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Fantasy The Guildstone Chronicles ((Character Sheets))

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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
  • defgkat-65ec8d23-395f-4913-b0af-c8ff03cb88d6.png

    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
  • ymir_3_by_arumey_desyhu3-pre.jpg

    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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    Leonidas Hood
  • Name: Leonidas Hood
    Leonidas Hood.jpg


    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
    Kathlyn Silva.png


    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
  • 1658321867220.png
    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.
    1658321908699.png
    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.


    1658321947564.png
    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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    Ruvo Steelfeather
  • 7BCFA3E3-E816-4C37-A50B-5E09EA4D6C7B.png

    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
  • dbccd8c0b1dbaf56e3185b989b7ff1a9.jpg

    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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    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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    Ashitaka IV
  • 1639094982574.png
    (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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