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Fantasy The Hordes- Cs Page

OOC
Here
Lore
Here
Other
Here

Agent23

"Honey!!! Wheres my Supersuit?"
1.) The usual no God modding, Mary sue, Gary stu. Magic is not a one size fits all solution to problems, please keep your characters limits in mind.
2.) Humans are the only playable Race in this setting. Most magical creatures died put before the great empire fractured into the nations we know today.
3.) Please try to get a post up at least once a week, if you cannot make that post deadline, please let me know i will work with you and perhaps shoehorn your character out of danger.
4.) Please try to be semi realistic with decision making. Even the most badass of badasses in this setting knows that facing a horde of 1000 alone with just your sword or magic is basically a death sentence. Work smart not hard, zombies can always work harder.
5.) Necromancers are not playable, Unfortunately they conflict too heavily with established lore and setting.
6.) if you need help ask. It doesnt matter if its with a CS Your working on, with a post your stuck on, an embarrassing mistake, a question that your sure I’ve already answered but cant find it. Regardless of what it may be i will help to the best of my ability. If i cant help maybe the group can, multiple brains are usually better than one…
Standard roles

Citizenry- the citizens of either nation. Non militant, non magic user.

Soldiers- The military men and women of either land.

Knights- The elite military of Vulkun. Specialized operators.

Inquisition- Elite military of Thandrell, Anti-Magic specialist.

Magic user- Hidden element of both nations.

Nobles/leaders- Mayors of fallen cities from thandrel, lords of minor towns and houses from both nations, Wealthy nobles of vulkun.

Thandrellian Roles

Crown Heir- (Open) - this is the role of the current leader of Thandrell. Child of the king who died in Luca they have inherited a heavy mantle of responsibility. Build them how you like, justify it how you want, but the crown heir must be opposed to The Mayor of Driscol, Mainly his willingness to capitulate to The demands of Vulkun, and his suggestion of Eliminating the inquisition and legalizing magic.

Grand Inquisitor- (Open) - A veteran inquisitor recently elevated to the head of the organization. Their motivations are their own, but outwardly they must support the crown as in it is their claim to legitimacy found. Likewise they must oppose magic use, as it is their reason for existing at all. All other facets of this character are yours to build.

Chief manaite- (Open)- The public face of the magic user faction. You may design this character how you want in most aspects. They must be somewhere between friendly with, and fiercely loyal to the mayor of Driscol as his decree allowed for the legalization of your very existence and his forces serve as a check against the inquisition. Are you the most powerful mage? The one deemed most expendable? The best public speaker? Either way, your position is in service to the magical people of the twin nations.

Vulkunian Forces

The Knight commanders- Six roles total fill this slot. They are the commanders of the respective knight houses.

House Meldas, the Guardians- (Open)
House Sigurne, The Siegemasters - (Open)
House Felix, The Hunters- (Open)
House Ignacio, The Assassins- (Open)
House Logos, The Scholars- (Open)
House Fathom, The Navy- (Open)

The General- (Open) The Aged Warrior in charge of maintaining the defensive Line along the mountain pass and keeping the Thandrellians out of their nation. Build them however you want, but their loyalty lies solely with the crown. They are not a member of ANY knight house and represent the common soldier taken to the Nth degree.

Lord Of Treaties- Basically a judge or lawyer with incredibly high office. They serve as the primary diplomat between the two nations and have loyalties that shift with the winds. Under strict orders by the current king to accept no deal unless it involves the dissolution of Thandrell and the forfeiture of All lands and holdings to the nation of Vulkun. Build around this as you see fit.

The CS


Name:
Age: (min 14, max 70)
Gender:
Faction: (Can be none)
Appearance: (image or description.)

Personality:
History:
Skills:
Equipment:
Likes: (3)
Dislikes: (3)

*magic users*
Type:
(Wizards Just put wizard, If a Mage, Smith, or Druid List the specific type. Ex Fire Mage, Beast Druid, Frost Smith.)
Spells:
(Wizards can have up to 5, All low level.
Ex. mage hand- An invisible telekinetic hand guided by the casters mind which can lift up to 25lbs and operate within a 20ft radius of the user.

Mages, Druids, And Smiths can have up to 3. Of notably higher power.
Ex. Thunder Clap- A spell which imbues the casters hand with and effect for sixty seconds, this effect is: on touch generate a powerful electrical current in the target with no rebound to the caster.

I will help here if needed, but its mostly open to your interpretation, just give it readable parameters and those can be shifted as needed.)
Passive magical trait-
(All Wizards have the Trait “Omni-Spell- Grants the caster access to any form of magic, but removes the ability to Master any form of magic.”

You may invent a passive trait for your Magic user, but it must fit their theme. For example, a poison Druid, would likely have immunity to poisons of all kinds lest they die.)

Holdings- (this is your wealth. Do you own property? A town? A ship? A buisness? Are you a member of a Noble family or even a large family? Do you have servants? Are you a servant to someone else? Think medieval times, how much resources you own effects how many ears perk up when you speak.)
Relationships- (this is where you put important people in your characters life. A wife, a brother, a sister. If the other person is of particular interest, like a high ranking officer or a noble, perhaps a king, even just a friendship with such a big named individual could be beneficial to put here. Remember in this world, who you know is important. Feel free to discuss amongst yourselves. Ask me if you want to formulate some connections with big Npc’s or any of my coming characters.)
Extra- (if i missed something feel free to add it.)​
 
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Name: Lord Leonard Carderoy
Age: 53yrs
Gender: Male
Faction: Driscolite/Mayor
Appearance:
At six foot four and weighing in at Around 225lbs, Lord Carderoy is a large and powerfully built man. His green eyes seem to cut into the very soul of those who find themselves in his gaze.
IMG_2389.jpeg
Personality: Leonard is a man who enjoys his solitude, preferring to be alone more often than not. Unfortunately for him that does not seem possible anymore, perhaps that contributes to his cynical demeanor. He can be loud and demanding at times, disregarding others and rushing down the path he deems most likely to achieve his goals. This at times is a problem, but his goals are to save lives, bring peace and return to his solitude, thus his stubborn determination a boon to humanity. All that said he is very open to the ideas and suggestions of others during the formulation of plans, which can often make him appear contradictory, one day he will hear you out and even think of ways to implement your plan and others he will ignore your suggestions and simply ask you to fall in line.

History: Born in a small town south of Luca, Leonard was not born a lord or even the son of one. His father was a fletcher and made a good enough living to provide for Leonard, his mother, and his two siblings. He learned to use a bow at a young age and lived a peaceful life for the whole of his youth. He wanted for nothing material, what he craved more than anything was adventures. Thus at 16 years old he would leave his father’s comfortable home and his cozy village to join the inquisition. He dreamed of traveling the land to far off places and slaying vicious monsters, wicked witches, and infernal wizards.

He would get his wish, but first he would face a hell unlike anything he had ever experienced. The Inquisitional Training Program. For the first two years they broke him, physically, mentally, spiritually. He was shown just how pitiful his limits were, just how helpless he truly was. They deprived him of sleep, food, and even his thoughts. Finally he had made it through what he learned was the Culling trials. A thousand entered, A hundred and twelve died, eight hundred and forty five would give up and leave in shame. Leonard and 42 others would pass on to the real training. It was here that they rebuilt him again from the nothing they had reduced him to. He was brought to the peak of of his bodies potential conditioning, trained in the arts of War, investigation, psychology, and the Sciences. By the Eighth year he and his 42 partners would finish their trials and would be sent into the Inquisitional retinue.

For 20 years he served as an inquisitor. He killed horrible things like Ogres and Aberrant creations of wizardry, Yet he also did horrible things like slaying parents in front of their little ones. To some he was a heroic beacon of safety and protection, to others he was the grim reaper that chased them through the night. Eventually he would reach his limit, it was too much. The blood on his hands, both innocent and guilty, had become so mixed up that there was no way to tell the difference anymore. In his eyes he had become a monster himself. A meeting with the Grand Inquisitor would set up his retirement plan. His years of service were counted out to him and he was given a small fortune of silver. Thus he returned home and would purchase his entire town, buying the leases off of the crown and lowering the costs of living to accommodate his now aged parents. Thus he became a Lord. Attending the courts from time to time he would befriend the Mayor of Driscol, Murphy Bormin.

