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Fantasy The Hunt Character Sheet

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[center][font='Eagle Lake'][size=20][b]First Name[/b][/size][/font][size=20][/size][/center]

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[b]Name:[/b] (First and Last for humans. Non-humans can follow any conventions)
[b]Race:[/b]
[b]Tribe:[/b] For humans
[b]Gender:[/b]
[b]Age:[/b]

[b]Height:[/b]
[b]Appearance:[/b] Body type, special markings, clothing, etc.

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[b]Skills:[/b] 

[b]Equipment:[/b] 

[b]Magic:[/b] (If applicable)

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[b]Personality:[/b]

[b]History:[/b]
 
WIP
Eira


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Name: Eira
Race: Two-Skin (shapeshifter) snow leopard
Gender: female
Age: Technically about 3 years, but Two-Skins age differently so the equivalent of about her mid-twenties.

Height: as a human, about 5'2". As a snow leopard, about two feet high at the shoulder
Humanoid Appearance: White hair past the shoulder hides a distinct pattern of small leopard spots at the back of her neck. Eyes are blue, skin is pale. She avoids complicated clothing, as it hinders her shifting abilities. When in human form, she will often be found wearing easily removed clothing, like a robe or cloak. She wears a band around her leg that holds light clothing in either form for emergencies.
Snow Leopard Appearance: Two feet high, three feet long, tail is about 3.5 feet long. Fluffyyy.


Skills:
Shapeshifting - pretty self explanatory. Cannot shift with tightfitting accessories, for fear of cutting off circulation or choking.

Hunting - Being part snow leopard, she has impeccable skill in catching prey alone, paired with a heightened sense of hearing and smell. Can go days without food if she gorges first.

Cold resistance and climbing - Again, being part snow leopard helps.

Hiding - Great camouflage in the mountains, very quiet nature.

Equipment:
-The band that holds a light robe for emergencies
-One small pack with the essentials: knife, a few coins, small kindling, clothes, etc.

Magic: None.


Personality: Shy and timid, she keeps to herself like most snow leopards. Eira lives mostly in her animal form, avoiding humans, hiding her pack in a den. Often moving to find better prey, she adopts a nomadic lifestyle in the mountains. She is curious, and that sometimes overrides the timidness. She likes her freedom, and isn't the greatest at communicating because of her self-imposed isolation. She is, however, very protective.

History: Eira was born to a Two-Skin snow leopard mother in the mountains of the far north. For nearly two years, she was raised in isolation from the happenings of the world's sentient races, learning how to survive in the rock and snow. Eira rarely, if ever, journeyed to the villages of humanity under her mother's care. She knows to fear mankind, and to be wary of strangers. Through her upbringing, Eira learned little of the land's history and knows not of war and death, disease and conquer. The tribal names are of no importance. Once old enough to survive on her own, she journeyed the cold mountain terrain to find her own territory, dipping into civilization for only what she needed, and nothing more.
 
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Kyrene


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Name:
Kyrene
Race:
Ice Nymph (A type of Fae/Fairy)
Gender:
Female
Age:
19
Height:
5'9" (Including Horns)
5'4" (Excluding Horns)
Appearance: Kyrene is a woman of ethereal beauty. They type of beauty you're lucky to encounter at least once in your life. She's even a rarity among what's left of the nymphs. Her dusty purple-blue skin is accompanied by dark purple hair and ice-blue eyes that appear as a solid color. She has a neat hourglass figure, slightly toned but no overly defined muscles. Her horns (the shape is shown in the picture) are five inches of a crystal-like material, black and dark blue at the base, getting lighter until the top is clear, like ice. She often wears a leather armor piece that shows her midriff, arms, and some of her chest, a cloak of the same color hangs off her shoulders, a plume of long feathers hanging off the left shoulder. Kyrene just wears simple black pants and knee-high leather boots with it, or just goes barefoot. She has two bracelets, a leather strap and a thin piece of onyx curled around her forearm. And she has two tattoos, one that circles her upper arm and upper forearm (shown above) and one on her hip, the logo of the tribe that once owned her, the Enyr. Her back is covered in scars from a whip, and her limbs and torso share those scars, but less intense than her back.


