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Fantasy The End is Slow - Character Sheet

DemetrioMachete

Messiah of the New Night
[IMAGE FOR YOUR CHARACTER WOULD GO HERE. IF YOU CANNOT OR DO NOT WANT TO USE A PICTURE, COLORFULLY DESCRIBE THEIR APPEARANCE HERE.
NAME:

SPECIES:

AGE:

OCCUPATION:

PLACE OF ORIGIN:

ALIGNMENT:

EQUIPMENT-
  • A dotted list
  • For the relevant items you carry.
  • I am removing my normal taboo
  • On magical weapons. Go nuts.
  • But, the more powerful the item is,
  • The more I expect to know how your character acquired it.
ABILITIES-
  • Any sort of special skill
  • Or technique your character possesses.
  • This can be...
  • Spellcasting
  • Martial Combat techniques
  • General expertise
  • Tool proficiencies.
BACKSTORY: Detail the events of your past here, as well as your personality as a result of said life, the accrual of your strengths, so on so forth.
 
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NAME: Malice Mezrylornyl

SPECIES: Drow

AGE: 120

OCCUPATION: Cleric of Lolth

ALIGNMENT: Chaotic Evil

EQUIPMENT-

Headband of alluring Charisma +4
Wand of Cure light wounds
Long Sword +1
Elven Dark Leaf weave chainmail +1
Hewards handy haversack
traveling clothes X2
Fine Silk Robe(social gathering attire)


BACKSTORY:

Like any Drow in their society... Malice clawed and fought to be the best of the best, Drow are superior And what is more noticeable than being the best of your race of superior beings! Malice pledged her undying fealty to Lolth, The Spider Queen. Her Faith was unwavering, Her devotion undying! She put the wants and needs of her superiors in the temple before even that of her own after all that was what was expected of her right? And maybe in doing so and being a Worshipper who followed her orders to a fault, always going above and beyond to stay in good favor of her Patron Deity.

Shortyly after reaching adulthood Malice prepared her ritual as she prayed to her Goddess, who answered and agreed to grant her the drow blood innates on the surface as long as she continued to practice and spread word of the ways of her people! Malice with out hesitation agreed for this was all she really knew anyway. Besides those blasted surface elves need to be taught a lesson!
 
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NAME: Grend Schmuckles

SPECIES: Boggle

AGE: 43

OCCUPATION: Warlock

PLACE OF ORIGIN: Goldstead (Formerly) The Feywild (Reborn)

ALIGNMENT: Chaotic Neutral

EQUIPMENT-
  • 1 dagger
  • 1 suit of studded leather armor
  • Book of Ancient Secrets
  • 1 bucket
  • 14 days worth of rotisserie chicken
  • 1 Dancing Rapier
ABILITIES-
  • Warlock Spellcasting - Schmuckles is capable of casting a select few spells. Granted, he is not used to this kind of magic, and cannot control its level of strength. He goes all in or not at all. Below are spells he can cast.
  • "Eldritch Blast". A blast of pure magical energy.
  • "Green-Flame Blade". Grend can coat his dagger in a swathe of green flames, though it only lasts long enough for a single attack.
  • "Witch Bolt" A powerful bolt of lightning. Is more painful than Eldritch Blast, but has a shorter range.
  • "Armor of Agathys". A mystical energy surrounds Schmuckles, protecting him from harm, while also blasting any attackers with bursts of pure cold.
  • "Counterspell". With a quick enough reaction, Schmuckles can negate another spell's casting.
  • "Suggestion". If this spell can bypass the target's danger sense, Schmuckles can issue a single sentence command that the target will feel compelled to carry out. Self-harmful commands cannot be carried out.
  • Boggle Portals - If given a small hole, no larger than a door frame, Schmuckles can enter through his Boggle dimension, allowing him to teleport up to 30 feet away. This is what the bucket is for; if Schmuckles is lacking in doors or windows, he can jump through the bucket.
  • Boggle Oils - Schmuckles can use his naturally odorous oils to leave behind slippery puddles on the floor.
  • Warlock Invocations - As Schmuckles disciplines and hones his Warlock abilities, he gains new uses of the Queen's powers. As of now, he is only capable of frightening those that inflict pain upon him.
BACKSTORY: 400+ years ago, there was once a human named Grend Schmuckles. He was mentally impaired, never bathed, and had a name which invited regular insults. Despite all of this, he was a talented sorcerer. Eventually, the mockery became too great, and Schmuckles went insane. His first act of violence was to send meteors down upon the Dwarven city of Hammerford, reducing it to the Valley of Grudges for centuries. He would not receive his comeuppance until the arrival of the Hero Giant Sledge, who gravely injured Schmuckles in their first battle. Battered, beaten, and now missing his lower jaw, Schmuckles retreated into the Astral Plane, seeking refuge from the angry giant.