When the Horde arose seven years ago he had been a lord for a mere 3 years. He and his small town were forced to evacuate to Luca where Leonard would once again don his inquisitor gear and set to work facing the hordes. Eventually the Commander put in charge of him would see Leonard’s skill and age and would order him to Driscol claiming that his skills would be better used teaching other warriors. Thus he was sent to Driscoll a mere two months before the fall of Luca. Where he Would stay in his friend Mayor Bormans manor. During his stay there he would train many, but would also join in on scouting parties. His efforts in this regard would earn him tremendous support amongst the people, this when Murphy Borman Was slain in battle with the hordes Leonard was already in the minds of many.

Since Gaining the office of mayor he has done several controversial moves, namely the legalization of magic within the city limits and its suburban areas. Putting him at direct odds with the inquisition, And his open disregard for the Crown Heir is seen as another problem in the political landscape. However, none can deny his strategic mindedness is a very important factor in the cities longstanding defense. Besides that his Training instilled in him a natural paranoia that would make assassination a difficult task, and his large support base could add more chaos to the mix if he is removed thus he has been able to maintain his reign for two years now, going on three.

Skills:
Aside from his inquisitional training Leonard is a skilled Rider of horses, A decent cook, An excellent tracker and hunter, can drink most folks under the table, has a keen eye for deception and trickery.

Inquisition Skills
Path of The Spider- A stealthy style of combat utilizing climbing, Tightrope walking, Acrobatics, Blades, Poisons, and Ambushes to eliminate foes. It is the one style most negatively impacted by his age.

Path of The Lion-A combat style designed for facing multiple enemies. It utilizes feints, Intimidation, Purposeful misses and even the opponents own aggression to create opening and heavily Punish those openings. Less effective against Single targets.
Path of The Eagle- A Crossbow combat style utilizing climbing and spyglasses, paired with a very strong crossbow, to hit targets from exceptional distances. The Spike on the front of the crossbow is a taletell sign that you have an Eagle inquisitor on your hands, they will often prefer to use it to deal with foes rather than switch to a sword.
Path of The Shepherd- One of the many Academic arts of the Inquisition. This art centers around psychological manipulation, and has two Subclasses both of which Leonard has mastered. The first subclass is Masses, in which one instills, takes advantage of, and steers Mob mentality. The second is individual, in which one builds bonds through romantic, platonic, or diplomatic means for the sole purpose of achieving power over said individual.

Equipment:
Soaring Eagle Crossbow- A trademark of the inquisition, this reinforced crossbow has a gear and cog system allowing it to be hand cranked with just a few turns. Its long stock hides the mechanisms which crank and pull the rope, and are capable of imparting greater than normal foot-pounds and flight speed to the bolts, allowing for further range and deeper penetration. The front mounted spike serves as a bayonet & but in truth is a backup Bolt for the off chance that a marksman is out of ammo.

The Driscoll Falchion- a very well crafted and balanced sword with a perfectly shaped edge. It is worth a small house on its own. He rarely uses this in combat as it is a symbol of his office, however it is a very capable blade that only a fool of a novice would think is just for show.
Likes: (3) Good drink, Peace and Quiet, Pipe tobacco, Decent human beings.
Dislikes: (3) Most nobility, Cowardice, Vulkun.

Holdings- Having been given his friends title and estate, Leonard technically has the grand manor, the city walls, its streets, and everything that is not privately owned.
His personal wealth is a different story, he owns a small town that is likely overrun currently. Within that town there is nearly a ton of silver in his manors hold. He currently owns a large field southeast of the city just behind Driscolls defensive line. There he has 1,200 cattle, however that number has been declining since he got it as he fluffs the cities food supplies and coffers with his own wealth.

Relationships-
Veteran inquisitors- Any inquisitor with more than 10 years experience knows this man, he isn’t quite a legendary hero, but making it 20 years is something less than 1% of the inquisitors have been able to accomplish. He is considered a Venerated Man by many though many still view his recent stance on magic as an egregious sin.

(Open)​
 
Name: Nolan Vilkas
Age: 34yrs
Gender: Male
Faction: Manaite
Appearance:
IMG_2394.jpeg
At 5ft 11in and weighing 165 lbs, Nolan is a bit bigger than the average man in thandrell, but not by much. His build is surprisingly lean for a Blacksmith, and his body is free of any Burns something unheard of for his trade.

Personality: Nolan is a quite man, a watcher more so than one who acts. When he does act its usually the way any good blacksmith would, through fire and Iron. He is patient to a fault, and pays very close attention to detail. More often than not he will only comment on problems he finds himself knowledgeable on and is capable of doing something about. He tends to be a tad overprotective of his family and property and is known to not mince words in his shop. This is a man of brutal honesty and fierce pride in that which he has built regardless of what it may be. He loves his wife and son above all else, and would willingly give his life for them.

History: Nolan was born in Vulkun, during a time of tentative peace between the nations. His father was a Thandrellian his mother a Vulkunite. Thus in this peace time They would travel between nations as needed. On one such trip shortly after Nolans birth the peace dissolved into conflict again and the family was stuck in Thandrell. It was not an easy situation for them, they basically started with nothing and it took them about nine years to get their things transferred from Vulkun to Thandrell, by which point, time, taxes, and brigades had diminished much of it. To make matters worse they had to lay low, as they soon found their son Nolan was a sorcerer. As a toddler his passive ability was shown when his mother set him down for just a few minutes, only to find her son playing with a hot coal from the wood stove. In her rush to get it from him it didn’t register that he was unburnt. Yet she noticed afterwards. Nolan was immune to heat.

Fearing the inquisition they took the child and raised him in a small town and his gifts would never be indulged. At least not until he was six years old and Gentry The Smith came to their town. It was not just the inquisition who were seeking magic users in the nation, it was also The Manaites, A hidden society of magic users who banded together to avoid the Inquisition and keep their existence secret, nonetheless Gentry revealed that he knew the young Nolan was a sorcerer, he even knew what kind he was and claimed he could give him a life that allowed him to flourish…just not here in this town. Thus he offered them a great deal, the boys weight in copper coin. A small fortune which could allow the family to thrive. Tearfully the family accepted after Nolan said he wanted to go.

As it turned out, Gentry was a good man, and a better teacher. He knew what Nolan was because he was the same thing. The Two of them were Smiths, Gentry of Force, and Nolan of Fire. The old man would teach the craft of blacksmithing to the lad, and Nolans natural gift would make him a great one. Eventually when Gentry had taught Nolan all he could, he would gift him with a smithing hammer blessed with his own enchantment, and Tell the young man, “Go be someone.” Nolan would take this to heart and find a home in Monrea where he would make a Living forging everything from horseshoes, to jewelry, fishhooks, to weapons and armor. His talent and confidence paired with some Kind words and gifts would eventually earn him the eye of Julianna, A local tavern girl and the two would settle down and have a child.

Unfortunately a year after their sons birth the Hordes would begin their onslaught against mankind. Nolan wanted to Stay believing that the hordes would be broken at Narvel By the inquisition, after all they always won. Yet Julianna would not relent in her pushing for them to leave. Eventually upon hearing of the fall of Narvel He would heed his wife’s words and they would purchase a decent sized boat, loading up his shop tools and his families possessions they would sail along the coast from Monrae to Driscoll’s shores A whole six years ahead the hordes. There he would set up his shop and begin his work again. Since the Fall of Luca and Monrae, and the subsequent decree to Decriminalize magic in Driscoll he has taken a stance of silent support for the manaites, mostly because Gentry is still with them however his support is not public for his families sake.

Skills:
Nolan is a master Blacksmith and metallurgist, As well as a jeweler and somewhat of an inventor or engineer as well. He qualifies as an expert business man and appraiser of value, likewise he an expert dealmaker and negotiator. In combat he is a crafty tactical strategist, but his actual combat skills leave much to be desired…he CAN swing pretty hard as well. He also knows how to Ride a horse and Sail a boat, though one could hardly call him an expert in either category.

Equipment:
Lantern ring: Blue- A ring he crafted out of Gold with an enchanted silver disk set beneath a sapphire. A tiny hinge with a metal spring connects a gold cap to the ring allowing the user to snuff out the light by closing it or reveal the light by opening it. It will remain illuminated for three years before he must re-enchant it. His wife has a matching ring.

The Anvil Hammer- A gift from Gentry. This small hammer is enchanted so that when the user wills it, its strike force will become equal to what it would have been if it were a Anvil swung instead of a hammer without damaging the user. It has 7 uses remaining. Nolan has used it three times since receiving it.

*Nolans inventory is subject to changing often, he crafts all manner of weapons and even has magic to apply to them. Likewise his shop’s inventory contains many weapons and armors. These two are simply always with him as they are his Wedding band and A gift from his old Master.
Likes: His family, Working, People with an Eye for quality/Magic.
Dislikes: Disrespecting his Work, Threats to his Livelihood/Family/Life, Stuck up people, Judging one by anything other than their actions.