Skills:
  • Singing - Her voice is beautiful, a rare sound among the frozen trees and the snow. She doesn't sing unless she's by herself.
  • Stealth - She was a slave who escaped an owner who hates to lose his property, she quickly learned what to do and not to do in order to stay out of sight. Kyrene has a talent for climbing trees
  • Natural Communication - Nature is alive, in some way. And as a Nymph, she can communicate with it, we'll certain parts. The ice, snow, and creatures of cold warn her of threats and help her by guiding her in the right direction. When they feel cooperative anyway. In return, Kyrene protects them, even if she must shed blood to do so.
  • Combat - She knows enough to use her polearm and how to fight dirty, and her magic comes in real handy.
Equipment:
  • Homemade Polearm - A long piece of oak that she has smoothed down, and attached a broken human blade into the side with twisting wood, that holds the blade in place. The grip is simply a strap of leather wrapped around many time to form a comfortable grip, with a small piece of Lapus Lazuli threaded into a small bit that hangs off the end
  • Survival Gear - A small rucksack that is mostly empty, a bedroll, a fire starter (she does have to eat), a small sewing kit, and some rope
  • Face Mask - A simple face shield that doesn't actually conceal her identity, but protects her forehead, outlining the top of her eyes. It's a light black material Kyrene doesn't know the name for, painted with intricate designs.
Magic:
Being a Nymph, Kyrene has a natural connection to magic, even if she doesn't fully understand the connection, whether it be god-given or arcane in nature, it's always been a part of her. She can manipulate ice, creating it from thin air, or manipulating ice that's already in the environment. She can manipulate the temperature in a limited radius, sometimes freezing the ground and plants. In rare cases, she can freeze people. She can already do that, to a limited extent, with psychical contact she can change the body temperature of the part she's touching. Kyrene has often used it for torture. Kyrene can even expend a large amount of energy and magic to turn her body into ice, melding into her environment in cases where she can't hide any other way.

Personality:
It's obvious something went wrong in her past. Kyrene is a violent, cold-hearted and overly blunt individual who has a hard time interacting with others. She has a natural distrust of everyone she encounters, even if they're non-human. And, well, she absolutely despises humans. She's witnessed too much of what they're capable of, the extents of their cruelty and bloodlust. She has the scars to prove it. You may see her as a woman you don't turn to unless you need something cruel done, because unfortunately, Kyrene is not a gentle one. She loves the thrill of combat, the feeling of blood. She's dangerous when she wants to be, but there aren't all negatives. Kyrene, if you can get past all the mean bits, is actually a tolerable person to be around. She's not nice in the typical sense of the word, but she's the one who makes sure everyone has eaten or has a blanket. She shows she cares in small ways. It's very difficult to earn her trust, even harder to keep it, but it's worth having. She's a resilient hard worker who, while loyal may not be the exact word, is always there for the people who need her.
History:
There were only five of them left. The Ice Nymphs taken from the forest at the base of the mountains, everyone else had been killed off, they had been holding out for years, but the humans finally broke through the ice wall. Two adult nymphs, and three satyrs. The Enyr tribe had taken possession of them, they wanted slaves. They were all branded and given to different powerful leaders or people. One of those Nymphs was pregnant, Kyrene's mother, who had been given to a cruel man looking to satisfy many different needs, her mother never stood a chance. When Kyrene was born, it was in a cage, hundreds of people watching like it was some sick sport. There were bets on if she was going to die, if her mother was going to die, on who was going to claim Kyrene.

The man who got her had to wait a few years, just until she was four. Then off she went, torn away from her family into unknown territory. At first, it wasn't all bad, she was kept with the other servants, many who were from different races, and made to do household chores or servicing parties. People loved the little snow flurries she would make. As she grew and started developing, her master took a more personal interest in her. She was maybe 9 and a half when he first forced Kyrene into his bedroom. I believe you can guess why. This continued for years, she was branded, disobedience and rebellion were met by the crack of the whip, or by the tip of a blade. It was a hell she couldn't escape from.

Until, five years ago, there was an attack. She didn't know by who or why, but during the chaos, she saw a chance to escape and she took it. She ran for so long, beyond exhaustion and starvation, until she reached the forest. It was reinvigorating, but she quickly learned that her master would not give up so easily. They pursued her into the forest and this was the first time she killed anyone. And Kyrene noticed she liked it. The young Nymph stole a sword and disappeared into the trees. They tried to follow, to get for, and for two years always seemed close but never close enough. Recently, she's been perceived as a ghost story, a cryptic. If the air suddenly chills, it means Kyrene is nearby, and you may not make it back home.

And hey, there's always some truth to stories like these.
 
