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Fantasy The Guildstone Chronicles ((Character Sheets))

Main
Here
OOC
Here
Lore
Here
Other
Here

Sylph

Fickle
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Ranks
There are four ranks in total. When making a character you can start at tier I of your choice.

Regardless of rank, a character can be new to the guild or well-established. The process for being accepted is to complete a quest at the appropriate level (tier does not matter). It is up to the player whether they wish to have their character apply at the guild IC and complete their first quest as an initiation, or assume they have already been accepted by the first post. Neither option affects the starting points of a rank.
  • Copper I (starts with 50 AP)
  • Iron I (starts with 100 AP)
  • Silver I (starts with 250 AP)
  • Gold I (starts with 500 AP)
Attributes
The attributes are used as a basic guideline for comparing character abilities. Each attribute starts at zero--the 'average' for an adult of the character's race who hasn't trained any of the related abilities--and points are added according to the starting rank. Anything past 100 is considered reaching an intermediate level.
  • Strength: physical power.
  • Magic: proficiency with the character's given affinities. (This recently changed from intelligence)
  • Agility: better movement speed and more sophisticated use of weapons and equipment.
  • Dexterity: affects quality of crafted items.
  • Constitution: physical endurance, used to better survive in harsh situations or perilous environments.
  • Fortitude: mental endurance, used in weathering stressful situations or attacks on the mind.
Affinities
Your character may have two affinities. One of these MUST be a standard affinity, the second can be either a standard or specialised ability.

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Earth:
Controls rocks and soil. Does not include manipulation of plant life.
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Fire:
Controls fire. Can be the standard sort or one the special types listed below.
Red: Normal fire.​
Blue: Cold to the touch.​
Green [forbidden]: Necrotic; decays whatever it touches.​
White: Only burns living things.​
Black: Only burns non-living things.​
Purple: Burns mana/magic.​
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Water:
Controls water. Can only be used in liquid form unless combined with other affinities.
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Wind:
Controls currents and air density.
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Lightning:
Generates and controls electricity.
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Light:
Many illusionists have this affinity, though it does take on other forms.
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Dark:
Use of shadows or corruptive magic.
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Spirit:
Can include seeing and controlling spirits or manipulation of one's own.
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Body:
Includes strengthening physical abilities or changing the properties of one's body.

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Special:
An option only as a second affinity. Provide your own details. Some common second abilities include:
Transformation: The character may assume one other form and change the distribution of their attributes.​
Healing: Allows a healing version of the character's first affinity.​
Mind [forbidden]: Attacks on the mind or manipulation of thoughts.​
Plants: Growth and manipulation of plant-life.​
Summoning: Allows a character to summon aid in battle. Summons must have the same affinity as the summoner, and the more there are of them the weaker they become.​

•• ━━━━━ •• ━━━━━ ••●•• ━━━━━ •• ━━━━━ ••
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EXAMPLE Appearance: (Art or Description)
Name:
Race:
Class:
Rank: ( Copper | Iron | Silver | Gold )
Affinity: ( Air | Earth | Fire | Water | Body | Spirit | Light | Dark | Special )
Total Attribute Points: (Determined by Rank; will increase throughout the RP)
Strength: ( Starts at 0 )​
Magic: ( Starts at 0 )​
Agility: ( Starts at 0 )​
Dexterity: ( Starts at 0 )​
Constitution: ( Starts at 0 )​
Fortitude: ( Starts at 0 )​
Background: (Any other information on the character's history or abilities.)


Template:
Appearance:
Name:
Race:
Class:
Rank:
Affinity:
Total Attribute Points:
Strength:​
Magic:​
Agility:​
Dexterity:​
Constitution:​
Fortitude:​
Background:
 
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Pri (Guildmaster)
Name: Pri
Appearance: In the physical world Pri takes the form of an owl with lavender and violet colouring. It is unknown how or why she even has such a body, since most of her kind dwell within the spirit realm.
Race: Primordial Spirit
Class: Guardian
Rank: Guildmaster
Affinity: Spirit | Arcane
Attribute Points: ???
Background: Pri is from an ancient race of beings that are rarely, if at all, seen in the physical realm. As the guardian of the guildstone she is the effective guildmaster until the next one is chosen, but is seen little in the day to day running of things. It's mostly thanks to her that the kingdom has allowed the guild to continue existing, both since arguing with her is pointless, and because primordial spirits are one of the only known entities able to close the rifts.

Pri's true form has no gender or name, but for the sake of sanity she goes by whatever people want to call her. Despite being the guild master getting her to do anything is nigh impossible. She has little regard for notions such as time or importance, and absolutely no recognition of authority. The only surefire way to get her attention seems to be tampering with the waystone somehow.
 
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Azalea Gibraltar
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Name: Azalea Gibraltar
Appearance: Azalea is covered in all manner of flora. She has a near permanent crown of brambles and several vines that wrap around her arms. Her skin is a bark-like mix of greens and browns, but when she isn't scowling at someone or throwing her hands up in exasperation, flowers sometimes bloom through the cracks.
Race: Former Human
Class: Receptionist
Rank: Iron II
Affinity: Light | Plant
Starting Rank: 100pts
Staff bonus - 4 days IC: 80pts
Strength: 0​
Magic: 80​
Agility: 0​
Dexterity: 0​
Constitution: 0​
Fortitude: 100​
Background: Azalea used to work at a prominent merchant's guild in Lantana before she disappeared for a time. After she returned her appearance had drastically changed and, knowing how non-humans were treated within the city, she found a job at a guild along the outskirts. Her days are regularly spent chasing down mission reports, organising new members, processing requests, and lamenting the absence of their supposed guildmaster. She rarely has time her actual job, which is meant to be managing finances.
 
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Ymir
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Name: Ymir
Race: Human
Class: Explorer
Rank: Silver I
Affinity: Air | Light (Clairvoyance)
Starting Rank: 250 pts
Rabid Rabbits (Copper I): 10 pts
Winter is Coming (Copper II): 20 pts
Icewall Mountains (Iron II): 40 pts
Port Investigation (Iron I): 30 pts
Sea Serpent Encounter: 20 pts
Tournament Event (OOC): 50 pts
Rumour Mill Event (OOC): 20 pts
Circus Event (OOC): 20 pts
Sacred Isles Expedition: 100 pts
Silver Rank Potion: 250 pts
Strength: 50​
Magic: 100​
Agility: 330​
Dexterity: 0​
Constitution: 230​
Fortitude: 100​

Background: Ymir grew up in the mountains close to the border of the Frozen North, struggling with the dangers posed by winter storms and snow harpies. Her family sent her to study at the Lantana academy after discovering her 'light' affinity wasn't quite what it seemed, and despite a rocky start she soon grew into one of the favoured candidates in the next expeditionary force. How she ended up in the guild instead of one of royal expeditions remains a mystery to most, and she's not overly open to talking about it.

Ymir's second affinity allows her to see the world around her much like a layered map. Secret tunnels, traps, hidden alcoves--all are revealed, so long as they exist in the physical realm. The reach is quite extensive, but the further away she looks the less details she sees, and it won't pick up magic or any non-physical entities. Water is another issue altogether, as she can only see the surface of liquids where it meets the air.
Her weapon consists of a wooden staff with foldable, wing-like attachments to help her travel distances where the waystone won't reach. She's able to use the wind to maneuver in mid-air, but struggles with smaller, fine-tuned attacks.
 
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Appearance: Small, Zale is maybe 5 feet tall. He tends to dress simple in darker solid colors. He hides under the hood of his clook. Zale has grey blue eyes that shift around in colors. Zales hair is a shaggy grayish blond mess that often hides his eyes. He has the pointy ears of an elf but they are rarely seen but you wouldn't think he was one otherwise due to his short size.