*magic users*
Type: Flame Smith
Spells:
Illuminate- An enchantment in which one sacrifices a fraction of a percent of their soul to produce a Finite but large pool of light. This light is then distributed by the caster along a two axis distribution of duration and brightness, in short, the longer the duration of the light, the lower its brightness, the Shorter the Duration the greater. He uses these to make light rings which focus a torches worth of brightness over three years of duration. Inversely he could make one that for a fraction of a second was brighter than the sun, temporarily blinding or even sometimes permanently blinding those exposed to it. This is his weakest spell but is the easiest and least costly.

Conflagrate- An enchantment which imbues an object with The ability to light ablaze whatever it touches. Upon casting a finite amount of flames are created within the object and compressed. The caster then divides this flame into a set number of Uses. The more uses the less powerful. For example 100 uses essentially gets you a match sized flame but can be used up to a hundred times. Similarly a one use object such as an arrow can basically fill a room with flames.

Detonate- A deadly enchantment that is to date Nolan’s most potent and usable only for combat. At the cost of a whopping 20% of his soul he can Turn any object into an explosive. This enchantment is a one time use on whatever object it is cast on. Rather than simply expelling flames, this spell ignites the molecules of the object severing the bonds and releasing a terrible explosion. The density and size of the object influences the blast radius and the pressure wave intensity. luckily for him after the explosion the portion of his soul expended on the item returns to him, unfortunately it takes several hours to reattach such a large chunk. A process that is interrupted by him having to use any more magic.
Passive magical trait- Fire/Heat Immunity- Nolan is impervious to damage from heat of any source be it open flames, smoldering coals, Heat stroke, or glowing steel. This immunity is inside and out, and apparently on the molecular level as his discarded hair and fingernails retain this flame immunity as does his saliva.

Holdings- Nolan and his wife share dual ownership of Their Tavern and Smithy shop. She sells Room and board and trades general goods, whilst he forges mostly armor and weapons nowadays selling them to militants and would be heroes alike. He owns Two Wagons, A stable with Four horses, and a decent sized boat in the harbor he bought in Monrae. He would be considered Upper middle class To slightly wealthy.


Relationships-
Open​
IMG_2471.jpeg
Wife- Julianna Mills/Vilkas- Nolans wife of ten years. She has remarkable almost supernatural intuition and is very happy with the life she and her husband have made. She owns The Steady Mare Tavern and General Store. Has a Lantern Ring to match her husband And carries a hidden Master-worked dagger with a powerful Conflagration enchantment on it.

IMG_2470.jpeg
Benjamin Vilkas- the eight year old son of Nolan and Julianna. He carries with him a Lantern ring that is red. Is a non-combatant though he aims to change that by getting tough. Wants to grow up to be a warrior. Possesses a faint magical aura.

IMG_2392.jpeg
Gentry Vilkas- The man who purchased Nolan from his family and raised him, gave him the skills of a blacksmith, he also taught him to use his magical gifts. Gentry Became a father in Nolans Eyes, So much so that he forsook his family name and took The surname Vilkas.
 
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#457B9D
Shenoa-Albenstein.png


Shenoa.png

"We will, for sure, no need to conceal ourselves anymore. We will, my fellow arcane wielders, shine this world again with our power. "

  • Name
    Shenoa Albenstein

    Nickname
    Shenoa, Noa

    Age
    29

    Gender
    Female

    Faction
    Driscolite, Chief Manaite
 
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Name:
Lunara Hallen

Age:
20

Gender:
Female

Faction:
Manaite

Appearance:
135F00B1-EFE9-4DEA-B157-F939B761856B.jpeg
She doesn’t wear the hat nor carry the big staff; it’s just the closest picture to what I was imagining.

Personality:
Lunara is a slightly timid girl when you first meet her, but that doesn’t last long. She is overly caring, but also sometimes brutally honest if she thinks you aren’t going to listen to her. But if she isn’t trying to get your attention for something she deems important, she willingly fades into the background until she can find a chance to speak with you. She loves everything about nature and seems to bond with almost every animal she comes in contact with. If you ever visited her before the Horde appeared, you would have seen at least five wounded animals that she was caring for before they could be released once again into the wilderness outside the city. She is loyal and protective, but also a bit of a ditz when she isn’t focused on someone; wether that be person or animal. She can be seen with a few cuts and bruises of her own from tripping over her own feet or smacking into a tree branch.

History: (WIP. Might just be a placeholder if I come up with something better.)
Lunara was born in Driscol to parents who both worked training the soldiers that came to the city. She had always been expected to follow after them, but the girl knew from a young age that that wasn’t the path she was meant to take. So she would always slip away from training when she could; preferring to be out in the forests and away from the city where she could interact with the animals and nature. She found she felt more at ease there, and it was there that found that she was different from most of the people around her.
She noticed pretty quick that she had a connection with the nature and animals around her, but also knew that she wasn’t supposed to have that connection if the way her parents talked about it would have her believe. So she hid it; only practicing it away from prying eyes when she was outside of the city. She picked up that she could heal wounds when she was seven when a baby bird fell from its nest and had injured its wing. Wanting to help, she focused all her energy, what she now knows as mana when she gets older, into the wing. She didn’t know what she was doing, but her only hope was that whatever connection she had with the natural life around her could somehow help heal the tiny bird.
Whatever Lunara had done drained her, barely leaving her with enough energy to make it home. But she learned she could possibly help people, even if she didn’t know how to do so without getting caught just yet. So she focused on that whenever she went out. It was difficult at first, but she found that focusing her energy into a single point, like her mother’s old necklace that she had passed down to her daughter, helped a little.
Lunara practiced this way until her mother grew ill when she was twelve. The doctor’s of Driscol didn’t seem to know what was wrong with her, so Lunara and her father watched as her mother grew weaker and weaker. Lunara, being as young as she was, didn’t know what to do. She knew that what she could do would get her family killed…or just her if they turned on her. But she could help her mother, right? She heal her just like she healed the animals! She spent many days and nights thinking it over, and she had finally come to a decision. If she could help, she would. So, the small preteen held the necklace in one hand on a night with a new moon to make it less obvious about what she was doing and one hand lightly touched her ailing mother’s arm for a lack of a better place to focus her healing. With her eyes closed, she channeled her energy through the necklace and into her mother.
And it worked…for a time. Lunara just wasn’t strong enough to completely heal what ailed her mother, no matter how many nights she spent trying. And it came to a point where her father found out what she was doing and told her to stop. Told her that even if she did heal her mother, she would be sentenced to death anyway since there was no way they would be able to give up their baby girl who had the kindest heart they knew of. Lunara spent the rest of that night, and every night until her mother’s death, crying at her beside.
After her mother’s death, Lunara and her father grew distant. He spent most nights either at the barracks or in the tavern while she spent all her energy into strengthening her healing speed and power. When she noticed he never came home, she began bringing the injured animals home with her so she could give them a comfortable place to rest while they healed. She spent her days this way, seeming obsessed on getting stronger.
It was a year later, when she was thirteen, that her world changed again. But this time, it wasn’t due to an illness, but a curse. The Horde appeared, and with it, death and suffering. Her father went out to protect the kingdom when news of the Horde first arrived; wether to do his part as a soldier, to get even more distance between him and his freak of a daughter, or to join his wife in the afterlife, Lunara would never know for sure. All she knew is that he never came back, and she was alone.
After the Horde appeared and the ban on magic was lifted, Lunara began letting those around her know about her healing magics and offered aid to those who would accept it. This is how she spent the coming years until now, learning and honing different healing spells for the sake of those who were left.

Skills:
Emergency First Aide - Lunara knows from first hand experience that her magic isn’t always going to be enough. So she makes her she carries a first aide kit with her if she thinks it’ll help with whatever she couldn’t heal or to help save mana on the minor injuries where she can.
Botany - Lunara has studied plants and there healing properties to know what can be used as emergency medicine or ointment in case she needs to conserve her mana or doesn’t have enough.

Equipment:
- Her mother’s necklace
- One (1) dagger
- One (1) extra pair of clothing in case of emergencies
- One (1) backpack with emergency rations and medical supplies if her mana is lacking to completely heal and if she were to get lost.

Likes:
+ Animals
+ Nature
+ Solitude
+ Helping others

Dislikes:
- Those against magic
- Those who don’t listen
- The unnatural essence of the Horde
- Spicy foods

*magic users*
Type:
Healing Druid

Familiar:
Lunara contracted with a great grey owling who she had helped hatch that she named Feathers. Feathers not only is an emergency mana source, but can also fly out in search of anyone who is hurt or needs help.