Within the astral plane he remained for 20 years, and in that time, Schmuckles had managed to reconstruct a new lower jaw to replace the one ripped away by Sledge. Despite having been gone for 20 years, however, Sledge did not give up on his quest to kill Schmuckles. He tracked him within the Astral space, and so they fought a second time, with Sledge ultimately killing the Sorcerer once and for all...

Or so he thought.

In a bout of ironic punishment, Schmuckles' soul was banished to the Far Realm, a place of madness and incomprehensible Gods. The mindbreaking effects of the realm had the opposite effect on Schmuckles, however. It made him more sane, not less! And at the peak of his lucidity, he felt his soul being pulled away from the Far Realm, and into the Unseelie Court. It was here he met the Queen of Air and Darkness, the Fey Deity of Magic, Darkness, and Murder. The potential she saw in Schmuckles was great, she claimed, and so she constructed a new body for his soul to be hosted within. It was the body of a Boggle, a house fey known for harassing its tenants. Schmuckles still had a silly name, and still smelled of grease and filth, but now he had a body to match. With these favors granted, the Queen of Air and Darkness bestowed a single task upon Schmuckles: be reborn into the Material Plane, and kill her sister, Titania. With the loss of his Sorcerer's blood, however, Schmuckles was instead granted the ability to cast from the Queen's magic.

As the Boggle was reborn onto the world he used to know, 400 years had past since his reign of terror. The world had rebuilt, recovered. But new terrors lurked around every corner. If Schmuckles was to survive long enough to kill Titania, he would need to not be evil and hostile to everything.

His new journey began by taking various odd jobs and bounties, accruing the gold necessary for survival while also proving he was a trustworthy fey. His most valuable treasure earned was the floating rapier he carries. While he cannot reliably wield such a weapon himself, the magic of the rapier allows it to fly freely and attack without his input.
 
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NAME: Alygin Mreziir

GENDER: Female

SPECIES: Drow

SEXUALITY: Bi-sexual, slight preference to women.

AGE: 109

CLASS: Warlock / Wizard

PLACE OF ORIGIN: The Earthroot, the Underdark.

ALIGNMENT: Neutral Evil

POSITIVE PERSONALITY TRAITS: Affectionate, Honest, Patient, Self-Confident, Tidy.

NEGATIVE PERSONALITY TRAITS: Cruel, Cynical, Forceful, Moody, Possessive.

SKILLS: Tactical thinking, magic prowess, psychic, baking.

WEAKNESSES: Physical strength, peer pressure, slow learner, sickly.

APPEARANCE IN SHORT: Alygin is a woman a little below average height with a gangling form. Her skin is of an obsidian hue with a soft teal shine to it. It has a rather greasy texture. On the contrast, her hair is dry and of average thickness and an average white hue. Though it at one time had been long and adorned in jewels, as an attempt at rebellion after her escape she seems to have shaved the sides of her hair, letting the top dangle down in a long braid. Through this act she obviously distances herself some from her own race, though being fully aware the other races won't care much for her either.

Her legs are almost eerily slender due to the inability of giving them regular exercise. Whilst her form is generally slender, she does carry a bit of a paunch to her belly. Alygin's form either slouched when she is relaxing, or stretched out to give herself a sense of power, when she is trying to impress. Which is most of the time in company. Her eyes are a common crimson red, but in public she tries to hide the lookers by wearing a low hood over her features. She is a proud creature, but not completely stupid.

