, gave him enough supplies and then instructed him to run away as far as possible in order to avoid his death.
And with sadness, Scott fled Urbinum, a town which cherished his memories, friends and family all because of jealousy. For years, he traveled around Edenia, picking up various skills like baking, carpentry, animal training and also gaining combat experience.
When Scott was 27, he learned of the tragedy that had fallen on Urbinum, Borin's treachery grew as time went on, going even so far as to overthrow Sadon, claiming incompetence and announcing himself as head of the Webb family, Tybalt mysteriously "disappeared" around that time and no one was left to challenge him so Sadon was imprisoned but for all his screaming of his father's incompetence, it turned out Borin was the most incompetent one of all, failing to even repel a single monster raid on the town. Scott continued his travels albeit saddened by the death of his birth town.

Personality: Scott's easy-going and carefree attitude has often labeled him a sloth, someone who does not care about the world around him but only about himself, that is the gravest mistake anyone that meets him makes, for Scott cares about the world around him so much so that he is very self-conscious about his actions, always wondering whether he did the right thing, asking himself could he have done something better; this self-conscious nature about him has lowered his self-confidence and through his acting as carefree attempts to hide this side of himself. Other than that, he is very honest but knows when to shut up about the truth showing a high level of maturity. Scott also has a degree of kindness to him, frequently giving at least enough coin to a beggar or two who's in need of food, this behaviour has always angered his father.

Skills: Talented swordsman, gifted with a spear, small knowledge in smithing (enough to repair his own gear with the right materials), baking, animal training, carpentry.
Scott is weak with a bow, mace and only averagely good with an axe, cannot use a hammer to save his life.

Equipment:
Heritage Armor - The armor he wears has been passed down from father to eldest son in his family for generations, each Webb adding their own spin on the armor, like any plate armor it stops slashes but is weak to bashing damage. Also comes with a snazzy cloak and circular cloth spots on the palms of the gauntlets to allow Webb Tradition
Chainmail - Underneath his armor, he wears a mail of chain which reduces the damage dealt by piercing but does not stop it.
Well-crafted longsword.
Small kite-shield.
Dagger.
Salted meats of various kinds.
Backpack.
Wood bowls.
Torch (8)
Rushlight (2) (see other)
Cheap clothes.
Cheap boots.
2 Lemons and 4 oranges.
Black leather pouch.
10 copper bars and 14 silver coins.

Spells/Techniques:
Shield Bash (Lv1 T) Bashes the target with a shield, dealing very minor damage and disorienting the target.

Shield Counter (Lv1 T) Blocks an attack with the shield while slashing/piercing with a sword or spear, this move is open to counter-counter attacks if the target can do so or the target evades the attack.

Riposte (Lv1 T) Similar to Shield Counter, but instead uses the sword to parry and move into a piercing attack.
-------------------------------------------------------
Mordhau! (Lv2 T) Holds the longsword by the blade and uses its' cross-guard as a bludgeoning device inflicting impact damage. This requires the user to only hold the sword and nothing else.

Webb Tradition (Lv2 S) Creates a magical spider web that has several uses: it can support the weight of 2 average people with medium armor, can be used to constrain an enemy, as a rope to pull things etc. The downside is it fatigues the user and can only be used a maximum of 4 times before the user collapses. Has a range of 10 meters aka 32 feet. It is also flammable but can only be set ablaze by magical fire. Requires a cloth to cast.
----------------------------------------------------
Bloodshot! (Lv3 S) This spell requires the user to be bleeding. The user channels his flowing blood and morphs it into sharp bloodicles they then send it out with rapid speed, the bloodicles are very durable and strong, even able to pierce medium armor with ease and dent heavy armor. The drawback is that the user cannot stop channeling their blood and must be stopped by someone else.


*Quote/s: "If I am to die, I die on my feet."
"Their homes shall be their tombs."

*Other: A rushlight is a type of candle or miniature torch formed by soaking the dried pith of the rush plant in fat or grease. It is better than a torch for long term illumination.​
 
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Appearance :
Donovan.PNG

Name: Aaron Wright

Age: 19

Gender: Male

Height/Weight: 5'6 (~1.67 meters)


Race: Human

Occupation:

- Jack of all trades (What he calls it...): consist of accepting many tasks, from chores to dangerous missions.