Name: Zale Liron
Race: Human/ Elf
Class: Errand Runner/helper
Rank: Copper I
Affinity: Water/ Music

Attribute Points: 50 (+5)= 55
Strength: 5
Intelligence: 4
Agility: 20
Dexterity: 15
Constitution:
3
Fortitude: 8

Bio: Zale’s story starts one rainy cold morning when a tiny baby was left on the door step of a nearby orphanage. It wasn't the best place and even as a toddler they tended to wander away /They Would listen and learn and follow others including the guild members .As they grew they got closer to the people he was able to sometimes help in small ways around the city. They are maybe 15 or 16 but they seem older and no one is for sure how old they are.
Other (optional): Basically Mute unless they are singing and do whatever they are told, their best friend is a black rat (shadow) who is often with them when they aren't off doing things. They are also skilled listener. They carries a dagger that was a gift for some info when they where younger, First formal day is when ever they jump in. Doesnt know how to use much of the magic
 
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Appearance: Tall and reedy for a human. He has icey white eyes, another strange feature for a human . His hair is will kept and long, being a dark raven black,
Name:Logan Darkwind
Race: Human
Class: Ranger/Archer/Scout
Rank: Silver I
Affinity: Air/Shadow

Attribute Points: 250
Strength: 20
Intelligence: 30
Agility: 50
Dexterity: 75
Constitution: 25
Fortitude: 50

Bio:
Logan is somewhat of a lone wolf. He travels mainly solo and he came to work here shortly after the death of his family. They were killed by some unknown dark force. He has been away dealing with something private
Other (optional): Carries a wooden long bow with magic arrows with his powers.
 
Appearance:
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Name: Vas'On
Race: Elf-Orc Half Breed
Class: Breaker
Rank: Silver
Affinity: Body/Lightning
Attribute Points: 390 (250 + 100 from three year Hiatus + 40
I love the feeling of moss beneath my feet, it's probably the greatest feeling ever. Now, I've come up with a plan which will cover the floors of my house in moss, so I can always experience the greatest feeling ever. The best moss grows in Darkwood forest to the South, but I'm too scared to go in there and get the moss myself. It's so dark and creepy. Could you gather the moss for me?
Reward: 10 Coin (Guild Levy: 20 Coin)
AP: 5
There were a number of disappearances reported in a village to the north, and there are suspicions going around the townsfolk that the suddenly reclusive Count Sangana has been turned into a vampire--or maybe always was one. Please investigate these rumours and get to the bottom of what's going on. Try to find the missing townsfolk too if possible.
Difficulty: Tier II
Reward: 2500 Coin; 35 AP
)
Strength: 116
Intelligence: 72
Agility: 0
Dexterity: 0
Constitution: 101
Fortitude: 101

Coin: 510

Background:
Vas'On was born from the unusual romantic pairing between an Orc father and an Elven mother. It wasn't the most accepted pairing between their families however. His parents were exiled due to their coupling. However, his youth was not one of strife, but of challenge. HIs father's fighting spirit, his drive to improve himself was passed on through constant, daily training. His mother on the other hand, thought it'd be best to train his mind and magic, tapping into the raw elemental forces that existed in his body.

But his growth stalled, both in the skills department and quite literally as his elven lineage finally all but halted his aging. As a gift for his leaving, his parents worked together to have his twin swords forged for him, using the combination of both Elven and Orcish weapon-smithing. The swords were crafted to help channel his Lightning magic even as his Body enhancement magic continues to boost is strength and durability, the only way he can really wield them as the swords weigh an inordinate amount.

After he had his swords, he headed out, first to pursue a mercenary lifestyle, to figure out how to improve himself and it worked, for a time, but as he improved, so did the rate at which he met blockages and stalled. When he came upon the Guild, he decided to join up to meet stronger people, perhaps test himself against their might, learn how they fight. He often did quests but rarely turned them in as he took several. He cared less for actually ranking up, and more about increasing his strength. He completed the quests but failed to report on them. He stayed as a Copper ranked member for a long time until he found out something interesting upon returning one day.

Teaching other Copper ranks how to fight and survive in the world, helped improve himself. He began to often travel with them, helping them with their quests and in turn, it helped him rank up.

These days, even as a Silver Ranked member, he is often found helping copper ranks improve themselves...at least when they aren't terrified by his appearance.

Other (optional): When he isn't fighting, Vas'On is actually a nice and gentle being, the roughness of his Orcish half being polished by his Elven half. Though he is not an agile fighter, his body moves with an unusual grace, and his voice is often less gravel and more smooth baritone.

------

Appearance:
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Name: Merkon
Race: Dragonborn
Class: Merchant
Rank: Unranked. Physically strong with fire dragon abilities, but not really a combatant.
Affinity: Fire/Wealth
Attribute Points: N/A

Background:
Merkon is born from Dragons but is also a Dragon himself. In his family lineage, Dragons are born in a Humanoid form and remains in that form until they have gathered enough of their chosen hoard to ascend to true Dragon Form. The amount is unknown to them and only when they have ascended do they know they have enough. Merkon was born with the affinity towards wealth. It is a rather uncommon affinity, one geared not towards battle, but towards gathering any form of wealth. Thus he became a Merchant, possessing a nose for rare items and their worth to an unerring degree.

However, he was unable to properly store magical items and equipment he gathered over time. He was too good at gaining them but incapable of getting rid of them fast enough, he became overburdened. That was when he found his greatest magical item yet...and his curse. The Shop.

It was an unusual building, just sitting out in the middle of the wilderness. When he entered, he found it to be rather empty, though a bit dusty. It was at least a place bed down for the night. The main room was nice and wide with a single large countertop near the back of the room. A doorway behind the counter led to another empty room, one that he used as temporary storage for his multitudes of strange and wondrous items. He could put up shelves if need be.

There was an upstairs section and though it was just as empty as the previous rooms, this one was segmented into smaller rooms like living quarters. What was strange was that the doorways and ceilings were tall and wide enough for his race, though the design was certainly not. Some size adjustment magic perhaps? There was even a strange room that possessed a self draining basin and crystals that when activated would pour differently temperature water. A much larger basin, one sized for him, reminded of a bathing tub. This one too drained.

The building was a good home, but not much of a shop given that it was in the middle of nowhere. In the main room however was a door he could not open, carved with unusual symbols

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When touched, they flowed like water and an impression of a Dragon circling around to its own tail formed, the same symbol burning its way into the scales of his hand. He suddenly knew what the door did, his affinity giving him an in-depth knowledge of its use and worth...and it was incredible. He tied a simple bell above the door and set about preparing a small selection of items, then with a snap of his fingers, the door glowed for a second.

All around the world, the same doorway appeared in random locations, sometimes attached to other doorways, sometimes in empty space. At first things went slow, but over time people began to enter this strange door. Inside of it, they found a dragonborn willing to sell and buy magic items.

Those exceptional customers and good friends of his found themselves possessing a key, a simple ring branded with the same symbol as his door. When pressed against any door, the ring melts into the surface and becomes a permanent doorway to Merkon's shop.
 
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Leonidas Hood
Name: Leonidas Hood
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Race: Human

Class: Emotion Poet

Rank: Iron

Affinity: Air|Poetry

Attribute Points: 195 (100 base + 20 + 15 + 20 + 40)
Strength: 10
Intelligence: 55
Agility: 70
Dexterity: 0
Constitution: 20
Fortitude: 40

Bio: When asked to describe Leonidas, most would answer with two simple words ‘Airheaded poet’. In reality, Leonidas isn’t nearly as airheaded as he lets on but simply refuses to take matters seriously unless they are life or death. Being a laid-back and eccentric young man who throws out random and often straight-up bad lines of poetry in virtually any situation Leonidas gets told to ‘please shut his mouth’ often. Still, there are those that put up with his antics and his admittedly subpar sense of humor.