Usually Alygin is donned in black robes with soft purple or lavender lines on the side and a silver hint here or there. Though because of her new hiding lifestyle in the surface world, she silver is worn and the coat slightly tattered. To most looking from afar, she looked like a derelict. But those with a keen eye would spot the ever so slight flutter of the robes, or the absence of footsteps...

EQUIPMENT
  • Robes in hues of black, purples and silver.
  • Quarterstaff.
  • An enchanted ring. Ugly in how it looks, but it allows her to float slightly above the ground, but makes her speed the same as an average humanoid. It seems her legs do not work on their own.
  • A rucksack filled with a card game, a diary and numerous types of medicine.
  • Her spider familiar Archibald, a Tiny Monstrous Spider.
ABILITY
  • "Levitate"
  • "Fear"
  • "Mirror Image"
  • "Contact Other Plane"
  • "Blight"
  • "Chill Touch"
  • "Spider Climb"
  • "Dissonant Whispers"
  • "Clairvoyance"
  • "Evard's Black Tentacles"
BACKSTORY: Alygin was raised solely by her mother, her father cast aside only to have been used for her conception. The girl, when born, had an unfortunate disability. Her legs would not answer her calls, leaving her immobilized from the waist down. Her mother, all too happy to have been granted a girl, did not mind it. As long as she could fend for herself it would all work out. Alygin as she grew up was first given and adjustable ring, enchanted to help her move about. It still gave her a great disadvantage for evasiveness, but at least she wasn't bound to a rickety rolling chair.

Alygin had quite early on decided upon her focus in skill set. Due to her lack of movement ability, she had picked to study some illusion spells. And along with puberty, came the interest in the dark and interesting school of the Warlock. It was a matter of fitting in, at first, that brought her there. Once she'd started though it turned into a genuine interest of her own. But as she grew up and developed, her mother started to act more and more distant.

Toward the end of puberty the distance changed to anger. Her mother had fits of screaming rage, lasting for hours on end at times. Alygin barked back just as hard. Even if she didn't wish to show it, it did hurt the young woman. Years passed, anger turned to aggression, aggression to physical abuse. On rare moments daughter turned her hand back towards her mother. Finally, after a long hundred years, Alygin's life began to look up. She had a few female suitors- some men as well, but she wouldn't give them as much as a glance. They were lower, after all.

Her mother didn't celebrate the climb upwards of her daughter. She had harbored jealousy for a long while, a jealousy of her daughter's youth and slow but steady road ahead, whilst she noticed her own hair yellow and thin. It enraged her. And one evening, she decided to take insane measures. Ambushing her daughter she wielded a quick-drawn knife. Though hitting Alygin in the side, it didn't kill her. Her mother frantically came at her again and again, until Alygin managed to wrestle free and use her magic to make a few messy clones, scattering them in different directions. And it was only her magic that ensured her escape from the treacherous Underdark.

After overcoming numerous trials and near-death situations, she quite literally crawled out of the ground into the surface world...
 
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NAME: River

SPECIES: Human

AGE: 21

CLASS: Paladin

OCCUPATION: Monster Hunter/Freelance Adventurer

PLACE OF ORIGIN: Springwood

ALIGNMENT: Chaotic Good

EQUIPMENT-
. Hunting Sword
. Beast-Killing Silver Sword
. Light Crossbow
. Lightweight Armor
. Bag of Holding
. Ammo and Supply pouches
. Raven Pendant