History:

His family always traveled far away from danger, living as merchants from tiny town too another. The fact they remained untouched and well was thanks to the help of an adventurer called "Libertia", a woman of strong stature that holds a heart for the Wright family. She had an excellent link with them, and in exchange for her information and safe locations, she received help from the family for food and furniture. Every time she passed by, Aaron became interested more and more in her adventure and passion for her job. Her worst mistake was to avoid talking about the sensitive subject and the dark of this world and to this day, she still blames herself for hiding the truth to the child. As time passed on, the adventurer visit became rarer, and so the child decided to found his own group. Visiting town to cities, the boy started training with a dagger he bought with money from his hard work. However, the situation became tense with his family as they were opposed to what he wanted to do, and he was assigned chores again and again for his insubordination. His sister admired him and his guts, but wasn't strong enough to follow him on his journey. And so, the journey began. From one new recruit named Wilfried and a veteran named Veneth, they studied together. From chasing chickens to beating up some low levels creatures, they felt unstoppable and ready to brave against danger.

The tiny boy held many conversations with his newfound group, and they seemed fascinated with the great stories he received from Libertia. However, they got too much pumped up and reality stroke them with harsh as it could. They heard a legend from a wood near their home about a creature that held punishment to those who were trying to rob its fortune. Interested, they took the deal and went directly with as many equipment as they could. Considering how calm the region they were in, the veteran just shrugged it off and followed them, he felt like they needed a mentor and he was ready to show them the basics and protect them if needed. Giving them rules to follow and a lead, he was still benevolent and admires Aaron sparks. The veteran felt like he needed redemption of his past.

Their first true quest began at the entrance of the forest, chasing the creature that was extremely weak and laughable. The truth is, Edenia wasn't a safe place anywhere. Aaron ventured too far away and lost sight with his group until it was too late. The legend of the monster wasn't true, but Darkborn where. Feeding off the weak, cowards and unprepared adventurers, it was the perfect opportunity for it to shine. The large wings from the creature arose behind the trees, revealing the sight of a huge monster ready to feed himself. He ran across the wood until a branch made him fall. Luckily, he was protected from Wilfried, their vanguard... Until he noticed that only one stroke from the tail of the monster killed him off, instantly. The blood of his comrade passed through his eyes, and so many different emotions at once. Despair, rage, wrath... How could they even fight this? How could he didn't knew such creatures even exists? He gasped for air and grabbed his dagger, conflicted. His first thought was "Is Veneth safe? I have to grab Wil..." He was stopped by the Darkborn who opened his mouth, seemingly trying to play with the lifeless body of his friend until Veneth came. He couldn't just stand there and watch both the creature and Veneth fight, and so he was ready to push in. However, he was grabbed by both shoulders from a short break they had from the veteran. He knew both of them wouldn't make it out alive, and the young boy had so much left to live on with a pure ideal.

"A world where swords wouldn't be crossed, where cruelty and animosity wouldn't exist is what I aimed for. I can't pay back the crime I've committed, but you deserve more than this! So live on... " Veneth looked at him in the eyes. "It's ok to run!" Veneth pushed him back as a final spark appeared in the wood and large fire spread. Aaron fell from the aftershock on a slope, left all alone. His back was broken and he was seemingly grunting in pain. His vision became blurred, though he couldn't let it all go. Pain is what they've endured, and so he had to.

Their death wasn't holding him back and gave him strength in what seems to be hell. Tired, he was on the brink of falling unconscious. The last of his energy went into his arms, crawling until he couldn't anymore and reached the end. Miracle or not, he found a river and was saved but left with more than a scar. Knowing he wanted to grab his sister with him on his adventure, he laughed at himself and how his innocence was broken until he faded out. The lives that took a dead end for the sake of letting him live made him understand that he had to carry their wills until his very end because they considered him to be greater than themselves. He was considered more worth than their own, and he had to prove his own willingness to do his very best.

A passenger saw the burned wood and Aaron awakened in a tavern and was brought home by his sister and went back home for a recovery lasting several weeks. When the adventurer cames back, she and his family were surprised to see the burning rage building up inside Aaron's body. No, this wasn't a depressive or aggressive boy laying there which tends to usually happen after such events. It was a man willing to do what's necessary to bring back the dreams of his comrades and lives his life to the fullest, starting by following the one who started his spark of interest. He trained hard, waited for a year and finally started his journey with the one he admired for so long.

It was time for him to leave his town and left his peaceful lineage behind. Despite the different point of views with his family, he received a gift, which will probably be the last one he will ever receive from them. It wasn't his fault, they said. Maybe he was there at the wrong moment. Deep inside him, he knew that he craved so much for the excitement that he lost sight with the rules set and it costed life of innocents.