His past is largely uninteresting. Having been disowned by his father because of his refusal to take over the family company Leonidas wandered around for a few years, doing the odd job here and there to survive. Longing for a place where he could largely do whatever he wanted while still earning enough to not starve to death Leonidas eventually stumbled upon the guild and joined it. Leonidas isn’t bothered by his past but he will still refrain from speaking about it unless prompted to do so.

Notes on what emotion poetry entails:

[Emotion poetry is the art of infusing one's words with magic allowing these words to have an effect on other’s emotions and state of mind. This includes but is not limited to making people feel relaxed, sleepy, energetic, content, melancholic. To activate emotion poetry one should recite a single line of poetry roughly corresponding to the effect they want to achieve. Due to its effects being directly related to the target's mind this magic will not work on mindless creatures and neither will it affect people who can’t hear the poetry. Unless the target allows the emotion poet to affect them the average person can break out of the emotional state induced by the poetry in 1 to 2 minutes.]

[Emotion poets are perfectly capable of reciting poetry without giving it any magic effects.]
 
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Kathlyn Silva
Name: Kathlyn Silva
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Race: Half-elf

Class: Magic Medic (Guild Receptionist)

Rank: Copper (Came to the guild to look for work not to become an adventurer)

Affinity: Spirit | Healing

Attribute points: 80 (50 base + 20 + 10)
Strength: 0
Intelligence: 40
Agility: 0
Dexterity: 40
Constitution: 0
Fortitude: 0

Bio: Kathlyn is a 19 year old girl with a bubbly personality. Born to a human mother and an elven father she grew up in a small village in a house that doubled as her father’s herbal store. She’s had an interest in herbs and everything else that has to do with medicine and healing since a young age. She often helped her father in his shop and spend countless hours and days gathering herbs and various other magical plants in the forest close to her village to experiment with.

Now, Kathlyn has set out in search of new plants, herbs and other ingredients to experiment with to create new potions, salves and other medicine. Having heard of the guild through word of mouth she’s set her eyes on becoming an employee by showing off her skills in all things medicine as well as her handy healing magic.
 
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Eiru Eagna
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Name:
Eiru Eagna

Race:
Fae-Witch

Class:
Enchantress

Rank:
Gold 2

Attribute Points: (745)

Strength: 50
Intelligence: 655
Agility:70
Dexterity: 20
Constitution: 0
Fortitude: -50

Affinity:
Spirit + Enchanting - Runic Scribing

Eiru has spent her life studying the foundation of magic itself, her affinity for enchanting has gifted her a unique insight to this end. Through astute study and obsession with the old and forgotten Eiru has evolved her enchanting magic to that of Runic scribing. Runic scribing is the origin of enchanting magic and a school of magic that has long been lost to time. Extremely powerful and classed as ancient magic, runic scribing has the power to twist the very nature of magic and manipulate the laws of magic to the users will. Eiru has often described Runic Magic as 'A pen with which one can rewrite the laws of the arcane'. It is however very important to note that Runic scribing is not as useful as one might think, it is far more advanced than that of regular enchanting and requires an unnatural amount of research and understanding to wield even somewhat well. That and the runes a person has available to them vary greatly in power. 'seek' for example allows for the change of a simple fireball spell into that of a heat-seeking fireball. So the best way to comprehend runic scribing is to imagine it as a type of enchantment that not only effects items but also spells directly.
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Bio:
Eiru Eagna is a witch who is well known throughout many magic focused kingdoms. Her efforts to unravel the foundations of magic are well documented and observed by many an institute. The rediscovery of Runic Scribing a feat renowned in Magical Research Institutions. That's right, Eiru is a famous scholar who has changed the known way mages view the arcane world. Actually to be more accurate she's reintroduced an old way of understanding magic that THEN gave birth to a new understanding of magic. So why then is she in an adventurers guild?

That's a very good question, especially considering her combat skills are worse than that of a copper rank. Eiru joined the guild for one simple reason and that reason was- the guild agreed to let her pursue ancient texts the world over and doing so with the guild would allow her to do so without the need for pesky Arcane research Visas or permissions. Ancient texts are after all national level treasures and very powerful relics in the right hands. With the guilds backing and it's ties Eiru is able to travel the world in search of these texts while also broadening her understanding of the arcane while also further persuing her goal of fully unravelling the foundation of the magic theory itself.

Eiru has been working with the guild for three years now and is very much a support role adventurer. Her skills allow her to easily enhance teams compatibility and overall success rate. However, as mentioned before she is utterly useless on her own and incapable of fighting off even slimes! Actually weirdly enough Eiru seems to attract slimes when left alone for too long. It's rather strange but honestly, Eiru has no idea why it happens.

Eiru does have a greater crux and that is her lax personality. Eiru is a great asset to a team but is very hard to motivate. Unless the task involves something of interest Eiru is likely to put the bare minimum amount of effort into said task if she doesn't outright refuse to take it on. This kind of behaviour has made her notorious for coldly turning down high-level quests that others would eagerly jump at. Her lax personality however does make her easy to approach and talk with but a nightmare to deal with professionally if she's not interested. Although funny enough if she is over interested in something its almost impossible to get her to focus on anything else.

Eiru is well over 300 years old but appears to be in her early twenties. The witch also has a hatred for the nobility and their 'idiotic' obsession over 'trivial' matters. Eiru... well she's not the most popular figure among noble circles but with that said her advice and input on magical research is still valued.

So all in all, Eiru is a renowned witch who practices forgotten magic, is lax in nature and boasts incredible support power to those she works with.


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Other (optional):
Eiru can be very sarcastic and is fond of making a joke out of a serious situation. Her attitude towards royals is rather interesting, w she often can be found making light of royal families the continent over, citing how idiotic and childlike some are while also making a point that diplomacy is nothing more than an easy game to play if one knows what they're doing despite never having played said easy game. Eiru is also extremely knowledgable in most fields and can often be called upon to give one insight on a given topic. Eiru is useless in combat on her own, likely to lose a one on one fight with slime if left alone. Eiru's enchanted gear can sell for small fortunes and her scribed gear has never been given to anyone bar the guild master. Eiru typically disappears on quests for months at a time, travelling to different parts of the world to search for texts, she however sometimes also receives personal requests from kingdoms that need aid in magical research.



 

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Appearance:
Untitled.jpg
Name: The Wizard
Race: Human?
Class: Wizard
Rank: Copper II
Affinity: Fire/Ice

Attribute Points:
Strength: 30
Intelligence: 125
Agility: 30
Dexterity: 50
Constitution: 30
Fortitude: 30

Background: The Wizard was born as a nameless orphan. Not even the orphanage bothered to give him a proper name. Treated as a punching bag by the other parentless children who were eager for something to direct their rage at. Neglected by the staff and abused by the other orphans. The boys only solace was a picture book about an all-powerful wizard. Every night he would turn the same pages and dream of being a wizard himself. Wizards weren't bullied by bigger kids, nor did they have to endure endless ridicule by people dumber than dirt. Kicked out of the orphanage before he was even of age to leave. The boy tried out at a local magic academy. However his meager talents earned him a swift rejection. Convinced that power would enable him to live a meaningful life. The boy renamed himself The Wizard and dedicated his life to becoming powerful. Working as a librarians assistant to support himself. The Wizard spent the next few years of his life studying any magical text he could get his hands on. Developing a bit of a superiority complex due to older wizards mocking his origins. The Wizard made very few friends among magic users due to his increasingly bad attitude. Eventually the Wizard chose to join a guild in order to pursue greater magical knowledge. Beginning as a low ranked scrub. The Wizard swore to surpass all who deemed themselves better than him...
 