ABILITIES-
  • Paladin Magic
  • "Cure Wounds"
  • "Detect Magic"
  • "Divine Favor"
  • "Find Steed"
  • "Branding Smite"
  • "Magic Weapon"
  • "Shield of Faith"
  • Great Weapon Fighting
  • Odin Magic
  • "Hunting Sense"
  • "Detect Good and Evil
  • "Heroism"
  • Monster Hunting Knowledge
  • Alchemy
  • Magical Knowledge
BACKSTORY: River has lived an difficult yet interesting life. He was found as a baby by a High Elf named Lorahana Reyfia, being the only survivor of a caravan attack by a Fire Dragon. Raised by the elf as her son, he lived with her and her elder sister in the hamlet of Springwood. From a young age River always felt like he didn't belong. His mother wasn't the same race as him, the other children shunned him and his only friend was a young Unicorn foal he named Elaine. That is until he met Sister Ingrid, a Half Elf who had come to reside and take care of the chapel in Springwood. She was a Half-Elf and having grown up around less than accepting High Elves, she understood how his loneliness. Soon she taught him about Odin, the Allfather. Spending many days with her and Elaine brought out the brighter side of River's personality. Soon he decided to swear himself to Odin, and do what he could to help people. One day, a fifteen year old River found that Sister Ingrid had been taken by a crazy admirer who commanded a squad of bloodthirsty goblins. Odin ordered River to take up a sword and kill the admirer to save Sister Ingrid. Obeying his God, River killed the goblins and battled the admirer. The battle ended and River was rewarded by the town for his deeds. Here he found his calling, he would work as a Monster Hunter. Under the tutelage of his aunt, a former Elven General. River became a skilled warrior and Monster Hunter. He also patched up his relationship with his mother and learned alchemy from her. Finally he learned the ways of a Paladin from Father Timothy, a Human priest who once worked as a Paladin of Odin. Now armed with knowledge and power, River seeks out his fortune.
 
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(This is something I, an amateur artist, drew simply to give a bit of a clearer picture on Nimue's appearance. There's a more in-depth description to follow it. Have fun with my massive character sheet.)
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Nimue is average of height, sporting a well-muscled 'peasant build'--however, post-resurrection, that's about the only thing normal about her. While her eyes have always been a brilliant blue and her hair has always been a dark blue-black, the rest of her appearance is pretty new. Her skin has been bleached white-gray by undeath and is chilly to the touch, and where she would normally have the red tint of the living she instead has some blue coloration. Her ears have elongated and are more sensitive, and they tend to shift and twitch like an animal's. The nape of her neck and down her spine is covered by soft, baby-blue downy feathers, and sprouting from behind her ears are two long feathers that act more like a bird's crest might, lifting and changing position with her emotions. Her teeth and nails are sharper, and her pupils have become elliptic, increasing her light sensitivity and night vision. Her eyes are brighter than they used to be, an electric blue to match her crest feathers, and reflect light in the dark.Softer areas of her skin--her stomach, inner elbows and wrists, etc.--sport scales about the same color of her skin. Overall, it's very obvious she isn't human anymore, despite the very human earnestness to be seen in her expression. There are a few tiny scars marring her person, and a nasty starburst scar warping its way across her sternum where it was crushed by a mace blow.

NAME: Nimue Rhapsodier

SPECIES: Epistrofe

AGE: 24 upon dead; "alive" for a total of 234 years including undeath

OCCUPATION: Paladin/Warrior/Priest

PLACE OF ORIGIN: Levaciennes, The Unforgiving Cold, Grynrk (Now known as Leviathan Summit, as the crumbling Dragon Temple there was mistaken as a totem dedicated to sea monsters)