Personality:

Aaron is what you could consider a person that understand others very well. He's able to perceive if they try to hide behind a shell. He's against people who mark others at first sight and he will see things from a different point of views as much as he can, and grant compassion to people that are misguided. Not only that, but he's also seeing as a man of few words with a calm and collected appearance, and seems to be disciplined and formal with hierarchy. What they don't know is that he can be wildly different when he gets excited, which can happen in many ways, varying from avoiding orders to far more pleased with everything than usual. If things go smoothly, his discipline will greatly drop although he won't jump in recklessly and will always prioritize the life of others before him if he can, although this trait of him is less shown since his past trauma.

He also cherishes what life has offered to him, and bless the gift of having his family left alive in those harsh lands. He lives for the dream of others, even though the last words of a friend he appreciates affected him. "Search yourself a goal to accomplishes", keeps him from giving up no matter what situation he's in. If he dies without finding and achieving it, then what's the point in living?

Skills: In battle, Aaron is mostly trained with a crossbow, using his stamina to jump a lot and positioning. Otherwise, he has knowledge about several species of monsters, lands and has a vast culture.

Equipment:

- Two daggers
- Crossbow with 12 bolts
- Transparent armor
- Boots
- Shaman-like attire
- Fireflies in a bottle
- One golden coin
- 20 copper coins
- 10 silver coins
- Always has one fruit ( Usually an apple) and nuts

Spells/Techniques:

- Quick load (T - LVL 1): he recharges his crossbow as fast as possible.

- Sharp eyes (T - LVL 1): the bolts limit oblige him to uses his projectile wisely and with great efficiency. Because of that, Aaron became more prominent at shooting weak spots.

- Four blows (T - LVL 1): he uses his daggers and strikes forward and backward, repulsing his opponents.

- Enhanced speed (M - LVL 2): his boots reduce the strain on his feet and makes him slightly faster, granting him more stamina.

- Transparent armor (M - LVL 2): surrounded by a transparent and lightweight armor, he can block a few projectiles before it wore down. However, a direct hit from a Darkborn would obliterate him, which is why he's still careful and he doesn't rely entirely on it although it can surprise his opponents when they see his "frail and petite" body.

- Equilibrium (M - LVL 3): with a spark of light, the zone surrounds him and permit his allies to rest their muscles, calming them while the opponents will become less aggressive and slower and the effect will depends on their strength, rage, and convictions. It works better on beings that can't think very well, and he can make it larger with a stronger effect but if he uses it too much it will drain him and he can fell unconscious as the strains are heavy.

Quote:

"There's beauty even in mediocrity!"

Theme:



Other:

- Although he's against money not earnt from his own hands, Aaron received a golden coin from his family.
- The monster that attacked Aaron was a winged Darkborn
thistlehead_wyvern_by_justjingles-d7e5tkl.jpg
They are a relatively new breed of Darkborn only showing up about 10 years ago. Roughly the size of a t rex with poisonous barbs on its tail, tremendous strength, and a Toxic Fire breath. They are currently the top of the Darkborn food chain.
- He started training with a crossbow and uses a lot of speed in order to cover a larger area and protect as many as he can, but also because he feels freer and loves the feeling of "dancing" across the landscape, always on the move.
- Equilibrium was a spell learned from his family when they once were guardians a long time ago. Ever since then, this power has been almost lost until Aaron finally kicked in.
- He's generous at odd jobs and with people that need the most help. He doesn't ask a lot of money, the reward is the satisfaction and experience he gets from it.
- He still has difficulties finding his fighting branch...
 
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Bridget%20the%20half-elf.png

This girl is the perfect mix of her parents, if she knew them.
She got her father’s coppery skin tone and thick black hair, while she picked up her mother’s pointed ears and green eyes.
She keeps her hair pulled back into a ponytail, with the front bangs left loose out of said ponytail, and she also leaves a little piece of her hair to hang beside her face. This piece of hair is a bit of culture that leaked into her through her adoptive mothers. It’s essentially a little brass rod slipped over the hair and kept in place with a really complex hair knot.
Typically she isn’t dressed extravagantly. Leather armor over a muted green tunic, a dull gray cloak, leather climbing boots, and a bag to carry all her goods. Aside from that, when has a red bandanna that she keeps tied loosely around her neck so she can pull it over her nose when doing her thieving. Thus hiding most of her face.
Name: Bridget. Yep, that’s it.