Spells:
Minor Healing - This spell heals all minor injuries (i.e. cuts, bruises, sprains, concussions, etc.) and ailments (i.e. colds, food poisoning, allergic reactions, etc.) and uses a small amount of mana. This spell has a radius of fifty feet and she needs to be able to see who she is targeting.
Major Healing - This spell heals all major injuries (i.e. fractured or broken bones, internal bleeding, repairs muscle and tissue, etc.) and ailments (i.e. all kinds of poisons, burns, frostbite, etc.) and uses a large yet varied amount of mana; depending on her experience healing a certain type of injury or ailment. This spell has a radius of twenty five feet and she needs to see who she is targeting.
Area Healing - Lunara can heal a selected area at a time. It uses a varied amount of mana depending on not only the type of injuries and ailments she’s trying to heal but also how big of an area she’s trying to cover. This spell has a minimum radius of thirty feet and a maximum radius of sixty feet. The healing is stronger the closer you are to her.

Passive magical trait-
Nature Speak - Lunara is able to understand the plants and animals around her, which she then uses to ask for help if she’ll be taking a large amount of energy and/or mana when healing. Some plants and animals are easier to talk to than others, however.

Holdings- Lunara isn’t wealthy enough to have servants, but she does have enough to live comfortably without having to worry for a good ten, twenty years into the future. If, of course, she lives that long.

Relationships-
Open/WIP
 
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PENDING CHARACTER - NOT YET FINALIZED.



Alias: Grinweaver
Age: Unknown
Gender: Unspecified
Faction: Supporter of the Manaite,
House Jystyrsteel; Clan Merryspell

Appearance:
1703596187883.png

Personality:
Communication with [Magister] Grinweaver is achieved through an array of gestures, sigils, scribed runes and mind-sewn conjuration spells [telepathy]. Grace guides them in tandem with the steed of their interpersonal guile and practice. Inquisitive about culture, history, tradition, literature and art, as within their spare moments the jester will engage in reading of scripture, playing instruments, contemplating paintings, or honing their expert understanding of alchemy and 'arcane blessing' at the nearest enchanting table.

Somewhat neurotic and seemingly disturbed in regard to their minor yet telling quirks. Tends to adhere to the periphery of social circles and thus may be hard to trust at times due to their lack of participation - shrouded in mystique and those who encounter them are both fascinated and unsettled by the unpredictable currents of their mind. Their thoughts echo with a melodic chaos and become a symphony of riddles and arcane secrets that form pirouettes and ballets in the minds of those around them.

Neurotic tendencies manifest in erratic behavior where moments of intense focus and skillful swordplay contrast sharply with sudden bursts of capricious whimsy. Despite their solitude, they're not without a peculiar charm; they draw others into the orbit of their disconcerting allure. The air around Grinweaver is charged with an otherworldly energy that hints at the sorcery coursing through their veins. As a master of silent spells and mystic trickery, Grinweaver's every movement is a dance between the macabre and the magical, leaving those who witness their performances forever haunted by the ghosts of their spectral presence.

History:
Unbeknownst to many. A recently established House [whose members emigrated from a faraway continent] to within these foreign lands. Clan Merryspell is an exiled cadet branch of the regal House Jystyrsteel. It's believed that that their lords and ladies inhabit 'outpost estates' of tall towers and potion castles [pictured below].
1703597813304.jpeg

Skills:
Accomplished Acrobat; nimble and lightfooted.
Alchemist; can craft potions and medicinal poultices.
Bard; knows how to play some instruments and recite poems.
Spear and Sorcery; spells to compliment their spearblade [and by extension - wielding a polearm with finesse and precision, seamlessly integrating spearplay into their performances].

Equipment:
Porcelain-white [like-milk] skin obscured beneath the drapery of a harlequin's motley garb with a Jystyrsteel masque beneath a coxcomb cap with bells to match. An ornate scabbard housed against their right hip which is vacant of steel and is instead brimming with wild flowers [all bundled neatly into a bouquet at their stems]. Their masque is an anomaly - it will change its expression when unobserved and will match Grinweaver's present emotional state.

They wield a spear as their primary armament.

Likes: Grand Architecture, musical performance, meditation and wine
Dislikes: Religion, crossbows, physical [perceived] attention and touch

Type: Blood-Majycka Warlock; Majystyr

Spells:
Silent Casting - capable of manifesting the weave of their magick with a mere thought and without uttering an incantation.
Illusion Manipulation - to convey fantastical and disorienting visual effects which turns the mundane into the extraordinary.
Pocket Prowess - the ability to access a minor storage dimension to lock away and retrieve objects seemingly out of thin air.

Passive Magical Trait:
Ephemeral Aura - the aura offers a protective veil of mystic shielding, granting Grinweaver an innate resistance to certain magical effects and providing a certain degree of defense against psychic intrusion. Due to their mastery of the elusive arts of illusion, Grinweaver can meld into the shadows and becomes practically invisible in dimly lit environments.

Has the ability to dreamstride [astral projection] into others minds but only when explicitly invited to do so.

Holdings:
An exiled noble from the foreign House Jystyrsteel. Alone and impoverished.

Relationships:
Members of the Manaite.
House Jystyrsteel [formerly]
Clan Merryspell [estranged]

Otherwise, romanticizing their own melancholic solitude...

Extra:
PS. christ alive nolans grippin literal fucken molten metal der whath eht f uck
PP[haha]S. alternate faceclaims,,//grinweaver garb or erm....house/clan attire;
[seek attached]
 

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Name: Lukan Lyteshyld
Alias: Ser Lokkar;
Champion of Thandrell
Age: 35
Gender: M
Faction: House Lytfefyld of Thandrell
Appearance:
1703653255609.png

Personality:
Ser Lokkar is a complex and multifaceted character with a personality shaped by a tumultuous past and a harsh present. Often presents with a stoic thus intimidating exterior, emphasizing his role as a fearsome warrior. A traumatic childhood incident contributes to his imposing presence [he has an intimidating aura regarding his harsh vociferation]. Really, it's a means of defense for a wounded inner child. Known for his straightforward and brutally honest demeanor. He doesn't sugarcoat his opinions or spare others from harsh truths - reflecting his disdain for the illusions and hypocrisy of the world around him. Ser Lokkar is deeply cynical, likely shaped by a life filled with violence and betrayal. He often expresses a lack of faith in knights, honor, and the nobility, viewing them as hypocritical and corrupt. He shrugs off his imposed "Ser" status as nothing more than a nuisance. He doesn't beleive in knights or honour. His experiences have made him pragmatic and realistic. He understands the harsh realities of the world and doesn't subscribe to romanticized notions of chivalry or heroism. Regardless, despite his gruff exterior, Ser Lokkar displays a protective instinct, particularly towards those whom are unable to protect themselves. He's also infatuated with women - he mentions how they are "portals to a realm of learning" - he values knowledge and wisdom. He believes that he was born into this realm to learn and to try and know about things as best as he can. He intervenes to shield those unfortuante from injustice - although marred by a complex social bond with those he protects. He grapples with an internal struggle between both his brutal and violent tendencies as well as a desire for something more meaningful. His experiences and relationships lead him to question his place in the world and seek a path beyond violence - hinting at a quest for redemption. While he rejects traditional notions of honor, Ser Lokkar has his own code; a twisted sense of justice that guides his actions. He detests cruelty and injustice, even though that he often participates in violent acts.

Overrall, Ser Lokkar [Lukan Lyteshyld of House Lytefyld] is defined by complexity and contradictions. His blend of brutality, honesty, protectiveness, and a yearning for something more than what he believes of himself makes him rather a nuanced and intriguing figure to those who come to try and understand him. His personality is a rich tapestry of experiences, pain, and internal conflict - contributing to his status as a memorable and deeply human character in a realm besmirched by the ghouls and gruesome undead.

History:
Lukan Lyteshyld was adopted into the House Lytefyld. He faced a childhood marred by tragedy and hardship. His early years were shaped by the shadows cast by his elder's violent and cruel tendencies. They left an indelible mark, both physically and emotionally; setting the stage for a life haunted by the spectral echoes of his past.

Lukan grew to be a formidable warrior - honing his skills in the fields of conquest and on the training grounds. Despite his scars, he found solace in the mastery of the sword, earning him the knightly title of Ser. His loyalty to House Lytefyld was unwavering, even as he struggled with the internal shadows of his own demons. Ser Lokkar would relinquish his title at every chance despite the royal charter deeming him as such. He's known to be very active and pragmatic. His silent demeanor and enigmatic aura earned him a reputation as a guardian of House Lytefyld, though his methods often strayed from the chivalrous norms of the land.