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Assuni
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Name: Assuni (Hadia by birth)
Race: Moss Elf
Gender: Female
Age: Eighty-four in human count
Titles and positions: Matriarch of the Moss elves, Minister of forests, Fourth Anticipation, Traitor.

Height: 6'2"
Appearance: Assuni stands at an impressive height, even for her race, supported by a defined physique and chiselled features. Her skin is of a sitant, yellow tint, complimented by numerous markings of varying shapes and sizes, always coming in groups of four. Her hair is a vibrant brown, flowing in length and volume to somewhere below the shoulder. Most often, it is tied back to not interfere with movement, and to stop it from getting caught or pulled by the mask that Assuni wears whenever leaving home. The mask is of jade green, sporting an exaggeration of the features, tusks, horns and a tired expression. Assuni's ears, just like the ears of any elf, are pointed and long, pierced in four places with a chain-like accessory. She dons armour of leather, cloth and jade, more of a uniform than actual defense.


Skills:
Oration - Assuni holds herself with stern elegance and confidence, allowing for strong public speech. She doesn't stutter around words, nor points, addressing issues honestly and without side-stepping. Her frequent addresses made her popular among the people, enough so that she still holds a few loyalists to her name after her betrayal.

Combat - Thanks to her stature and former position within the Council of Anticipations, Assuni became well-acquainted with hand-to-hand combat, as well as wielding an axe with fair proficiency.

Knowledge reserve - Assuni holds a good amount of knowledge within her head. From ritual proceedings, history, and basic things expected of a leader, to personal interests, such as poisons, poetry and carving.

Strategy - While not exactly brilliance, Assuni has been learning and observing the strategies employed by the humans from the back-seat. As such, she is procedurally amassing mastery of the ways of warfare.

Equipment:
Jade Masque - A mask of jade, chiselled partially in her own visage, and the visage of her patron spirit.
Crown of the Fourth Come - A stone and silver crown ceremoniously worn by the Fourth Anticipation. Currently stands the highest, as there are no others.
Temple keys - Assuni holds the keys to the Temple of Anticipations. Inside, the highest of ritual proceedings used to take place, now laying dormant.

Magic: Assuni used to call upon the Spirits of moss-elven reverence. Since the murder of the other Anticipations however, there has not been a single response.


Personality:
Assuni is a born leader, literally. As such, she was forced to adapt a regal, confident personality. She speaks with a bold tone and makes her capabilities known, even if they are empty to serve. She holds a deep love for her people, and would do anything to see them survive and bloom. Coinciding with this, no sacrifice is too great if it means a better, long-term outcome. Assuni always thinks to the future in this regard, unshakeable in her resolve to secure it. This has its adverse side, however, as her concern for the suffering of those outside her care is very limited. She still considers atrocities detestable, yet so long as they take place far enough away, they are of no importance to her. There are the things that she would sacrifice anything to protect, and there are inevitably the things that must be sacrificed. There's us, and there's them. This concept sits above even love, almost completely universal. The only ones exempt from it are the humans, towards which she holds a hidden, sprawling loathing. They are exempt for they are not a potential sacrifice, but a fiend that must tackled and destroyed.

Of course, she is also one to plot. The true intentions of her betrayal died with the Council, and she hides between the human leaderships with the intent of uprooting dissent and failure. She is also an ardent learner, pursuing knowledge where she may find it. Knowledge to not only help with her political goals, but also of her own interests in art and the like. The strongest suit of her person is her determination to carry out any goals she has set before her, no matter how long it may take. Every goal is a ladder to be climbed, falling down from it would be unthinkable. Undeniably, though, her approach to life is taxing, inevitably so. As such, Assuni is not void of remorse, no matter how much she would like to say otherwise. Dreams of her failure to secure a better path haunt her, along with the souls that she had thrown under human boots. Above all, her convictions are shaken when lamb and altar begin to mix.

History:
Born as Hadia, she came to the world upon the hour of the Fourth Anticipation. As dictated by ancient tradition, this meant that she would be given a lord's upbringing by the elders of her tribe, eventually taking place within the Council of Anticipations. This council was made up of five members, each representing a god-spirit only subservient to the Essence of the World itself. Upon reaching the twentieth year of her life, she assumed the namesake of her patron, and sat in the council for the first time the next year. As its member, it was her job to co-ordinate the decisions and directions for her people with the others, one of which she would end up marrying only a few months later. Following this, seasons flowed without much struggle, Assuni growing good-will among the populace with abundant harvests, games and celebrations, seasonal festivities and common addresses, letting anyone know the developments and troubles that the race was currently facing. One such address ultimately included the settling-in of the humans and the aid they offered to the peoples of the forest. What would later save the Moss elves from almost-certain extinction was the denial of this aid by the council, who held it petty to rely on outside sources to live. Back then, Assuni didn't question the five-to-zero directive on account of stockpiles being high. With hindsight, that abundance grows to seem much more lucky.