Age: 23 years old. A baby, by elf standards.

Gender: Female

Height/Weight: 5’4 and 112 lbs.

Race: Elf

Occupation: Thief, obtainer of goods. Whichever she feels like using at the time.

History:
Bridget, my half-elf beauty, was found on the side of the round as a six month old baby. She was found in the middle of a thunderstorm by a pair of conwomen lesbian dwarves that move in a massive caravan of merchants and minstrels. A big wagon full of bards and jesters leads the party from town to town where they set up a big bazaar with goods for sale, some legitimately obtained, others, not so much.
Bridget learned her rogue trade with her two mothers in the back of a covered wagon. Eventually she leaves the caravan due to a big ol’ case of wanderlust that most young elves are one to have.

Upon breaking away from the caravan, she started doing freelance work from her homebase, that ‘homebase’ being a tavern called “The Blinking Eye” where she paid off the tavern owner to ignore all her dealings. She works for both high-society customers and people down on their luck. It’s because of these high-society customers that she has a lot of money. Like a LOT.

Personality:
Given her “southern belle” accent that’s she’s pretty well known to possess, you’d think she was a proper country lady, all prim and pristine. You could not be the furthest from the truth.
Bridget is a young woman with a silver tongue and a honeyed voice. She knows how to manipulate people to do what she wants, and she does it good. Deception is her expertise.
You come at her with sass she will return it sevenfold. You tell her to go fuck herself, she will ask if you’d like to watch and call you a kinky bitch as she walks away.
The whole cheery, sassy attitude is just a cover-up for her real problem- no, no, no to the kleptomania, I’m talking about
CRIPPLING SELF-LOATHING. Seriously, she really needs to work this out.

Skills:
  • Stealth and agility for one. This girl can runs circles around her foes and throw her knives at the same time. She can scale walls with ease, evade pursuers, and she can seemingly disappear into thin air.
  • Ranged Combat. She is a professional knife thrower, and can strike people from thirty feet away with pinpoint accuracy. Any further it gets a little sketchy, but you know. It’s a throwing knife.
  • Cunning is important when you’re a thief.
  • In summary, rogue stuff.
She also has a bunch of random non-combat based skills, such as:
  • Baking
  • Dancing
  • Hiding
-Curved short swords
These curved short swords are used mostly for fending off close combatants till she can retreat to a safe distance and get back to throwing knives. They’re made of iron, the handle and pommel are made of ivory, and it’s just honestly a last resort. She keeps them sharp though, and at her hips at all times.
-Throwing knives
Her main squeeze, Bridget is a master of throwing knives. Can hit a bullseye from thirty feet away. Get out of range when she starts throwing.
-Thieves Tools
-Waterskeins
She has two. One has water in it and is colored red, while the other is blue and full of oil. Highly flammable oil.
-leather bag full of priceless jewelry
-Dried fruits and meats to last days
-Coin purse full of 100 silver coins, 5 silver bars, and 1, just 1, gold coin. Most of her wealth is in the aforementioned bag of jewelry that she could sell if she wanted to.

Spells/Techniques: (each character starts with 3 lv-1, 2 lv-2, and 1 lv-3. Spells are marked by (M) and Techniques are marked with (T) be as discriptive as possible and keep the levels in mind.)
To be honest, I’ll probably have to take some more time to think.
(T) Lvl 1. Sneak Attack.
Exactly what you think it is.
(T) Lvl 1. Aerial Strike
Whether it be dropping from above, doing a fancy flip, or rebounding off a wall, she can and will strike you down, silently too.
(T) Lvl 1. ——
(M) Lvl 2. Basic Fire Spell
Whilst trying desperately to teach herself magic (That’s an elf thing, right? Magic?) She accidentally set her last pair of shoes on fire. She can mostly only produce a small spark, or if she’s lucky, it’s a little burst of flame. Just a little one, with a very short range of attack.
(T) Lvl 2. ——
(M) Lvl 3. Invisibility.
She only accidentally learned that she can do this very recently. It’s very crudely done, and she still hasn’t entirely figured out how to do it. A trained eye for magic could probably pick her out in the open air by looking and seeing the refracting light around her silhouette, but again, trained eye.

Quote:
“You’re just sayin’ that cause you don’t love me yet, sweet pea~”
“Well, ain’t you just a peach.”


Theme: Buy The Stars - MARINA and the Diamonds

Other:
She has a pet squirrel named Rocky.
 
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(All ready!!!)