Ser Lokkar developed unique relationships within House Lytefyld. He became a protector of the family, especially of a younger sibling or relative, in the sense of sheltering them from the harsh realities of the world. As the political landscape shifted and dark shadows loomed over the realm, Ser Lokkar embarked on a journey for personal redemption. His experiences in the world beyond House Lytefyld led him to question his role and to seek absolution for past actions, and confront the shadows within himself.

Skills:
A master of the blade, and maybe one of the most esteemed within the espitemology of those whom know him; Ser Lokkar is deadly in combat and can move with a fluidity that belies his imposing presence. His silent sword strikes make him a formidable and minacious opponent. Ser Lokkar's skill with a sword is [maybe] somewhat unparalleled. His disciplined and masterful swordsmanship is not only a reflection of his physical prowess but also a testament to his dedication to the true chivalric ideals of the realm. Ser Lokkar places an immense value on honor. His unwavering commitment to noble principles, fairness, and ethical conduct sets him apart from the presumed most. He is known for keeping his word, upholding justice, and embodying the true essence of what a [within his own definition of what a] "Knight" is. Ser Lokkar possesses a keen strategic mind and leadership skills. He excels in leading troops on the battlefield, making sound decisions in the heat of battle, and ensuring the utmost welfare of those under his command.

In the face of adversity, Ser Lokkar remains resolute and unyielding. His mental and emotional resilience enables him to endure challenges with grace and maintain his commitment to honor and justice. Unlike some knights who might be seen as stoic or detached, Ser Lokkar values empathy and compassion. He understands the struggles of those around him and is willing to extend a helping hand or offer guidance to those in need. These skills collectively define Ser Lokkar as a paragon of knighthood, embodying the virtues of honor, honesty, and nobility. His commitment to these values shapes his interactions with others and sets him on the involuted path of true chivalry.

Through a combination of his appearance, silent demeanor, and physical influence, Ser Lokkar can instill fear in his enemies, disrupting their focus and granting him an advantage in combat. Beyond his physical prowess, Ser Lokkar is of strategic ponderation. He can analyze situations quickly, adapt to changing circumstances [especially with hilarity in the face of adversity], and make decisions that benefit his allies.
Equipment: [as pictured]
Late Medieval Greatsword

Likes: Companionship, training and discipline, nature and tranquility
Dislikes: Injustice, corruption, cowardice, wanton malice and betrayal

Holdings: Lukan Lyteshyld is a hedge knight - he survives off the land.
His family [estranged] owns a sizeable estate on the southern shores of Thandrell. A manor in the countryside that administrates a small farming community whom answer to their liege lord and contribute to the king's banner in times of conflict.

Relationships: TBA

Extra:
Lytefyld = Light Field or Field of Light
House Lytefyld's ancestral home, Lukan Lyteshyld in parade dress with the house banner/sigil.
1703898187160.jpeg
1703898233546.png

see attached; Lytefyld bannermen stationed on guard at a royal castle.
 

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The Runaway Prince
Jin Ryuzaki
★★★★★
Male / 32
/ 5'10'' / 178lbs
No Faction / Sorcerer | Mage | Fire and Ice
Introduction

Personality: When first meeting Jin, he can be a rather quiet person who prefers to speak only in sign language and act as though he truly is blind due to him wearing layers of bandages over his eyes at all times. Even if he can see where he is going with quite ease, he normally uses this fake facade as a way to judge those who approach him. If they try to take advantage of him in any way such as attempting to steal anything he may have on him at the time, he will deliver swift justice by taking down the individual with quick ease while their guard is down, after which he will continue to act as though he cannot seem to see and question the individual as to what had just happened before moving on.
On the other hand, those who show kindness in their hearts by trying to walk him to where he may be able to find a seat or escort him to his next destination will find that he will end up informing the individual that he was never truly blind to begin with and that this was simply a test before handing them some of his money as a show of gratitude for helping him.

Likes:
✓ Tea
✓ Meditating
✓ Flowers
✓ Birds
✓ Animals
✓ Nonviolence
✓ Sweets
✓ Generosity
✓ Children

Dislikes:
✗ Violence
✗ Blood
✗ Dishonest people
✗ Betrayals
✗ His family
✗ Aetheria
✗ Removing his bandages
✗ Talking about his backstory
Background
Being born as a member of the Royal Family of the Aetheria empire and to know that your place was the rightful heir as to throne and eventually become the next Shogun would make one think that life was going to be easy for a prince. Unfortunately, that couldn't be more far from the truth, being the heir to the throne meant that every single day was spent studying and practicing calligraphy. The closest thing Jin had to entertainment was from time to time he would be allowed to play shogi with one of his father's guards or even with his father a times, even then, the game was not meant to be simply for entertainment but as a way to teach him the ways of war and combat so that he would be prepared for when he did take over as Shogun and would be ready for any possible scenarios if anyone were to attack the empire.

Whenever he was allowed to leave the palace, Jin was always escorted by a large number of samurai and assassins. Because of this, many of the other children from other families never wanted anything to do with him since they all feared for their livelihood in case they accidentally did something that might hurt him and get them or their family punished by the Shogun. Every child acted this way except for one girl, this girl was the daughter of an old couple who ran a small dumpling business in the Capital City, she was very energetic and enjoyed making friends with absolutely anyone she could, so the day she had met Jin for the first time, of course, she would be quick to try and befriend him without a care in the world even with the surrounding guards. The two quickly became the best of friends and over time Jin would be anxious each day to finish up his daily work so that he would be able to go out and play with this girl. The Shogun knew that his son had befriended someone but had no clue that the girl was from a poor family that held no significance to the empire, because of this, the moment he found out, he banned Jin from ever visiting the girl and demanded that the two of them break apart their friendship immediately.

Even with his father's demands though, for years, Jin continued to sneak out in the middle of the night to go visit the girl so that they could spend time together. As the years passed and the two grew to their early to mid-teenage years, Jin came to a decision that he wanted to eventually make this girl his bride in the future when he grew up. Foolishly, Jin was unaware of how much his father's disappointment and anger would be when Jin approached him regarding the person whom he had planned to marry in the future. Not only was the girl from a poor family but it was the very same girl that he had told Jin to break ties with years prior. Because of how his son had disobeyed his orders, the Shogun punished not only his son by slashing at his eyes nearly blinding the boy but also sent out assassins to go kill the girl and her family so that she could never taint the Royal bloodline with her own.

Even with Jin pleading his father with bleeding eyes, the Shogun set in motion the order and by the end of the day, the girl he had loved and her family were nothing more than memories.

Believing this would set his son on the straight path forward by witnessing that his father's wrath not only was meant for the citizens of Aetheria but even his own family as well. The last thing the Shogun expected to find the next morning was that his son had run away from home. Search parties were sent out and for months, samurai, assassins, and even the Shogun's personal guards were sent out to search for the missing prince to no avail.

Unfortunately, what the Shogun was unaware of was that Jin had found a ship to stowaway on, only to end up being taken to the mainland where he began to wander the lands alone. With bloodied bandages over his eyes and still being incapable of adjusting to the fact that he could no longer see, he stumbled and fell consistently wherever he went. Finding food was practically an impossibility other than eating dirt and grass, luckily drinking water was a little easier if he could hear some running water from a river or creek at least.

Weeks passed and eventually, Jin was nothing more than skin and bones, knowing all too well that he was already a single foot into his own grave by this point, he was more than prepared for his demise. His fate however would not be death though, as by the time he had awoken, he found himself in a small cave with the warmth of a campfire nearby and his body wrapped in a large blanket as it seemed. The smell of food cooking over the fire had his stomach rumbling to the point he was completely unaware of the individual who sat on the opposite side of the campfire, the very same person who had rescued him.

By the time Jin had eaten his fill, the person had spoken up and introduced himself as Gerald Quill, a forest druid. Jin would give nothing more than his name and that he was thankful for the old man for helping him in his time of need and that he would repay him if he could but he had nothing. The man only told Jin that there was nothing he wanted in return for rescuing him, rather, he questioned Jin if he was sure that he wanted to go out there into the wild once again alone knowing that he would just end up most likely dying within the next week or so from starvation or a predator even sooner. He gave Jin a choice at that very moment, to join him and he would teach Jin about magic so that he could live his life the way he wanted or to walk out the cave and lose everything.