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Druid.jpg
Name: Artyx Bernum
Race: Human
Class: Druid/Ranger
Rank: Gold
Affinity: Dark/Summon

Attribute Points: 500
Strength: 50
Intelligence: 200
Agility: 100
Dexterity: 0
Constitution: 100
Fortitude: 50

Background: Druids were never known for their progressive natures and have always been entangled with the security of the natural order of the world itself. Masters of nature itself, their power comes from their ancient and unbreakable bond with the spirits that keep in check the cycle of balance within the various landscapes that dot the world. Reclusive, these beings are rarely ever seen, even less spoke to. Yet in every coven, every society, there will always be outliers in a sea of mundane balance. For the Bernum family, the natural order was more flexible than many druids ever realized.

The Bernums weren't simply druids. Rather, it would be better to describe this family as an organization. From the secretive echelon of rangers to the circle of druids that practice the darker side of nature itself, their goal and purpose remained the same. Protection of nature was par for the course, but unlike their narrow-minded peers, the advance of civilization must be acknowledged and met with respect. Thus the attire of the Bernums have forgone the natural armor of bark and stone, donning instead cured leathers and finely crafted metal. This clan of druids and rangers may be as reclusive as the rest of their cousins, however it is for far different reasons. As they've forgone the traditional garbs, they did so with the maxims of their order. While a druid who has broken the maxim is exiled and isolated from their fellow circle, the Bernum have completely cut themselves off from their druidic heritage in almost every way, save for their use of magic and connection with the natural order. A splinter group, some may say. Where most remain within the confines of the Bernum estate and its mist covered property, it is not unheard of their members venturing into civilization to offer their skills for coin. Supernaturally gifted in traversing various biomes and landscapes safely and quickly, they call upon their natural skills and magic to guide and advise others.

For Artyx Bernum, the clan was everything she's ever known. An exceptional druid and competent ranger, she had the potential of leading her generation forward once the elders properly transferred their authority to her. However, if there was one thing that prevented her from inheriting the role, it was her lack of experience of the world itself. She lacked the necessary understanding of what their order stood for, of what their duty really meant. Artyx was confident in her skills, yet her inability to cooperate with her fellow clan members highlighted her weakness. When becoming the leader of the next generation was passed to the next candidate, she had taken the loss with barely contained anguish, keeping it inside until away from prying eyes.

Her mentor and friend, Ajash, was quick to find her sitting in an isolated corner of the Bernum estate, especially where the mist was unnaturally thick. Her entire purpose had been dashed so quickly that she remained lost on what she should do, earning her a chop to the head for not heeding the elders' advice. With the position of clan leader taken away, it signified freedom to choose a path, one available to every member of the Bernum family. They were not tied down to the service of the estate and family, but a duty to explore and understand the world they were meant to protect, to know what it means to be a guardian for the wilds.

At the time, she couldn't understand it, but with Ajash introducing her to the concept of an adventurer, Artyx was willing to learn what the elders' advice truly meant. Joining Waystone as a guide for adventurers when it comes to navigating dangerous environments allowed her to rise to Gold rank by making sure adventurers don't get lost or fall for traps common in different landscapes.

Other: Her beast companion is what is known in the Bernum family as a Primal Soul beast. A being created by using druidic magic and necromancy by manifesting the innate savagery of a druid, transforming the dormant and suppressed animalistic instincts into a raw, physical form. In a way, the beast is simply Artyx running on pure instinct. It is capable of turning ethereal and invisible, as to prevent panic and make space when necessary. And since both it and Artyx are one and the same, she can see and hear through her beast by the tell tale sign of her normally gray eyes turning a necrotic cyan. This beast can be summon from anywhere as they are tethered.

Artyx can sometimes be seen as a hard-to-approach person, but she's just really bad at putting her intentions into words as she prefers to speak in Druidic rather than the Common language. More so, she's quite naïve outside of her occupation and isn't quite used to the outside civilizations and the cultural differences. It's why she's particularly bad with money and is quite prone to being swindled. Despite this, she's quite interested in the greater world and the people that inhabit it.
 
Ruvo Steelfeather
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Name: Ruvo Steelfeather
Race: Kenku
Class: Bard
Rank: Iron I
Affinity: Air | Music

Attribute Points: 295
Strength: 35 (20 from attribute crystal)​
Magic: 90 (20 from attribute crystal/ expedition)​
Agility: 70 (20 from attribute crystal)​
Dexterity: 50​
Constitution: 30​
Fortitude: 40​
Starting Rank: 100​
Previous RP: 100​
Sigmar Plant Quest: 25​
Sea Serpent Encounter: 20​
Blessing of Odyssey: 20​
Rumor Mill OOC: 20​
Expedition Conclusion: 100 (To be Assigned)​
Training: 20 (Agility)​

Current Wealth: 140 gold (90 guild reward, 50 from barkeep on Basecamp)

Background:
Ruvo grew up in Lantana City where his family were not quite rich, but also not poor. This would prove to be a blessing as at a young age it became clear that Ruvo had a fondness of the musical arts when he would use what he had learned of carpentry from his parents to create makeshift instruments instead of furniture he was supposed to make which much to their surprise he was able to play surprisingly well. Deciding to foster their son’s talents instead of just scolding and to ensure he would not keep wasting their supplies they pooled together some money and bought Ruvo a lute he could practice with. Now with a proper instrument in hand the avian musician continued to hone is skills on his own as much as he could while still working in his parent’s business. Eventually, however, Ruvo felt he had plateaued and that he needed tutelage, so he gathered up all the money he had been saving while working and decided to enroll into a bardic college.
It was there that Ruvo felt like he truly belonged and though the self-taught beginnings he had made some lessons tough to pick up at first his eagerness to learn kept him going. It would also be during his studies that he would find the time to hone his magical affinities of air and music to use in a way that he could amplify sound around him to a thunderous level or muffle it to a whisper. After about two years Ruvo would find himself done with his studies and now searching for inspiration to write his own musical pieces. Figuring the best place to get that inspiration would be outside of the city he has called whole life, Ruvo decided to join the Guild Stone as he felt if there was anywhere that would have opportunities for exploring and hearing of stories waiting to be written in song it surely would be there.

Skills & Magic Abilities:
  • As a kenku, Ruvo is capable of rudimentary mimicry of sounds which are further augmented and boosted in conjunction with his magic affinity.
  • Siren's Sound [ Ruvo's instruments can now take on an enchanting quality, similar to a siren's voice. ]
  • Understands siren speech patterns.
Music Affinity: Ruvo's music affinity is channeled through a focus in the form of an instrument. By playing magical notes he is able to alter sound in a variety of ways such as creating zones of silence, amplifying sound to a deafening level, and shunting a sound to make it seem like it is coming from somewhere it is not.

Air Affinity: Ruvo is not very proficienct with his air affinity and is mostly only capable of producing weak breezes at best. As such he is currently working to improve upon his ability.
 
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Milby
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Name: Milby
Appearance: Her dark fur is fluffy and dense--as soft as it looks, though one pets her at their own peril. She carries a smaller bag of holding and waystone tailored to her stature, along with a tiny sword in an equally sized scabbard.
Race: Chinchilla
Class: Rogue
Rank: Iron I
Affinity: Body | Earth
Starting Rank: 100pts
Overgrown (Iron III): 50pts
Circus Event (OOC): 10pts
Strength: 0​
Magic: 20​
Agility: 100​
Dexterity: 0​
Constitution: 40​
Fortitude: 0​
Background: Milby is a big spirit in a small body, with all the assurance of someone much larger than herself. Priorly the mascot leader of a group of bandits, after many mishaps and debacles she wound up in the guild. In between theatrics she continues her quest to rid the world of evil tyrant overlords.