*Image: f7495ec3d5bd9084b51bd62bc751eff3--character-reference-character-ideas.jpg

Name: Lucas Trost

Age: 46

Gender: male

Height/Weight: 6 foot 7 inches tall, 300 pounds

Race: Human

*Occupation: Adventurer or Mercinary.

History: Lucas lost his memories due to an encounter with someone or something in the icey region Known as Cruz. Cruz during an escort contract he had taken for a friend all went south about half way through the Icey hell. Lucas was no stranger to taking dangerous jobs, he was grizzled and build like a brick wall. Yet some point the group was forced to take shelter due to a sudden snow storm. After the encounter with what was there Lucas was found along with a young girl sheltered by his bloodied body, a head injury and broken ribs. The big man could more than take a blow, what little magic he knew was used to strengthen his body the group that found him was amazed that something had managed to take the big man down.
Ten years later Lucas had ended up raising the young lady, teaching her what he knew about the monsters, beasts, and land he had traveled over. She was of age to take on contracts on her own but Lucas still refuses to let her go out on her own, he sees her as his child.

Personality: Lucas is usually a quiet individual, only speaking when it is needed. Yet despite his cold and grizzled exterior he can be very gentle and quite the softie when it comes to Valarie, or depending on the situation he'd cleave your head clean off over her.

Skills: Lucas is mostly proficient in the handling of his two handed battle axe and short sword, in short close range combat.
He isnt very good with magic but he can use basic physical enhancement magic.

Equipment: two handed battle axe
(His gear and other weapons are above in the picture)
In his small pack he carries basic camping supplies.
On his belt he carries a flask full of mead and a coin satchel with 3 gold coins (which he has been saving for many years to give to Valarie to buy new gear) and 3 silver coins.

Spells/Techniques:
Lvl1(T), Cleave, a slashing technique which has enough force to cut a medium sized tree or an average unarmored human male inhalf.

Lvl1(M), sparks, a spell used to creak a small flame, mostly used in starting fires or lighting candles/torches.

Lvl1(T), Taunt, a tactic used to pull the attention of a monster or monsters to you.

Lvl2 (M), Iron skin, a magic spell used to increase ones ability to take physical damage slightly beyond a normal amount

Lvl2 (M), Anti-magic shell, creates a magic shell around the user or a party member to nullify attack based magic. (It can take quite a few blows from level 1 magic, half as many from level 2 and one blow flow a level 3 spell will destroy it and injure. Does not protect against spells that affect the mind)

Lvl3 (T), Berserker, while granting inhuman strength, speed and the ability to not feel pain it is extremely dangerous technique for the user. This technique can and most often leads to the death of the user or causing them to go mad.
*quote: (Any good lines?)

*Theme: (Music anyone?)

*Other: (Whatever else you want.)


---------------
Valarie Trost
18
Female
Human
5 foot 6 inches, 127 pounds
Occupation: Adventurer and cook
History: Valarue grew up traveling the country with her family who bartered, sold, and transported goods for the upper class and on rare occasions the royal family. She was a lively and sweet child, even climbing all over Lucas despite being warned to not bother the large man. Despite this she became friends with Lucas over the years, always happy to see the gentle giant when they traveled through dangerous areas. Unfortunately her families last trip, which was through Cruz, didnt end so well. Valaries family was massacred by a beast, Lucas only managed to keep Valarie safe while barely escaping under the orders of Vals parents. Lucas used his body to keep her warm as he lost consciousness. Scared and crying Valarie and Lucas were saved. A passing group heard her crying and moved the two out of the area, treating Lucas's wounds and Valaries tiny scratches.

Through the years valarie was taught everything Lucas knew, She was trained well but still had never hunted. Valarie was the daughter Lucas could never have and he always treats her as such. Not that she needed his protection anymore he always scared the young men away who hit on her, threatening them with bodily harm or death.
Despite this she had come of age to set out on her own but Lucas is not ready for that, he still wants to protect her despite knowing how well she did during the training.

Personality: for the most part she is like lucas, despite this she does tend to get embarrassed easily, mostly by lucas. Unfortunately what has Lucas worried is that she is headstrong and eager, her I experience in the field shows.

Gear/equipment: she keeps the same basic gear as Lucas but she keeps bathing supplies and brushes in her pack.
Her armor and weapons are shown in the picture below.

28ad00f2fd0d4b5978b0c9cf2c21ec96.jpg
Spells/Techniques:
Lvl1(T), Piercing Strike, an attack designed to punch through medium to light armored foes. While staying defended by ones shield.