ALIGNMENT: Chaotic Good

EQUIPMENT-
  • A staff, slung across her back, themed after the Goddess
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  • A sword, at her left hip and hiding two daggers in the crossguard, themed after the Dragon
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  • A glove/gauntlet over her left hand and forearm, with claws tipping the fingers
  • Leather armor with some fancy (albeit weathered) adornments reflecting the aspects of the Dualities
  • A long, black cloak draped around and concealing most of her body
  • A dark blue strip of cloth, usually stuffed into her belt or tied around her upper arm. Before an anticipated battle, she ties it around her head to keep her hair out of her face
  • A pair of dark glasses to protect her eyes from the sunlight
ABILITIES-
  • As a mortal resurrected in the image of the Dualities, Nimue has increased strength, speed, and senses. Can also sense the heat signatures of living creatures
  • As a paladin under the Dualities, Nimue makes use of a brilliant blue flame that can both heal and burn. Has a tendency to engulf herself in said flame
  • Proficient with staff and sword, although the staff isn't really intended to be used in battles
  • As a priest under the Dualities, Nimue can subtly influence the world around her through the use of music or reciting words, but only in minor ways (think morale boosts, raising or lowering the temperature around her by a few degrees, some thaumaturgy for dramatic affect)
  • Skilled in hand-to-hand
  • Quick thinker on her feet
  • Knows a lot of songs and poems, is sort of a historian
WEAKNESSES-
  • Light sensitivity
  • Consecration/Holy spells that fall under any deity other than the Dualities (so typical undead weaknesses)
  • Very emotionally driven and sometimes impulsive
  • Glass cannon (High endurance, but physically breakable regardless)
  • Overuse of her fire leaves her exhausted, sore, and in extreme cases she's left with quick-healing but very painful physical burns that render her incapacitated for the rest of a battle
  • Loud/sharp sounds or flashes of light can give her sensory overload
BACKSTORY: The weather at the time an Epistrofe was born decided their patron Duality--those born under clear weather had the Goddess as their patron, while those born under thunderstorms had the Dragon. The few who were born in winter during snowfall fell under not one Duality, but both of them, as the babies who survived the harsh winters in the Unforgiving Cold (which was already a harsh enough environment as it was) were said to be blessed beyond anyone else. Nimue was one of those children.

From a young age it was clear that Nimue would grow up to become a paladin, one of the few individuals who served both the Goddess’s and the Dragon’s wills, something that shone from her strong will, caring manner, higher-than-average body temperature, and piercing electric blue eyes that almost seemed to shine in the darkness. At the age most children started learning how to sew or hunt, Nimue began learning combat and the history and literature of her people. While priests lead religious sermons and ceremonies as well as told stories and sang at festivals, while warriors learned how to fight with the physical and magickal strength of the Dragon Itself, Nimue was taught aspects of both of these professions with the expectation that she, one day, would either take over as or advise the Paladin Prime that served as a veritable king over her people, although it was more likely she would be sent to the front lines in the battle against the villages who had turned their back on the Paladin Prime in favor of rampant bloodshed.

It was two months after her twenty-fourth birthday, three years after she gained the official title of paladin, that Intervention Day destroyed her people and culture so thoroughly that most of the world around them forgot they ever existed. The Dragon had blotted out the stars against its own people, and It and the Goddess had left them. Deities only lend their power to the faithful, after all, and the Epistrofe had begun to prove anything but. The very next day, like a curse, the frost giants descended from deeper in the mountains and wiped out their people entirely.

When Ulfgarr began his trek to the Altar of Dreams, the Dualities returned to the mortal plane. They knew well enough what was about to happen, and unlike many deities they didn’t have Celestials--only their extinct people. And so they pooled their power together and brought a select number of the Epistrofe into undeath. However, before they could explain what they wanted the resurrected Epistrofe to do, Ulfgarr’s Wish flashed across the entire dimension, and the Goddess and Dragon delved into hiding so as to avoid Ulfgarr’s bloodied blade (although they weren’t aware that the continent of Heistrea quickly sunk into the sea, and still sleep to this day, hidden somewhere where the wandering Epistrofe still haven’t found them).

Nimue was one of those raised into undeath, but without the guidance of the Dualities, she set out to gather as much information about the world as she could, about what had transpired while she had been dead and what state the world was in currently, while honing her newfound senses and adjusting to a few physical changes. She stops frequently in troubled areas to lend her services, whether blade or song, with the intent to make the world a better place and prevent people from driving themselves down the same bloody, self-serving path the Epistrofe had followed.
 