Other:
  • Her affinity lets her burrow through the hardest rock like sand, as well as boosting her physical abilities overall.
  • Likes standing on people's heads. It makes her feel important.
  • Regularly pisses off Azalea by running through the guild after a dust bath.
  • Issues challenges to those larger than her on the daily.
  • Goes for the eyes in battle. Rodent equivalent of putting a head on a stick.
 
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1628197052583.png1628194085534.png Wulver

1628194102784.png Barbarian

1628194123708.png Copper

1628194153130.pngEarth

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Strength: 30
Intelligence: 20
Agility: 0
Dexterity: 0
Constitution: 0
Fortitude: 0


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Willow is typical of a Wulver. Solitary and more comfortable with her own company than being around others. She is easily annoyed by people and often does not seek people out unless she intends to sell fish or where social interactions are unavoidable. However, while anti-social and laconic, she is a benevolent creature and while she retains a great amount of resentment for most humans given her history; Willow has sympathy for others. Willow is a quiet creature and does not speak much, though she opens quite easily to people once she becomes friends with them. She has a strong moral code and sense of loyalty. Despite her serious demeanour, Willow is not above having a bit of fun. She greatly enjoys music and reading. When she is not fishing, she can be found reading. Willow is adaptable and intelligent. She learned to speak during her time as a bait-fighter from listening to humans speak, but knew not to reveal this knowing it could potentially lead to more grief if they knew. She used her wit to outsmart opponents and stay alive while putting on the act of being a "dumb animal" around her captors.
 

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Name: Aish Wellstone
Race: half-elf
Class: brawler, monk
Rank: Iron
Affinity: Fire, metal
Attribute Points: 100
Strength: 20
Intelligence:10
Agility: 30
Dexterity: 10
Constitution: 10
Fortitude: 20

Background: Abandoned as a child with no home or parents to take care of him, Aish was alone from a young age until a warrior monk found him by the name of Tarris Wellstone took him in with the intent to train him to fight and protect himself. to his surprise, Aish was more determined than most of his students at the beginning of training and showed great promise in the arts. unlike most students Tarris trained in the past who've chosen swordplay, staff training, even the magical arts, Aish chose a stage style that was rather uncommon; The Silver Dragon style. the training was brutal and unyielding to him and even his determination that was unseen prior was tested to the point of almost breaking. nevertheless, Aish graduated from this style with all the abilities, skills, and styles that come with it and was one of the best students because of this. he made his master proud and showed that an ironclad will be tested and tried countless times but just like hammering tempered steel, it only makes the final product even stronger.
 
Captain Scrapper
Appearance: despite his getting on in years, Scrapper the Mutinous still cuts a distinguished figure with his well-kept feathers and tailor-made captains hat. His stink-eye is second to none, and made all the more effective by the threat of a sharp beak to back it up.
Race: Parrot
Class: Captain
Rank: Silver
Attribute Points: 250
Strength: 0​
Magic: 50​
Agility: 100​
Dexterity: 0​
Constitution: 50​
Fortitude: 50​
Affinity: Wind | Weather

Background: Scrapper earned his title 'the Mutinous' when he killed his former owner and took over the ship. The vessel, renamed the Salvager, now searches for sunken wrecks in the Hallow Shoals. Despite nearing the lifespan for a bird, he still runs regular expeditions into the dangerous waters. His crew is a motley one, since he often accepts people willing to forego wages for the completion of tasks instead. Of course, if his crew does hit the motherload they're all entitled to a piece of the fruit-fish pie, but he makes no guarantees. His usual perch is on the seated skeleton his dead owner, who's long been picked clean by the gulls.
Objective: Find the wreckage of the Golden Goat, rumoured to have sunk in the Hallow Shoals.
 
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Nanalee Imphon

Nanalee Imphon | Of Spiritual Snow
A curious explorer with a love for battle, adventure and power.

Name: Nanalee Imphon (Nana)
Race: Snow Harpy

  • Harpies are a humanoid species with many features resembling a bird's. They have wings with hidden arms beneath their feathers, small hands located at their wing tips, and scaled or feathered lower legs that flow into sharp talons. (Wings and arms are directly joined together and cannot be seperated)
  • Snow Harpies are a particular sub-species of this race, with their bodies acclimatized to frozen climates. They tend to have lighter-coloured scales/feathers, alongside larger talons that better prevent sinking into or ice due to their weight distribution.
Class: Scout/Spirit Infuser
Rank: Iron (100AP)
Affinity: Spirit | Ice
Attribute Points: 220 (100 base +
50 + 20 + 20 + 30)
  • Strength: 0
  • Magic: 160
  • Agility: 50
  • Dexterity: 0
  • Constitution: 5
  • Fortitude: 5
Attribute Points: 100
  • Strength: 0
  • Magic: 70
  • Agility: 20
  • Dexterity: 0
  • Constitution: 5
  • Fortitude: 5
Background: Born in Aestir, also known as the Frigid North to foreigners, Nanalee's life was filled with scenes of an everlasting white, with constant snow and ice as far as the eye could see. At a young age, she and her harpy family moved to the capital, Orani, away from their little village on a tall mountain peak. A life of hunting and working hard quickly changed into one of luxury and gold, as her father and mother struck it big in the major trading hub of the capital city. Although Nanalee was glad for them, since she and her large family of many siblings would not have to worry for food and drink any longer, a part of her yearned to go back to the adventurous and fulfilling life she had before. With that in mind, she chose to leave her humble country, and proceeded to join the adventurer's guild of Lantana, to see if it contained the exciting lifestyle she yearned for.
(Using Zufaix Zufaix 's Lore)

Magic: Since she was born, Nanalee has always walked the thin line between the spiritual realm and the human realm, able to see and communicate with spirits though many others cannot. Additionally, with her family's ice magic heritage, she taught herself how to infuse said spirits into her frozen creations, allowing them to move and speak as if they were alive. It is also possible for her to infuse spirits into other objects, but as they are not hand-made by her magic, it is more difficult and energy-consuming. Additionally, since these spirit infusions are not proper summons, they do not die when their bodies are broken, their spirit is simply released again into the spiritual realm. However, since their bodies are made out of magic ice, they are more fragile and easy to shatter than if they were made of other materials... though an ice shard's lethality is certainly not to be underestimated.

Spirits:

  • (Red) Ael: Ael is more visibly aggressive, often the first to jump at openings or deflect attacks.
  • (Blue) Bal: Bal is more patient, perceptive and co-operative, often following up on ally's actions and carefully watching the opponent's battle style.
  • (Yellow) ---:
  • (Purple) ---:
  • (Orange) ---:
  • (Green) ---:

Objective: To investigate if any of her family's missing merchant ships ended up near/around the Sacred Isles, and if so, why.
(A personal objective, hence it doesn't really needed to be added to the list. It's just something she'll keep in mind whilst on the expedition.)
 
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Appearance: Freed is a small creature with rough features and green skin. He stands at about three feet tall at the tip of his head and has a wiry build. Freed is normally seen wearing some dusty brown overalls, with a torn up white undershirt beneath it. His eyes are a yellow color and his teeth are sharpened to points. His ears are very large compared to the rest of him as is customary for his species. His right ear has a sizable nick in it and he's often seen covered head to toe in soot.