Lvl1(M), sparks, a spell used to creak a small flame, mostly used in starting fires or lighting candles/torches.

Lvl1(M), Healing Hands, a healing spell used to mend minor wounds and stop bleeding.

Lvl2 (M), Anti-magic shell, creates a magic shell around the user or a party member to nullify attack based magic. (It can take quite a few blows from level 1 magic, half as many from level 2 and one blow flow a level 3 spell will destroy it and injure. Does not protect against spells that affect the mind)

Lvl2 (M), Iron skin, a magic spell used to increase ones ability to take physical damage slightly beyond a normal amount


Lvl3 (M), Bulwark, a spell that binds the caster to a single spot making them virtually immovable. The downside is the are unable to dodge any attacks magical or physical. It was developed due to Valarie not having g the size Lucas does.
 
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Image:
603316

Name: Drauzrigh K'guthtooth

Age: 18

Gender: Male

Height/Weight: 7'4" (~2.24m) - 310lbs (~141 kg)

Race: Orc

Occupation: Novice Adventurer

History: Drauzrigh was born the youngest of his brood of 8 in the remote and isolated Mountain clan of the K'guthtooth (Double tooth) who were renowned for having two sets of large tusks instead of the usual one and being particularly large beasts. The tribe was obsessed with eugenics to create the perfect line of Orcish soldiers, and were very selective about who could breed and pushed their children to be the best. The Seer of the village foresaw Drauzigh as being a great archer, so once he could hold a bow he was set to the task of mastery. The cruel world of the Orcish clan meant that disobeying the elders would lead to beatings or the same if he did not perform to what was deemed his best ability. Soon though Drauzrigh was considered a runt, though he matched most of the other males his age in size, his secondary tusks had refused to grow after his tenth year. This earned him the moniker in the tribe of G’moktooth (Small tooth).

For years he was the brunt of punishment from the clan elders and teasing from the rest, they’d find any opportunity to make his life awful and every day he’d have to prove himself again. When he turned 12 and his tusks had still refused to grow he was moved from the barracks he had grown up in to the barn with the so called, “lesser creatures”. The barn was home to animals and cripples who were expected to die at their trails if not sooner. Drauzrigh continued on with the false hope his teeth would grow, even fantasies that he’d sprout an extra set of tusks just to spite them. Every night he prayed to the gods and every morning he’d face another beating due to his deformity. Eventually the day came when he turned 15, it was time for him to face the trial. So as was customary he was blindfolded and carried out in random directions for a week, given sparse amounts of food and drink and left lost in the Mountains. His task was simple when given a bow and 5 arrows, survive in the wilderness and get back to a home where he had no clue which direction it lay. He spent weeks traversing the mountains back and forth looking for signs that his home lay in that direction. Eventually after days he found a hunter, Durzog, who refused to lead him back and challenged him to a fight. Out of honor to the Orc Code he was obliged to fight, the fight left his face scarred but did far worse to Durzog who laid dead before Drauzrigh. As was customary he brought Durzog home to be buried with his ancestors, but when he got back Drauzrigh was deemed a murderer and sentenced to exile.

They strapped him down and stabbed the ink into his skin creating a huge red angular knot upon his back that extended through his entire body but his head. He now bore the chains of the betrayer and shame was to follow him wherever he goes in the realm of Orcs. So he was forced to try and find work among the other Outcast Orcs, a less than savory pursuit of robbing adventures of their life and then their possessions. Even once or twice they would raid against small towns for their food and ale. Upon capturing a nobleman who spoke the orcish tongue Drauzrigh made sure to keep him alive as long as possible to learn the tongue of man, after this he heard many stories from the victims the outcasts took learning of the human trade of adventuring. When he finally found a horse large enough to carry him, a large shire stallion named Hasufel, he traveled the world of men. Just like his home he was often kept at a distance but for seemingly the opposite reasons yet the insults the same. Many regarded him as beastlike, but more so for his intimidating appearance than a less intimidating defect. Over this time he had become more discontent with men, but formed a bond with his horse Hasufel deeming him his only friend in this world and perhaps ever had. But he was upon a new journey to become a renowned adventurer that he may regain the honor stripped from him by his tribe and redeem himself in the eyes of his god.