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NAME: Elodin Swift

SPECIES: Human

AGE: 24

OCCUPATION: Mage of the Crimson Tower-Master of Illusions (as in teacher)

PLACE OF ORIGIN: Bracada, the Crimson Tower

ALIGNMENT: Lawful Neutral

EQUIPMENT-
  • Red Robes of Valtara-Protects him from Destruction Magic (not completely, but certainly keeps him alive)
  • Staff of Magius (looks like a scepter or cane)-Allows him to cast spells much quicker, as well as increase his mental attributes (Char, Int, Wis)
  • Daggers of the Conflux-The size of short swords, he uses these only when he has to. They harness the power of the elements to deal much more damage than any normal dagger
  • Several Alchemy ingredients for potions and blasting powder
  • Ring of the Ten-Allows him to perform Blood Magic, withdrawing heat from his blood to empower his spells. However, it is dangerous for too much heat to be lost
  • Eyes of the Darkwalker-Allows him to see at night
  • ABILITIES-
  • Magic! He specializes greatly in illusion magic, as well as altering of the mind
  • Chemist-he is a great alchemist and knows the land well, what plants can kill and what can heal
  • With his explorations of the magics of Illusion, he found powers of the Shadow World, which he uses when angry (only at night or in the dark)
  • He is quite charismatic, and can talk his way out of most things. However, a bit of charming and mind altering magic never hurt anyone.
BACKSTORY: Perhaps saying he was born in Bracada would be inaccurate, but to him it would be the truth. He grew up in Bracada, both of his parents telling him that he was destined to join the Crimson Tower, and if he failed in that, he would have failed the family. Where they came from is unknown, and what his family was running from was likewise, but he took his parent's words to heart, and became a great mage indeed. He spent his life in the snowy climate that was Bracada, learning from great Masters all fields of magic, but never was at home until he found the ways of Illusions and Alteration. He excelled in these, eventually earning the honor to begin studying inside the tower, and there he stayed for several years. When he turned 22, he began to teach at the University, earning a great reputation within the town and with other magi. This he did for almost two years, before he started to grow bored.

He was powerful, and the entire city loved him. At one point, he was offered the city, asked if he would lead them (though this was false, the only master of Bracada was the master of the Tower. Not wanting to take this puppet position, he politely refused, wanting to return to the tower and continue his climb to the top, but after only a few months he got bored of it, and decided to leave to explore the world. He knew well that if he was ever to take over the Tower entirely, he would need to learn more than he could sitting around in Bracada, so at age 24, he left. After fighting his way onto the mainland, he began his search for something that could fulfill him.


DemetrioMachete DemetrioMachete
 
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NAME: Kivir Oldegsson

SPECIES: Dwarf

AGE: 126

OCCUPATION: Warrior

PLACE OF ORIGIN: Hammerford

ALIGNMENT: Lawful Good

EQUIPMENT-
  • A set of steel armour, covered in scratches and dents as a result of various battles
  • An old, dented steel warhammer.
  • A set of tools(including screwdrivers,a hammers, pliers, wrenches and other tools) to make traps
  • A pickaxe
  • A hand crossbow
  • A lantern
ABILITIES-
  • Trap-making, dwarf-style
  • Proficiency with warhammers, as well as crossbows, gained from the decades he spent fighting monsters.
  • As a dwarf, Kivir is expected to be able to identify various useful minerals when he sees them.
  • After spending years roaming the surface with barely any supplies at all, Kivir has learnt to make do with what he has and forage for what he needs.
  • The confusing layout of the Underdark had led to Kivir developing a good sense of direction.
BACKSTORY: Kivir is born and raised in Hammerford. Due to the dangers targeting his homeland, Kivir was trained to become a warrior and battle the horrors in the Underdark since he was a child. Once he grew up, he joined the bands of dwarves that routinely ventured down into the Underdark. While the creatures of the Underdark were truly vile, it did not matter to his hammer, and throughout the eight decades he spent as a warrior, he had slew many. However, the time he spent down there had also turned him into a bitter and pessimistic man, as many of his closest friends met unfortunate ends while on duty. Eventually, he retired and chose to become a trap maker instead.

After one of his traps malfunctioned and ended up killing one of his fellow dwarves, Kivir exiled himself from Hammerford in shame. He packed up his meager belongings and went out to the wider world, seeking to atone for his crimes by dying in glorious combat against the vile creatures that dwell on the surface. To this day, he's still roaming the lands, searching for more monsters to face in combat.
 

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