By the next morning, Jin found himself traveling along with the old man. The druid held Jin's hand while they traveled together for quite some time, all the while teaching him through words about how magic was all around them and the need for eyesight was not needed to be able to see the world around him. Days became weeks, weeks became months and months became years as Jin slowly mastered the ability to 'see' without actually 'seeing', even once his eyes had healed he was so used to seeing through magical energy that he felt as though his vision was better when it was hindered compared to when he could see. During his eyesight training, he was also taught offensive as well as defensive magic, the druid found that out of all the different forms of magic, Jin had a special talent for the use of fire and ice, even if the elements were completely polar opposites, he was able to use them together in near perfect harmony.

As the years continued to pass and the duo continued to travel together one fateful day, tragedy befell the duo, they had come face to face with the horde of the undead, Gerald had heard rumors about the events that led to the undead rising again but never did he believe that they would accidentally end up running into them. Even when the duo attempted their escape, it was futile as the undead's numbers were far too great as well as their power. In the end, Gerald ended up injured, while the two hid, the old man knew his time had come, and from there he told Jin that he knew where he came from the entire time and that as much as he wanted to continue running, he eventually needed to return to his home and face his father, telling him that running from his problems forever would never solve anything and only bring more harm to himself and others around him.

Ever since that day, Jin has been traveling the mainland alone, still pondering on what his old master had told him, debating whether or not the decision to return to Aetheria was truly the right thing to do or not.
Combat Arsenal
Equipment:
  • Crystalized katana: During his training with Gerald, the old forest druid had given Jin a wooden walking stick, at first, the old man had told him to use the stick to help him learn how to walk on his own. It wasn't until after Jin had become able to sense magical energy all around him did he realized that the wooden walking stick was much more than what appeared to look like physically. Underneath the wooden exterior of the stick was a katana made of some form of black crystal, strangely enough, the crystal absorbs Jin's magical energy like a form of leech. Rather than simply 'eating' the energy though, he soon came to learn that after the sword has had its fill, it can be used as a catalyst to release his built-up magical energy out of waves of blasts and sharp cuts through most surfaces with ease.

Spells:
  • Glacial Burst: By placing any part of his body that is not covered(normally feet/hands) onto any surface, Jin is capable of conjuring ice in nearly any form he wishes before sending it in any direction he desires. Some examples of these would be that he can send a wave of large ice spikes to rapidly protrude out of the ground towards his opponent to impale them and even if the spikes were to miss their target, the spikes will shatter sending smaller shards of sharpened blades of ice to stab his enemy multiple times over.

  • Searing lilies: By superheating the atmosphere around him within a large radius of around 30 feet or so, any plants within the radius will quickly all die out and the soil will become immensely dry. Moments later, glowing red/orange spider lilies will sprout out from the cracks all around the area until a massive garden of glowing lilies has covered the radius. After the final lily has grown, they will each begin to release small spores of glowing orange and red pollen into the air. Once this pollen touches anything in the radius aside from Jin, it will stick to its target before setting them ablaze. The more pollen that sticks to an individual the hotter and brighter the flame grows, even if the user attempts to leave the radius, the moment even a single piece of the pollen lands on a target, the lilies will stick to the target like glue to keep them from escaping.

  • Frostbyte Ignition Cataclysm: Currently it is Jin's most powerful offensive technique, he was warned by Gerald that he should never attempt to use this spell unless his life depended on it since it does not discriminate between ally or foe, nor does it care for even the caster. The only way to cast the spell is that rather than expending magical energy, Jin must contain as much of his magical energy as possible within him while at the same time producing an unfathomable amount of it within him to keep himself from exerting too much. The moment enough of his magical energy has been built up, he releases all out at once in a large explosion that forms a pillar of white flame that also draws in anyone and anything into the spiraling pillar, within the pillar any object or person is torn to shreds by superheated shards of ice, all while being burned alive at the same time. Once the remaining magical energy has all been exerted from Jin, the pillar is absorbed back into his body in the form of an implosion before he is required to rest for days on end so that he can heal from the burn injuries as well as the amount of frostbyte he suffers.
Passive Magical Traits:
  • Thermal Immunity: Unless he has been completely drained of his magical power or he uses his most powerful spell, Jin is immune to most different levels of heat and cold. While it does not mean that he can simply walk in a blizzard or approach a volcano while wearing nothing but his undergarments, he still does not need the same amount of protective clothing or armor to face those types of weather conditions compared to other individuals.
  • Natural "Magic" Sight: After losing his eyesight and being taught by Gerald, Jin has learned to see without the actual use of his eyes. Because of this, he wears bandages over his eyes even when they are no longer damaged. He is capable of seeing everything in detail, although everything has a strange blue-ish glow to it that represents the magical energy that surges through it.
Extra
Holdings:
  • Crown heir to Aetheria Shogun: While it does not mean much when on the mainland, he is still considered the heir to the throne of the Shogun back in the Aetheria empire. If he were to set foot back onto any of the islands of the Fortune Isles, he would be praised and welcomed back with open arms by its people. Although, he would also be questioned numerous of times regarding where he had been for the past decade or so.

Relationships:
  • Lord Hiroto Ryuzaki (Shogun) - The current Shogun of the Aetheria empire. He is currently still alive to this day, after the long search for his missing son without any success whatsoever, he believes that his son has perished and has become enraged at both himself and his own empire. He now believes that it was because of his own people that his son was forced to run away and perish. While he has not lost his mind yet, he has definitely made Aetheria a much more strict land than it once was.
Extra:
- He always wears bandages over his eyes and refuses to allow anyone to touch them.
- His eye color underneath the bandages is a crystal clear sapphire blue.
- Aside from his proficiency using magic, Jin is also an excellent swordsman and adept at hand-to-hand combat.
CODE /
SEROBLISS
 
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Name: Pulao Zhan
Age: 38yrs
Gender: Male
Faction: Belzhan Empire
Appearance:
IMG_2523.jpeg
A lean athletically built man who is usually the tallest man in the room at 6ft 7in. He moves with a lithe grace that can be unnerving, made more so by his obvious regal looks.

Personality: The Third Son of the Dragon emperor is most well known for his Calm and seemingly aloof demeanor, yet those close to him know it masks and analytical mind. He pays meticulous attention to detail and is a fairly decent appraiser of merit and truth. He is a man that is hard to lie too and Hard to trust. He tends to give vague answers to most questions and is rarely if ever going to be straightforward with anyone. Worse he masks his own emotions and getting him to admit to problems he faces is like trying to pull teeth without anesthesia. For him life is about seeing the world, enjoying himself, His music, and then comes things like Duty. His tenancy to try and forgo his responsibilities is a constant struggle for his Stewards to deal with.

History: Born in Belzhan as the Emperors third son, Pulao was very quickly lost in the din of his siblings. By the time his father ceased having children, he would have eight brothers and Seventeen Sisters. Only a male could inherit the empire as per tradition, thus the nine brothers were called the Heir’s and the Sisters would be tasked with serving their brothers. Yet this was no comfort to the nine lads. To be an Heir was to have the highest of expectations set for you, and the Lowest of mercy for failures to meet them. Pulao as with most of his brothers spent the first 16 years of his life in a constantly monitored schedule, he ate when and what he was told, likewise with sleep. They were molded and shaped into suitable replacements for their father regardless of their own desires or whims.

When they were finally deemed ready the Brothers would be put in different positions within the nations military, political, and economic sectors of the empire, each with the responsibility to Do great things for the empire. Their strengths and weaknesses were at least factored in so as to maximize their chances of being great. Pulao’s constant victories in contests of strategy, patience, and matters of debate and diplomacy made him a the prime candidate for the warden of omens, essentially a wandering spy who would identify active or potential threats to the Empire of Belzhan, and either eliminate them or call upon the empires might if he cannot. While most of his brothers seem interested in the emperors seat, Pulao must not care in the slightest. He makes little to no effort to achieve greatness. Quite the contrary he seeks to lay low and remain in his current position of constant travel, and minimal work.

He left the Empire of Belzhan to fulfill his duty as the Warden of Omens nearly 20 years ago, taking with him his Little sister Miza, His Old friend Jinpei who would one day marry her, And his Fathers chosen guard Jin. This quartet has traveled across the continent, seen many things, has occasionally slain foes of the empire, and even called down the wrath of his brothers upon an unfortunate soul or two. Their adventures have finally lead them in over their heads. Hearing of the downfall of Thandrell, they would journey to the coasts of the nation, where their ship would be commandeered by pirates with them only just escaping with their lives and the things they had with them. From there a long but careful trek through the horde filled coasts, no doubt made easier be their small party would get them to Driscol. The Release of the Magic Ban has stirred an interest in the prince, and his mind now works towards a goal known only to him.
Skills:
Diplomacy- The third son of the emperor is an irrefutable expert in political negotiations and debate preferring to utilize his tongue more than his magic or blade. That said his younger brother Suan’ni rivals him in this regard.