Personality: Like many Orcs Drauzrigh places worth in strength and honor above almost all else, raised on stories of heroic Orcs defeating Grand monsters, the sly elves, treacherous men, and silly tales of fishpeople. Quick to action, anger, and judge as most orcs are making him at his base difficult to deal with. On top of that dealing with himproves harder as his grasp of the common tongue leads him to take many things seriously and causing him to get upset much faster than normal. Strangely though Drauzrigh is obsessed with teeth, he takes one from every fallen enemy collecting a bag of teeth.


Skills:

Brawler - Years of fighting in the tribe has made Drauzrigh a natural brawler among orcs and even more so against men or frail elves.
Intimidation - His presence alone inspires fear in many and he sticks to a demeanor of strength and domination as is customary.
Expert Bowman - Trained since he could hold a bow, Drauzrigh’s abilities with a bow makes it seem as if it were a natural extension of himself.

Equipment:
  • Orcish Warbow (8ft Tall, 370lb Draw)
  • 30 arrows
  • 30 more steel arrowheads
  • Orcish Dagger
  • Partial Plate Armor (Consisting of a Leather Brigandine, with Plate Pauldrons, Gorget, Vambraces and Grieves, Chainmail Arming and Leggings)
  • Jerked Elk Meat
  • Large Water Skin
  • 20 silver coins
  • An assortment of Teeth
  • Bedroll
  • Flint
  • Shallow pot
  • Some clove
  • Lantern
  • Candles
  • Necklace with a carved wooden symbol

Spells/Techniques:

Lvl1 (T)- Hawk Sight- Drauzigh focuses his sight to find detail and targets within the distance or small details on things that are close in order to better aim or survey the environment.

Lvl1 (T)- Knockback- A shattering kick that pushes an enemy back some distance, 5 feet, allowing retreat or an opening for another attack.

Lvl1 (T)- Dark Vision- Even in the darkest of shadow the dimmest of lights Drauzigh can see movement, in the moon lit nights he can see more detail than most.

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Lvl2 (T)- Volley- Drauzigh loads multiple arrows into the drawstring before loosing them for a small area of damage.

Lvl2 (T)- Quick Shot- Drauzigh is able to for a short time fire arrows in very close succession, 4 arrows in 10 seconds, at the loss of some accuracy.

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Lvl3 (T)- Overdraw- Drauzigh is able to pull back his bow past the normal distance and is able to punish close targets, within 10 feet, and is able to puncture light and medium armors with the arrow and if the plate is weak enough even that.

Theme:

Other: He bears a full body tattoo in red, it's a Celtic knot that starts in the middle of his back and covers his entire body up to his neck.
 
Name: Abaddon Scievor

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Alias: Lord of Hatred, Quieter, Shade Lord.

Age: 40

Gender: Male

Height/Weight: 213 lbs (97 kg) 6'4" (194 cm)

Race: Human

*Occupation: A liberator of life.

History: The Umbris-Teurers were a nomadic people devoted to stopping the darkborne, Abaddon was born into the Umbris-Teurers and was the second generation to be born into it, his childhood was rougher than the average town or village dweller as Umbris-Teurers train their children in combat against the darkness since they could walk, couple that with the fact of him being a bastard thanks to the death of his father and his mother never giving him the time of day other than to teach him writing, smithing, hunting, gathering, cooking etc, she was utterly cold to him which brewed great hatred within the young boy's heart, hatred against her, the Teurers and the darkness itself. At the time of Abaddon's 20th birthday, he was going to become a zealot, a high ranking soldier within the Umbris-Teurers and receive his own armor, he was given the aid of the people's best smiths, both physical and arcane but this was going to be no ordinary armor, as the slayers of darkness found a magical orange gem, their sorcerers concluded that it would strengthen the armor's defense however the gem had began to speak to the young Abaddon promising him power and freedom from these fools if only he bathed it in the blood of these smiths, the young warrior listened to stone and as the smiths started to hammer the gem into the armor, Abaddon slit their throats with a short sword, the blood drenched the gem and it glowed as the armor took shape around Abaddon then it spoke to him once more, telling him to find Hatred's sword, the gem was once whole before but it was split apart in order to forge a blade of durability and this part that the slayers found was lost to time, the smiths that forged the blade of Hatred didn't know of the gem's need to be whole and the agony they caused it by splitting it. So adorned with the Shade Lord's Armor, a name he gave it, Abaddon left the tent that was creating his armor to be met with spears, swords and other weapons. "Blasphemer, why would you kill your brethren" and Abaddon responded with. "You chained me to this creed of yours, you robbed me of my freedom, my happiness, you dare question MY motives? A philosopher once told me while we were traveling that you people would craft your own deaths and so you have." They attacked him but they did not know the weakness of the armor and so the slayers of darkness died that day, not with a roar but a whimper.