Name: Freed

Race: Goblin

Class: Tinkerer/Artificer/Demolitionist
Rank: Iron I
Affinity: Fire|Destruction

Attribute Points: 100(+20)
Strength: 0
Intelligence: 60
Agility: 20
Dexterity: 20
Constitution: 10
Fortitude: 10

Background: Freed came from a small goblin tribe on the outskirts of civilized society. Much of his early life was spent among the clan just sort of trying to survive until he began to realize he had a knack for tinkering and was even developing a bit of skill with magic. One day Freed bit off a bit more than he could chew, ambushing a merchant caravan and ending up almost dying in the following explosions and fighting. Freed never really went into the bandit life after that, becoming a mercenary. He went from place to place for awhile, normally working to guard ships going to and fro near the shores of Lantana. Freed isn't really driven by the want of money though he does have an eye for trinkets or other interesting things he thinks he can mess with when it comes to inventions. To this day Freed has a fascination with explosives and destruction but has enough common sense to reign it in enough to avoid trouble. To be quite honest his life as an adventurer is more for thrills than anything else, Freed has a bit of a daredevil streak.

Objective: To find more action and adventurer and if possible along the way, find materials to craft bigger and better explosions, or 'doohickeys' as he calls his occasional tinkered inventions.
 
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“Fear the greatest wizard that this world has ever seen! P.S… that’s me

Name:
“ why, I am none other than the great Oxi “Little”! Greatest wizard in the world! Well… I don’t actually have a last name, but ‘Little’ seems to fit me very well.”

Race:
“ why, I’m none other than an Axolotl! Wait, what do you mean that there is another species that goes by the same name… what do you mean that they are way smaller than me? Who cares, plus, I’m pretty sure it’s fine to call me such anyway.”

Class:
“If you couldn’t tell already, I am the greatest Wizard that this world had ever seen! Fear my wizardly power”

Rank: Copper l (50AP)

Affinity:
Fire | Water

Attribute Points: 50 AP

Strength:
0

Intelligence:
25

Agility:
15

Dexterity:
0

Constitution:
0

Fortitude:
10

Background:
Oxi Little wasn’t always a ‘grand’ and ‘powerful’ Wizard… after all, everyone must start out from somewhere in life and slowly begin their journey from there. As for Oxi, well, his life wasn’t exactly a quiet one, yet, still peaceful somewhat. From what he can tell, he has been the only kind of his species within a secluded lake that he was born into, nothing but the very bugs and fish that call this ecosystem home. He had spent day and night living within such a place, distracting himself from his rather lonely existence by chasing fish, building small things from the sticks he can gather from the trees outside, redecorate his home, use powdery rocks to draw upon a cliffside of his area. It’s what he has been doing for 11 consecutive years. Yet, one day, his life had changed when he had stumbled across a strange bag that had fallen from the side of the cliff, landing with a rather heavy thud upon the ground. Within, he found not only some rather neat fabric inside, but also multiple large books within it.

From there, his journey of becoming the greatest has begun. Managing to dechiper the ‘sacred texts’ that only the ‘chosen one’ can understand, he began practicing the very spells located within the book, learning more about the balance between the Magic’s of both sides, especially Fire and water magic, two seemingly different magic that doesn’t appear as if they could be combined, but he knows that he can be the one to perform the impossible. From there, he had spent three years studying the art of the arcane, learning more and more about what secrets it holds, as well as both making a outfit for himself using the cloth he found as well as acquiring a worthy ‘staff’ to use his magic with. It was only recently, that the thought of there being far more outside of what he considered his home, and more opportunities to learn and become stronger were apparent. So, with the conscious effort to go and travel the world, he had left the very same lake he once lived in and headed out to explore the world around him… seeking to become the greatest in the art of the arcane, as well as take the opportunity to make new friends that he never had the chance to do in the past. Only time may tell if his efforts do lead to something grand in the future.

Other:
Oxi “Little” Fun facts!:

-His current height is 2’11” ft tall, while weighing 65 lbs… a small lad one can say.
-Oxi is naturally capable of speaking to other amphibians such as frogs or regular Axolotls… which also includes other species of humanoid amphibians.
-His skin is naturally damp with a mucus-esque outer layer in order to maintain humidity and moisture as to not dry out, but don’t worry, it usually takes days until he needs to head back into the water for re-moisturizing.
-Often carries his favorite snacks around with him inside a small bag, which, as of the moment, is small fish and a few bugs, but may change in the future.
-His species is capable of living up to 80 years of age, with him being 14
-As said before, he doesn’t even have a last name, neither a first name as well. He had named himself when reading some books that had fallen out of the same bag a few years earlier and decided to name himself such.
-Been traveling the world for about 8 weeks now.
-Often known to yawn at times… reason? No one knows.
-He has an unique respiratory system, in which, it allows him to breath both water and air using both a set of lungs and gills to do so. Mighty handy if he suddenly falls into the ocean, although, wouldn’t go well with his fire magic.
-Uses a series of ‘scorching’ flames for his fire magic as well as manipulating the very water around him using water magic.
-Believes that he is the one of an kind species, and takes pride in such, in reality, his kind is rarely seen outside of their homes and interacting with others.​
 
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“If you want someone dead, especially a magic user at that, you’ve come to the right man.”


Name:
Abelgard Müller

Race:
“I’m human… no neat twist to me like being some magic prodigy or a Demi-god in disguise… a normal human mortal with nothing but skill and tools to use.”

Class:
Bounty Hunter / Mage Slayer

Rank: Silver l (250AP)

Affinity:
Body | Countermagic (not anything related to actual magic, with Body moreso a fighting style and Countermagic is using his equipment against magic users)

Attribute Points:
250

Strength:
80

Intelligence:
0

Agility:
100

Dexterity:
0

Constitution:
30

Fortitude:
40

Background:
An mysterious individual who came to the guild one day… not much is known about him background wise other than apparently being a recent Bounty Hunter who made some promising jobs out before reaching the guild. While it appeared that he wouldn’t budge much when presented questions about himself other than recently on his very travels and various ‘hunts’ across the lands as he puts it, but, although he shows a slight distaste towards magic and magic users, it wasn’t overly harming or annoying to others. Throughout his time there, he had spent such time adventuring around and performing quests, with said time spent acquiring new equipment and weaponry to use once again while out within the wild. Perhaps there is more to him than what is actually underneath the mask.

Fun Facts:

-Abel is almost always found within his traveling equipment and at least a singular weapon on standbye in the case of combat, but never has he ever showed his face to others before in the guild.

-Doesn’t fight in the traditional sense like some others, preferring to fight dirty in combat, such as sniping opponents from afar, using the environment around him as a weapon such as throwing sand into someone’s eye or off a cliff, and even things like intentionally going for spots such as the throat, hands, or the nads.

-Often brings a backpack filled with equipment (that the bag of holding cannot fit inside) when not in combat as to not be overwhelmed by the weight and affect his ‘flow’. Equipment often includes:
-Dual serrated machete esque blades
-20 or more/less throwing blades that may include those with special properties such covered in oil and set alight before throwing or those covered in a coat of poison,
-A Parrying/Sword-Breaker Dagger to be used with one of his machetes if facing against a foe with a blade weapon.
-A series of bomb like projectiles, to which, the effects will be explained in a later fun fact.
-grappling hook used to traverse through tough terrain he can’t get past normally, but can be used as a makeshift weapon, especially since it’s built specially for this second idea.
-An special amulet he wears around his neck that can activate to create a invisible Anti-magic sphere that is 15 ft wide and tall. With the amulet activated, any and all types of magic/summons/and magical items are either dispelled or lose its magical nature (does not affect things like natural strength and beasts such as Minotaurs who are not magical in nature). Lasts for 3 posts with a cooldown of 4 posts.
-A couple of healing potions
-A specialized Flintlock Rifle capable of being reloaded more quicker than that of the original variant, it has an option to attach a scope to the top of it, and is mainly used in long ranged combat.
-Camping equipment along with some matches.