After a ten year pass, all hell began breaking loose. Their neighbours fell to disease and blade around them, the forest grew ravaged. With scorch, nothing remained, and soon it was their turn to fall before the intruders. Fall, or surrender, an ultimatum arriving. The terms were clear, serve and live as a puppet state, or go out with the rest of them. Four to one, the council chose the latter. Their pride would not allow them to bend, they would put up a fight, go out in a blaze of glory, live on in the afterlife as heroes. Die. Die worthlessly. That's all that Assuni saw in it. She had not spent her whole life caring for her people, only to see them reaped, like wheat in the wind. If a sacrifice had to made, no matter how big, to ensure the survival of her people, so be it. They had to live on. Lose their pride so they may one day regain it, have their revenge. While a corpse may hate, only the living can put that hatred to the torch.

However, her reasoning failed to sway the opinion of the Council, who saw it as dribble not worth noting. Thus, they solidified their place as the first price to pay for salvation. A poisoned dagger in the night, their lives were taken, one by one. Us, or them, was the single thought going through her head, as she drove the blade into the heart of her husband. There was no resistance, only tears and remorse. The very next day, she assumed total control over her people, who at large protested against her. Yet, there was little they could do, as they were written off to the humans. Now a "protectorate," they exchanged their pride and dignity for meagre survival. Those who valued their lives had to report off those who didn't, unless they kept fully underground. The population thinned, only loyalists and those who held their grudges private allowed to thrive. In spite of this, no one hated "man" more than Assuni. She held every little act that they forced her to commit close to her heart, and when the time comes, they would all be paid back a thousand-fold.
 
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Rock


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Name: Rock
Race: Ogrash
Tribe: N/A
Gender: Male
Age: 25

Height: about five meters or fifteen feet at the shoulder
Appearance: Rock has a muscular build common to his race. Rock's arms are more muscular and are longer then his legs. He normally gets around on all fours but can stand on his hind legs if he wishes. His skin is a stonish gray and he is covered in shaggy black hair. Rock's eyes are a deep emerald green and he has the beginnings of small tusks protruding out of his lower lip. His body has a few scars running across it as souvenirs from his run ins with humans as he travels. Like most Ograshs Rock goes unclad, other traits he shares with the rest of his species is his pronounced forehead and large lower jaw.


Skills:
Combat- Ogrash are seemingly born for battle with their incredible strength and tough almost armor like skin. Rock is no exception and is more then capable of defending himself should the need arise.

Crafting- Ogrash live as a hunter gatherer society so from a young age Rock was taught how to provide for himself and how to make simple stone and wooden tools.

Natural awareness- Rock was raised with the knowledge of what sorts of leaves could heal wounds or what sorts of plants are safe to eat. Of course his knowledge only applies to Ogrash as they can consume many different kinds of plants that would be fatal to other races.

Equipment: Rock does not travel with many objects of his own. The exception to this is a large wooden club he likes to keep nearby. The club itself is only extraordinary in its size being five feet in length and being wider then a man at its thickest.

Magic: N/A


Personality: Rock may seem like a savage animal but in truth he has a very analytical mind. He is no conversationalist as he was raised to mostly rely on body language other than for names, he does not understand many things that seem second nature to other races as he mostly grew up on his own in the forest. Rock can tend to be a bit depressing though not hostile, he firmly believes himself to be the last of his kind and suffers from the loneliness that comes with that. Rock never attacks unprovoked though humans are an exception to this rule. He rightly blames them for his race's practical extinction and tends to either avoid them or attack them when they refuse to leave him alone. Being raised mostly in isolation Rock has a hard time discerning humans from humanoid non-humans, though with his sense of smell he can pick up differing scents within races and he mostly relies on that to tell them apart.