Scievor then spent years traveling learning of the world and its secrets, eventually however through the whispers of the armour, he found the wielder of Hatred, the Hatred had an unusual effect on ordinary people, driving their sanity to the ground with anger, madness and paranoia but Abaddon wasn't so easily disillusioned with potential power so he faced the wielder and killed them with ease while their rage was great, their guard was decayed because that was the fate of all who used Hatred until now, when he picked up Hatred instead of becoming blindingly enraged by the sword, his rage became a wrath, a cold calculating anger that was a more akin to a blade than a hammer. Armed with Hatred and armoured with the Shade Lord's Armor, the separated pieces became whole and their sentience once again quieted down into silence.

In order to survive, he did numerous "liquidation" jobs for the right price, he didn't care who or what it was that needed to die, only that it needed to die, whether it be darkborne or the more humanized races. And no matter who he met, he hated them all the same but he wouldn't always tell them that. But now, his soul's hatred has turned toward the darkness yet again and he finds himself on the journey to find the source of it, what people will he meet? Places he will visit? Who knows but what is know is that he will not stop until DARKNESS DIES!

Personality: Cunning, ruthless, selfish, these words best describe Abaddon, especially the selfish one, if he finds you without worth, he'll leave you to die unless of course there are others present at the time of your unfortunate demise then you can count your blessings because he will save you without pause, determined another word that could be attributed to his character, resilient, independent and finally, hatred within him burns a hate that could blot out the suns, the gods and even the planet itself.

Skills: All types of swords, spearmanship, bowmanship, axes, blacksmithing, hand to hand combatant, torturer and tracker.

Equipment:
Shade Lord Armor - Plate armor that is impervious to piercing and slashing damage, bashing damage deals 4x the amount of damage compared to ordinary plate. It can be used to illuminate an area if the user focuses.
Hatred's sword - A longsword of limitless durability, in 60 years of existence, it has not degraded since it has stepped out of the bleak furnace that forged it. It has a unique quality of returning to the user who's marked by its hatred, capable of floating too.
Short sword - a normal short sword, average quality, used when the Hatred is just to clunky to warrant it's use.
Large leather backpack - able to hold, necessities such as food, water canteens (or other small containers), money, torches etc etc.
Leather Satchel.
4 silver bars - 2 in the backpack, 2 in the Satchel.
20 silver coins - all in the Satchel.
Torches (4).
Dried Jerky of random meats (6) - Satchel.
Potion Satchel - a satchel designed for carrying potions, potions held in this satchel will not break upon falling or similar situations.
Lumenstone (2).
Medium-sized Water canteen.

Spells/Techniques:
- Shade Port (Lv 1 S) Enables teleportation of 10 ft within the users sight. Spell is provided by the Shade Lord Armor. Shade Port can also transport another person if they are in contact with the user.

- Ruthless Stab (Lv 1 T) Inflicts piercing damage with swords. Can be dodged, parried or deflected.

- Draw Cut (Lv 1 T) - Unsheathes a sword and cuts with it, deals slashing damage, best used for surprise attacks utilized by or against the user.

- SILENCE! (Lv2 S) Using telekinetic energies, the user chokes the target, it is incapable of killing as the spell doesn't long enough. Best use is to disorient the target, cannot cast any other spell or techniques but can attack with normal attacks i.e lifting the sword and slashing the target.

- Directional deflect (Lv2 T) Deflects one attack that is directed at him, if another attack is launched at user, the user automatically deflects it without having to anticipate it. While directional attacking can lead into an attack, it is useless against arrows and against piercing attacks, if those hit user the user cannot automatically deflect it.

- NONE CAN HIDE FROM THE LORD OF HATRED! (Lv 3 S) Stabs Hatred into the ground, the user channels energies from Hatred to highlight and then cast a beam of energy that damages foes. It attacks everything in a 20ft radius around Hatred except the user that is casting the spell, the only way to avoid damage is to hide under a magic barrier. Hatred cannot be picked up for half an hour. The beams are capable of killing but they don't deal enough damage to actually kill something at full health, magic armor also resists this. Can see invisible entities.

Quote/s: "You brazenly attack me? There are more effective ways of suicide."
"Break your swords against my will, fools."

*Other: The glowing red eyes are the result of the Shade Lord Armor.​
 

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