Misdirection- If there is an area where pulao shines it is in the field of misdirection. None among his siblings are as gifted in concealing their true intentions and using roundabout ways to get what they want. While he may often feign helplessness or a lack of control, more often than not people are playing into his hands.

Threat assessment- The Specialty of the Signaler of Omens is to be able to identify and gauge the threats to the empire. Thus Pulao has become a master of just that, he has gained a talent of appraisal capable of often successfully identifying a persons true motifs, their ambition and likelihood of success. He is shrewd and cunning, very unlikely to miss an impending threat.

Slight of hand- The most dangerous blow is the one you don’t see. Pulao has applied this philosophy to all of his life's facets and Is very talented at shifting things in his palm so they are invisible to the untrained eye. More often than not he uses this to conceal weapons or steal small objects.

Musical prodigy- perhaps due to his magic making it his interests, perhaps its natural talent. But Pulao is a master musician seeming to possess godlike skills on any instrument.

Martial arts- Due to his little sister’s insistence that he train, and her willingness to randomly attack him to ensure he is, pulao has become a decent hand to hand fighter, capable of surprising trained foes, and utterly demolishing the untrained. Though most of his talent comes from his incredible reach and strength, he still is considered and intermediately skilled unarmed fighter.

Swordsmanship- When a sword saint is your personal guard for more than a decade you pick up a few things. Pulao being as uninterested in combat as he is and having three of his Empires best guarding him has only ever felt a meed to practice the techniques and moves that suit him. Such as Quick-drawing Short blades and daggers from his robes, feinting to line up quick lethal strikes and of course throwing the blade. While he is by no means a master, his skills, tricks and natural physical prowess make him a challenging fight for nearly any opponent.

Tactical command- The reason why his elite guards take the princes words so seriously is not strictly due to his royal blood. Pulao has proven himself a tactical mind to be reckoned with using chess like tactics and trusting in the strengths of his allies while noting their weaknesses. Surely his brothers Suan’ni The Scholar, And Yazi the General are his superior in this regard, but Pulao is the third of his many siblings.

Arcane Knowledge- While Pulao is knowledgeable about magic he finds himself in a strange middlezone, four of his brothers surpass him in this regard, while four are his inferior. Talanted a mage as he may be, he is no scholar on the subject, and most of what he knows on it was what he gleaned from his lessons with Jinpei.

Historical knowledge- Finally a field which Pulao can call himself a master. He has studied the history and myths of every nation on the continent. Even rival nations and obscure tribes. From what he has gathered he has composed a long history going back nearly 12,000 years. He has spent many years trying to create ballads about this History that he can spread throughout his lands when he goes home.

Multilingual- to study history and sing songs to all the nations, you speak them. not only can Pulao speak all of the 27 languages of the Continental peoples, but with his magic he can make his accent disappear speaking it as fluently as a native.

Equipment:
The Black Rose- An ornate Enchanted Shamisen crafted for Pulao in Aetheria. (The Fortune isles.) Its enchantment allows it to block and absorb oncoming directed magic and convert it into Mana infused Sound. The sound-smith who crafted it for Pulao Was 84 years old, the last of his soul was poured into this. Over the years as his other crafts have become inert, the Shamisen has become more powerful.

Belzhani Viper- An poison enchanted dagger with a venom filled sheathe. Created by the old Poisonsmith Lei-Yan from Belzhan This dagger is a tool for assassination. The Mundane poison in the sheathe is from made from the Mountain Adder, a snake whose venom causes deadly Thinning of the blood. Anti-venom for this snake is common which is where the second magical poison comes into play. This poison lies dormant but reacts to the Mountain adder anti-venom causing bleeding in the targets lungs. This is a long and agonizing way to go out with the final process taking as long as three days. Nullifying the enchantment then applying the anti-venom can treat this venom, as can healing magic. Those who suffer its effects and survive will almost always make a full recovery.

Royal seal of Belzhan- A sigil akin to a stamp allows Pulao to send letters and write contracts with the royal seal of emperor, in short allowing him to speak in the stead of the emperor himself. A letter can likely call a fleet, an army, or if things are serious enough some of his siblings…
Likes: Music, his Shamisen, his guards, meeting new people, traveling, Exciting occurrences and people, telling stories, a Good Pipe, Finding Places to sneak a Nap.
Dislikes: Combat in general, Having to kill, Using his birthright to his advantage, Boring journeys, Those who do not appreciate music, Foul smells.

Type:
Audiomagi (Sound Druid)
Spells:
Audio Capture- The start of any spell Pulao will use, Audio capture will cause any sound waves he generates be it a clap, a string plucking, his voice or anything else to become coated in his mana. He can cause these sound waves to be selective in their reception and shift frequencies as needed. this allows selectively target friend or foe with his spells.

Sharpnote- A spell in which sound waves can be focused into Monomolecular width waves which can Cut things. These waves must be formed within 3 meters of the caster and will maintain stability for a distance of 30 meters before the waves destabilize resulting in a loud boom. This cutting line can sever worked steel, and even boulders, and travels at remarkable speeds. However high concentrations of another source of mana can disrupt Pulao’s mana holding the frequency together and cause the spell to fail upon impact triggering the boom early. The boom deals little to no physical damage, however it can knock a smaller man off of his feet and stop a larger man in his tracks, it can cause temporary deafness to those within 3 meters of the blast. Pulao likes to Open up with this attack when forced to fight, severing the weapon arm of his foe in an effort to end the conflict quickly.

Powerchord- The Blessing and Curse spell which pulao has become known for. The powerchord is not an instant cast spell like the sharpnote is, instead it is a ritual spell in which he creates an area around him for as long as he is playing his instrument. This area can extend to a radius of up to 500 meters around him. Any sound waves produced will not be able to exit that barrier, one standing outside of his radius could not hear someone standing within it screaming at them even if they were only a few feet apart. Within this radius the Ritual spell when he plays the first “chord”, a chord being a powerful manasurge emitted as he strikes a string. The first chord will identify all things within the radius, flooding Pulao's mind with a radar like vision of the battlefield. All things are divided into three categories, Friend, Foe, and Neutral. A very subtle Mana connection is formed with each Friend and Foe.

When the second Chord is played The sound waves within the Radius begin to effect those with a connection. Those marked friend by the first chord, will feel their pain and negative emotions being reduced, with the rate of recovery for stamina and mana growing faster. Almost like a second wind. Those labeled foe will have the inverse applied, Pain is increased, like bonking your finger in the bitter cold, as is negative emotions. Stamina and Mana recovery drops Like one suffering from fatigue or sleep deprivation.

The third Chord Severs the connections Unleashing a flood of mana into the target. Those designated Friend will have a burst of sonic waves emanate from them pushing all things marked “Foe” back 3 meters from them. Those marked “Foe” will have whatever mana they have gathered at the time disrupted cutting off spell casting for a brief moment and interrupting the casting of whatever spell is being used at the moment.

This spell is dangerous, the number of friends and foes increases the cost to cast and too many can cause mana exhaustion on the caster. The time between chords is determined by the caster and the longer between chords the more costly the spell. Magic based stealth effects can hide targets from the first ping, those with higher mana concentrations will be more costly to link with and effect. If not for his lineage, Pulao would likely not even be able to cast this spell.
Passive magical trait-
*Blood of the Dragon Emperor- The royal bloodline of Belzhan has a diverse production of abilities and innate magical gifts but the Two traits with all Emperors blood holders have are an Absurdly high mana pool, and powerful physical ability. The “Dragons children” as they have been called for generations all stand over 6ft and possess strength, speed, endurance, and senses, which while not superhuman are undoubtedly among the pinnacle of human achievement. The only downside is that it overpowers any other genetic traits, meaning unique magical traits that pass down through the blood, or even chance ones one could have possessed are pushed aside for the boons of the emperor.