-He has a series of bombs with varying effects, with him carrying two or three variants in battle, which are flash bombs (explodes with a bright bang, which often disorients those in both the eyes and ears, the target’s vision being completely white while their hearing is that of only detecting ringing. More effective on those with more sensitive sight/hearing organs. The bombs themselves are touch/pressure activated, so he must be careful when handling them or else risk flashing himself), ‘Cough Drop’ (A glass sphere filled with a reactive liquid that explodes into a cloud of gas when dropped, the gas is filled with an lung agitator that causes the target to cough uncontrollably for a minute. Often useful for both providing a small smokescreen as well as ‘stunning’ a foe), Shrapnel Storm (a grenade filled to the brim with metal pieces and gunpowder, it’s main goal is to cover a area in a series of high moving and deadly pieces of shrapnel that are either meant to greatly damage a foe or even kill them. Takes a few seconds to explode), Alchemist Fire (a bomb filled with a highly flammable liquid, it’s main goal is to cover a area in a series of burning flames as to both control an area or to take out multiple targets), and finally, ‘Acid Splash’ (another glass orb that is thrown by him, instead of being filled with the coughing agitator, it is filled with an acidic substance that breaks down material it hits. Dangerous enough that he only keeps one of these at hand due to the risks involved. Can burn through most common metals, but has little/no effect on magical items.)

-Although it is apparent that he has a dislike of magical individuals around him, it isn’t as problematic enough to be any real hassle or annoyance to others around him or stop him from working with others, unless they have a weak ‘spine’. He does know when and when not to speak up about it.

-Has no semblance for magic whatsoever, relying entirely on his skill and equipment to get past any situation at hand.

-Enjoys camping out in the woods, especially by himself, but wouldn’t mind sharing the fire with another traveler and having some small talk about things.

-Has a habit of checking things to see if they are really dead… especially magic users.

-His personal fighting style is a mix-match of many other different martial arts, either combining them for effectiveness within a situation or using one entirely. Sometimes includes his weapons within such.​
 
Appearance: Farren is a middle sized young human man of 21. He stands at around 5' 11 in his human form and is built athletically. His eyes are blue in color and his hair is somewhat long and brown. His jaw is decorated by a small beard. His right arm is decorated in striped tattoos and he normally wears simple clothes. Though being some black trousers and a white shirt. He wears boots and a fur traveling cloak around his shoulders.

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Werecat.jpg
Name: Farren
Race: Weretiger
Class: Warrior/Shapechanger/Berserker
Rank: Silver 250 AP
Affinity: Body | Transformation
Attribute Points: (250)
Strength: 50
Intelligence: 50
Agility: 30
Dexterity: 60
Constitution: 30
Fortitude: 30
Strength: 100
Intelligence: 0
Agility: 40
Dexterity: 0
Constitution: 100
Fortitude: 10


Background: Farren is unaware of the circumstances of his birth but he grew up as a young child in a temple guarded and kept by the Conclave of the Cured. Farren knows very little of the cult apart from their mission which is to collect enough power to slay a monster from another dimension. Farren was part of this as he was told that due to him being born on the night of a full moon he had the capacity to become a werecreature. He was told that was why he was chosen and he was trained from a young age to strengthen his mind, skill and body in anticipation. It wasn't until Farren reached the age of eighteen that he was given the gift of lycanthropy. A ritual which twisted him into his monstrous hybrid form for the first time, even with all of his training he wasn't able to conquer the instinctual rage that came with becoming the monstrosity.

He was contained until he was exhausted and reverted back to himself. Farren didn't have as much trouble controlling his full beast self and was given his first few assignments. Some of them were simple such as delivering messages or guarding mages while they did some investigations but the mission that sort of flipped Farren's script on the whole thing. He was sent to kill a man that had apparently done something for the enemy he'd been trained to battle since his young age and upon meeting the man Farren found himself unable to kill the person he met. They were a practically harmless old scholar with information about the other dimension, Farren was told truth by this old man and that he'd been deceived and used.

Farren was slow to believe what he'd been told and returned to his childhood stomping grounds where he confronted the man who'd raised him and the answers he was given to his questions did not satisfy him. He did his own research and learned the truth, that the conclave was trying to summon the monster and not slay it. Farren was simply supposed to be a beast to get their work done in the meantime. He learned of other children the conclave planned to curse for their own use and made the decision to find a way to free them. Farren wasn't foolish enough to believe he could stop the conclave on his own but in his mind he could at least try and help the others who'd been put in his situation. He cut ties with the conclave and is in hiding at the moment.

Misc:
-Farren is still unable to control his hybrid form, practically going into a frenzy whenever he shapeshifts into that form.
-Farren tries to stay away from civilization, especially during the full moon in an attempt to keep his curse from hurting people.
-In all his forms Farren is resistant to normal attacks and all but the most grievous wounds can be nullified by a regenerative healing factor.
-Silver weapons will cut through him like they would a normal person and even the smell of Silver can bring minor annoyance to Farren.
-The herb Wolfsbane acts as a poison to Farren and his hybrid form is averse to even the smell of it.
-In all three of his forms Farren enjoys enhanced senses of hearing and smell as well as night vision though these senses are put to best use in full beast form.
-Farren is knowledgeable due to his studies but the art of spellcasting eludes him.
-Farren enjoys painting in his free time though he's not the most skilled at it.

(Hope I didn't forget to mention or add anything and that the sheet looks alright).
 
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Ashitaka IV
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(All credit goes to this artist! Looks like they do a lot of really cool stuff :])
Name: Ashitaka IV
Race: Human
Class: Courier-Bodyguard
Rank: Copper I
Affinity: Body | Dark (Temporary Water)
Total Attribute Points: 120
50 (Copper I Base)
+20 (OOC Rumor Mill Event)
+30 (OOC What If? Event)
+20 (Odyssey's Blessing)
(if my math is off Let me know!)
Strength: 20
Intelligence: 0
Agility: 40
Dexterity: 20
Constitution: 20
Fortitude: 20
Background:
There's a lot to his background and not all of it is finalized/approved as of writing, so here's the important bits.

Ashitaka is the oldest of five children. He was born and raised far south of Lantana, belonging to a farming village of some 200 people. Through a chain of events he became the head of his family, and at the age of 18 began working as a courier for both the locals and the city folk, where he developed an impressive/intimidating record for being incredibly tenacious, even in harsh winters. He only worked as a courier for a year before suffering a terrible injury, blinding him in the right eye and cutting his lip. He refuses to say what this actually was.

Out of both work and money, he returned home to the south, to learn that his father had passed away from tuberculosis. He took up swordplay from a family friend, and became deeply involved in the "spirituality of the self" from his uncle. After a brief stint as a bodyguard for some local aristocrats, he traveled to the North in search of work. Having spent his last dime just trying to get to Lantana, all he has to his name is a sword and some clothes. Now, he finds himself hoping to find work among the townsfolk - or if nothing else, a place to stay.

The search didn't take long, thankfully, as he found rapid employment in the guild - albeit fairly low rung.

There's a lot to cover here! If it's too long for ya, I took the liberty of issuing a Too Long; Didn't Read just above!

Far South of Lantana, there exists a small, almost nameless farming village right by the coast. The climate is just right for most fruits, veggies, and grains, with the weather being mostly pleasant, save for the odd storm. The soil is incredibly fertile, and while there are many theories about why this came to be, the common myth is that an old god died on this "hallowed ground," with his body nourishing the earth. Whether that is true or not is purely a matter of opinion. Even so, it is here that Ashitaka was born, and it would be here that most of his troubles lie. He was not a particularly healthy child, growing up, but he was always very curious, and had a mind for tools and trinkets. Like the rest of his siblings, he would spend most of his childhood tending to rice fields, and with nothing else to do in his spare time, he took up wrestling the village children as a pastime - something he proved to be very adept at. While not physically strong or muscular, he was athletic and agile, and easily managed to throw even fully grown adults to the ground - with enough time.

At 17, he learned that his mother was progressively going blind, and with his father in a perpetual state of ill health, Ashitaka was forced to take on the responsibilities as head of the family. While he tried his hardest and worked tirelessly, he just wasn't as good of a farmer as his mother was, and knew he needed to find something else to make ends meet. He spoke to some neighbors, and learned of a porter's guild just west of where he was - and that they needed brave or stupid souls to deliver parcels across the continent. Not having enough money for a horse, Ashitaka built a reputation around himself by delivering parcels by foot. He made staggering progress, with some even claiming that he had a natural talent for delivery work, and was never late to a single delivery. Unfortunately, all of this good fortune was incredibly taxing on him - he rarely slept, and scarcer still was good rest, while he sent all of his earnings back home. It was an unsustainable venture, and it all came to a head one bleak winter, where he suffered from a broken arm and a gouged eye in a horrible accident. Out of respect and concern for his own safety, he was given a horse, and discharged from the porters guild.

Having only made enough to sustain his family for a few weeks, a bruised, beaten, and now half-blind Ashitaka returned home at the age of 18, where he learned of his father's passing. Accounts on this time vary wildly, but it was rumored that he said nothing for three straight days, and never left his grave. While mourning, he began taking lessons around sword crafts from a family friend - the local steel artisan - and began meditating with his uncle, in hopes of finding some closure and clarity. Over the next couple of years, he would work a few more jobs as a porter, even sailing to Lantana on occasion, but he would never pursue full time delivery work again. He even briefly took up a position in the Old Guard, tasked with defending the village wealth, but left out of moral disagreements. For the next while, he lived very much paycheck to paycheck, and there are many stories from his family of him coming home exhausted.

In Ashitaka's village, a person is considered an adult once they turn 22 and take up a mantle for themselves. The mantle can be anything - his father's was the local word for "Fish," and his mother's was "Melon" - but it must be unique to the individual. He spent 3 days in deep contemplation, before offering his mantle to the elders of the village: "Hayabusa," the word for "Voyager." Although he would remain in the village for many more months, a now mature and aging Ashitaka once again found himself on leave, this time heading north towards Lantana, seeking permanent employment, and a better life altogether. He gave his final goodbyes, and set off on the month-long trek towards the town. The rest is fairly straightforward: he arrived, applied to the guild, and started his new life as a member - only a day after his 23rd birthday.

Unlike the rest of his family, Ashitaka fares quite poorly in all things related to Magic. He has always labeled this as the reason he never made a good farmhand. He is limited strictly to simple spells, such as healing minor wounds, repairing equipment, and conjuring stationary illusions. The remainder of his prowess comes from his physical ability, which by contrast is considerable.

Personality: (made this a separate subsection so I don't get confused)
In spite of his rather intimidating appearance, Ashitaka is a quiet person by nature, but nonetheless warm and kind. He doesn't say much, but when he does, it is with a soft-spoken voice and a great deal of calm. It is incredibly rare for him to raise his voice, even when angry. He is not particularly chatty, but finds comfort in company, and enjoys being around other people - especially nonhuman. He is very quick and to the point, mostly from his culture, which has led to some labeling him as crass or rude, although he isn't trying to be. Put simply, he never wastes words. He is also somewhat spiteful and vindictive, and keeps careful record of what others have done for - or to - him. When he is wronged, he will carry a grudge, and he will try to get even.

This info is completely optional!
- He is allergic to venison. (deer)
- In his culture, a close friend calling you by your mantle is a sign of respect and camaraderie. A stranger calling you by your mantle is generally a severe insult.
- His handwriting is relatively poor, but still legible.
- He believes firmly in the value of the self, and that in hard times you can only count on yourself to get out of danger, and to work towards a better tomorrow.
- He has a soft spot for children; his youngest sibling is only nine years old.
- He has an acute phobia of heights.
- He drinks, but not often.
- He was brought up on three core values: honesty, family, and loyalty. He cherishes these values dearly.
- He hates fish, in spite of having been raised close to the ocean.
- His favorite genre of literature is generally thriller stories.
- He believes guns are for cowards.
- On the topic of cowards, he holds strong distaste of people he finds to be cowardly.
- At home, he as a cat named Onion.
- Ashitaka is the fourth person in his family to be named such. Hence, Ashitaka IV.
- People from his village generally don't have last names. His family is not an exception.
- He is only slightly short, at only 5'8".
- You could be forgiven for thinking that he is starved: he is very thin. Even so, he assures people he is not hungry.
- There are unconfirmed rumors of him being an insomniac.
- He has made it very clear that he is not a soldier, or a warrior. Even so, he will pursue bodyguard work when needed.
- He has a soft spot for silver (as in the metal) and carries a silver pendant around his neck. There is nothing inside of it, he found it on the side of the road.
- In times of desperation, he is not above stealing.
- He is a terrible, terrible chef, outside of basic survival foods (like eggs or rice.)
- According to Ashitaka, the best defense is not getting hit at all.
- He is usually quite tidy, save for when he is exhausted.

Other Trivia:
- "Hayabusa" literally translates into Peregrine Falcon in Japanese. I actually learned that today.
- The art is actually pretty akin to how he looks in-character, with a few caveats. Namely, the large scar across his face is not there, and he's a tad younger.
 
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Appearance: An unnaturally large rat. Stands at about three feet when on her back legs. She has mostly white fur with splotches of black splattered all over her body. Her eyes are surrounded in this black fur, giving her a slight raccoon-like appearance. She has a feathered blue cap, a dark green cloak, oversized boots with golden buckles, and a lovely red ribbon on her tail. She’s also obsessed with belts, having them slung all around her body. They carry her bag of holding, waystone, map, pistol, and emergency pouches of cheese and nuts and seeds. Her pistol functions similarly to a wheellock. It’s been heavily modified and has a small magical crystal instead of fool’s gold. It randomly emits purple steam (she says when it’s bothered) and can shoot for a total of three shots (it has three barrels!) before having to be reloaded.

Name: Puka

Race: Rat

Class: Gunslinger

Rank: Copper I

Affinity: Dark / Magitech

Total Attribute Points: 50

Strength:

Intelligence: 10

Agility: 10

Dexterity: 30

Constitution:

Fortitude:

*Her affinities make it easier for her to blend into the night/shadows. She has an unnatural knack for infusing magic with tech though her designs often seem impractical.

Background: Puka was once a travelling magician’s humble “pet” rat. I say “pet” since she was more of a guinea pig then a beloved companion. After countless experiments and potions, Puka gained intelligence, increased lifespan, and size, thus making it possible for her to escape from her owner (actually, she just walked out of his camp one day when he accidently left her cage unlocked overnight). After being kicked out of a few merchant trains for stealing all their food, Puka has learned her lesson and has decided to earn her food by working odd-jobs at a guild! With her trusty ol’ pistol-rifle-magic-shooter-thingy (which she spends hours on trying to improve it) Puka is sure that she can put down any evil cat, dog, or fox threatening the land.
 
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