Holdings- Being a wanderer pulao travels light, carrying provisions, instruments, his personal treasures, good amounts of coin, and the little belongings of his guards…however the loss of his ship reduced his possessions to what he carries and the clothes on his back. Luckily his imperial seal allows him to send letters home requisitioning whatever he needs. But distance and the complications have made it difficult. He sent a letter out three days ago when he arrived in Driscol, but it could take up to half a year to get a reply.
Relationships-​
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Miza Zhan/Uxie & Jinpei Uxie- Age 36(M) & Age 40(J)- Miza Is Pulao’s 7th sister. She is a Master Monk of the Empty handed arts, which when paired with her Emperors bloodline means she is a woman who can shatter boulders with her bare hands, and deliver kicks swiftly and accurately enough to behead snakes mid strike. She is not a dedicated mage, but is talented in the art of enhancing her physical attributes with Mana. Her Husband Jinpei Uxie is a Wizard and Scholar known in Belzhan as the Sage of the smoke. He is a talented “Snapcaster” of Alteration wizardry meaning he is a mage who casts quick fire and forget spells that change things into other things. His list includes Dazzling Colors, which turns a vial of sand into a multicolored Mist that blasts from his hand and disorients targets in a 5x5 meter radius of the strike zone. Shimmerstrike, Which fires an ethereal looking but solid copy of his weapon (the umbrella spear) at a foe, it can travel up to 12 meters before fizzling out. Black Rain.Which turns a vial of ink into a cloud that gathers overhead releasing a downpour of Slick oil like rain. In a 5x5 meter area. This black rainwater reduces friction to almost zero working like an oil slick. Stoneslush, A spell which turns a 3x3 meter area of solid matter into Liquid for up to 15 seconds. And finally Merciful Execution, His most powerful spell which turns an area of 2.5x2.5 meters in front of his hand from Air into a thick pudding like substance the color and texture of tar. So long as he stays still and maintains his flow of mana the sphere will remain active effectively drowning his foe. The longest he has ever used this spell was for a minute and 15 seconds afterwards he passed out from exhaustion. To save mana he will usually use it to trap a faster threat, so that his wife can split it in half with a kick. Miza’s power and Jinpei’s versatility have them known throughout the emperors guards as “the power couple.”
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Captain Jin Gyang- Age 38- in belzhan there is a Religion known as the order of the blade. It is essentially a way of life dedicated to mastery over several ancient yet constantly evolving sword arts. Unlike most organizations there is no real ranking system only two kinds of practitioners. The Disciples who are still studying the path, and the Sword Saints who have mastered the ancient arts and continue training to expand the arts. Jin is not the most powerful of sword saints, but he set the record for the youngest ever to become a sword saint, doing so at just 22 years of age. Having been given to the monastery just after weening his life was nothing but the blade before he was brought into the emperor’s service and traveled the world with Prince Pulao. He is a Sorcerer who was born with the natural ability of Supernatural Spacial Awareness which bolster his talents, His magic is rather limited but powerful nonetheless. He can teleport Objects up to a hundred meters with Warp, he can Teleport himself to any marked object within a hundred meters with Blink and even Teleport Others Up to A hundred meters with Relocate. The fact that his spells are all slightly altered versions of the same idea is a testament to his nature, one needn’t always change, though change in and of itself is not bad, sometimes all one needs to is refine themselves.
Extra- Pulao is the third eldest son of Nine. These nine in order of birth are.

Bixi the Builder
Chiwen the Protector
*Pulao the Diplomat
Bi’an the Judge
Taotie the Treasurer
Gongfu the Admiral
Yazi the General
Suan’ni the Scholar
*Jiaotu the Mighty

In Belzhan Pulao is known to be the third Smartest, sixth Strongest, And Ninth in line for the Throne.​
 
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Name: Atticus Xaiver Freeth
Age: 35
Gender: Male
Faction: None currently - Wandering warrior/sorcerer for hire
Leads a band of soliders/mages who now reside at his home to protect it.
Appearance:
Stands at 6,3 with a tonded build. Multipe scars adorn his body. Eyes are a golden yellow colour due to a strange sideffect of his magic.
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Personality: Atticus is two sides of the same coin. In normal life and situations he is amiable, easygoing and very sociable. Always offering help to those in need and willing to step up to any task that is asked of him. For the most part has a laid back view on life, tending to just go with the flow of things. However.. upon the battlefield Atticus is a changed man. Striking down any undead that dares to cross his path, he holds a intimidating formidable aura, decimating anything with extreme prejudice. This is where his battle expertise shines through (No pun intended)

History: Atticus's claims to hail from Fandout, having an estate back there. He grew up in very large family of wealthy merchants and mages, who have a pretty large trading empire, with connections all over the place. The Freeth Privateer Trading Company is known across the lands with it's vast amount of people, large naval force and wealth. Whilst he did not go into the family buisness of trading, he did indeed travel, roaming the lands and offering help to those in need. When he heard rumours of troubles brewing he formed a band of mercenaries heading off into the unknown. For many days they travelled, meeting many people heading in the opposite direction. Setting sail they soon discovered that these rumours were all the more disturbing than they had orginally thought.

After a few more days travelling Atticus noticed how the landscape around them had seemed to drastically changed. The lush forest was getting less and less, before long it was gone, the space before them a barren dead land. Infront of them was a steep hill and one of Atticus's men said he could hear something in the distance. Something that sounded like metal clanging. As the small band rode forth, the noise grew louder and was accompined by cries, yells and a bell. A single bell ringing over and over again. Atticus lead the group up the hill and what he saw made his blood run cold. What looked to be former outpost, was now under siege. A small band of guards, were fighting for their lives from an onslaught of Undead.

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Wasting no time Atticus rode forth with his group and entered the fray. The survivours of the outpost, seeing aid had come to them, caught their second wind and fought with renewed vigour. The tide of the battle turned and soon the small Horde was all but obliterated. Since that day Atticus had made it his life work to take out any and all undead he comes across, roaming the lands. His new area target is Driscol...

Skills:
Swordsman - An expert swordsman from years spent living life as one constant battle. From an early age Atticus was trained in swordsman ship and has become highly proficent with his staff/sword.
Tactician - Atticus has a brillaint strategist mind, being able to analyse the situation and come up with the best solution in a short time.
Leader - Having lead people intot battle before Atticus is well tuned for rallying troops and boosting morale of those around him
Natural Ability - Atticus has taken to magic like a duck to water. Having spent many years training and honing his mana and magic he has become highy proficiant at it.
Sailour - Atticus was taught from a young age how to sail a ship, incase he ever wanted to join the family buisness of trading.


Equipment: Staff of Light: A staff as tall as Atticus this staff doubles up as a sword when turned upside down, the bottom of it being pointed much like a sword. Crafted by a master smith from a durable metal this staff can withstand blows from heavy hitters. A good amount of the smiths soul was poured into the making of it, making it a very powerful item, even more so in the hands of Atticus.

His armour/attire that have been blessed by a Holy Mage.

A bag of holding that has been enchanted to hold more item inside it then what would normally be possible.


Likes: Reading, studying, music, training, knowledge, adventuring, sending the hordes of undead back to where they came from because it's so much fun!
Dislikes: The undead, rude people, those that would try to squash magic and it's practisioners, corruption

*magic users*
Type:
Mage - Light Mage

Spells:

Light Bullet/Beam Emission - Atticus can summon and fire light-energy beams from his fingertips or feet or even his eyes with extreme accuracy and precision. The maximum range of the beam is rougly 30 meters away. The beam when hitting it's targets will pierce right through or if hitting something solid cause a small explosion. He can also change this to a smaller "bullet". Atticus fire numerous rapid, small bullets projectiles from his hand/s or his staff causing extreme damage to whatever they hit. He can control the spread of the attack, limiting it to a single person or covering an extremely wide area causing total devastation. These also explode upon impact.

Hardlight Summons - Max number six/ Max time limit ten minutes

Atticus can call forth a small group of six beings made from Hardlight. These resemble knights clading in Golden glowing armour. They follow his command without hesitation. Depending if they are destroyed or not they last for roughly ten minutes before "vanishing" into a golden misty cloud. Slightly more durable than an average human, these summons are always a useful and handy aid in battle, fighting with great loyalty to Atticus and his allies.
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Divine Judgement - Atticus call forth a large beam of light from the sky, the size being 30 by 30 foot. This spell whilst powerful is draining and is only used as a last resort as it renders him unable to use any more spells untill he is rested fully.



Passive magical trait-

Nightvision - Atticus can see perfectly in the dark, as if it were day

Holdings - Atticus holds a surprising amount of weath, having a large estate back home. With that estate comes a small garrison of guards who protect it whilst he is gone.
Freeth Trading Company - Atticus whilst not working directly with the family, is still apart of it. With that in mind he could easily call for aid no matter where he is.

Relationships - TBR

Extra-
Freeth Family colours and military personel
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