History: The Ogrash were never a widely distributed species, they tend to keep to themselves and rarely even interact between family groups. Rock's family in particular had not been met with another of their own kind since before Rock was birthed. Leading them to come to the conclusion that they were the last, the giant apes did not despair over this fact for they had family in each other and by their count that was all they needed. The Ogrash lived in an isolated part of the forest as the humans first began appearing and wiping out other races so they managed to live undisturbed for a time before humans eventually found their cave home. The humans acted friendly towards the Ogrash as the ape's cut intimidating figures due to their massive size and ferocious appearance. The humans offered the apes gifts as an act of goodwill, the Ogrash being isolationists had no idea of the human's past campaigns of eradication and took the gifts happily. It wasn't until the humans left that some of them began to sicken and die.

Ogrash were not familiar with disease as they had natural immunity to most ailments and poisons of the forest so the remaining healthy Ogrash began to panic as they had no answer for this. Rock's mother was one of the last to take ill and she refused to watch her young sicken, she ran Rock out of the clan. At this point Rock had just reached the age of five and was about the size of a man, he did not understand why his mother had suddenly turned on him so the lonely and confused young Ogrash spent his early years evading sight by everything that could be a threat including those small hairless apes that had seemingly brought the sickness to the cave. Rock lived his life on the run until he grew to a large enough size to defend himself. Ogrash are naturally social creatures so the effects of his solitude were detrimental to his state of mind.

Rock could no longer take it. He went back to his old homes with the intention of begging his old family to allow him to come back. When he made his way back to the cave he found nothing but what was left of the bones of the other Ogrash. Rock was saddened by this and resigned himself to the fact that he was the last of his kind. He now lives the life of a nomad going from place to place quietly searching for other Ogrash when he thinks they may be close, but failing to find any at every turn. He has run into other non humans on a few occasions but none of them wanted the brutish looking Ogrash hanging around their settlement, and he has run into humans once or twice both meetings ended in violence as Rock took his revenge for his dead race. Today the last titan of the woods walks alone.
 
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Lyra


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Name: Lyra Mogarath
Race: Half Angel/Half Demon
Gender: Female
Age: Twenty

Height: 5'10"
Appearance: She has a tail and wings that can manifest when she wants. They will also appear when she has strong emotions.


Skills:
  • Charming Elegance - She is articulate and personable quickly able to get anyone on her side. Reading body language and expressions she knows what to say and when to say it. Making her seem trustworthy when in reality she is simply very persuasive.
  • Knife Throwing - This is her second main form of combat besides magic.
  • Night Vision - Lyra is able to see in the dark.
  • Communication with the dead - Lyra is able to speak to those who are dead.
Equipment:

Magic:
  • Summoning - She can summon creatures and weapons, though she often only summons demonic creatures and throwing knives.
  • Black Fire Generation and Manipulation - Lyra can conjure flames and use them at her disposal, long use tires her out greatly.
  • Regeneration - Over time she can slowly regenerate herself healing injuries, she is also able to expedite others healing time, but this injures her.
  • Portal Creation - With great concentration and Lyra can conjure a portal that can teleport herself and others to a location. She must know the location she wants to go and has to take it easy for a least three days before she is at her full power again.

Personality:

History:

Other:
She is cursed due to being a part-angel and demon so her body fluids are poisonous.
 
Zayden


Zayden


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Name: Zayden Lit’Ra
Race: Shadronian
Gender: Male
Age: 323 Human years, 24 Shadronian years

Height:Five foot seven inches
Appearance: Zayden is as unique as unique gets, everyone in the Shadronian lands knows of the “Wrong One”. A Shadronian has black hair and black eyes, however, Zayden has white hair, and blue eyes, making him the only one, of all the people. This isn’t the only difference, Shadronian males stand five feet nine inches, he is shorter, and stands five feet seven inches. Dispite these minor details, he trained like all others in the kingdom. His build is that of an athlete, thin, but muscular, his skin is lightly kissed by the sun. Zayden’s hair is usually messy, having hard work as a hunter. He doesn’t bare any tattoos, nor piercings, but he does have a scar on his right shoulder. The scar is from a stray arrow.


Skills:
Zayden has several skills. The two most important are hunting and swordsmanship. All males in the Shadronian race are taught the spear, shield and sword, while the females are taught the bow. Zayden is rare with the skill in the sword he has, which allowed him to move up the ranks and command his own warriors.
Equipment: He carries the standard two handed sword (its blade is slightly curved and the hilt is curved in the opposite direction, they are 4 feet in length.), the single handed sword (this tends to have more curves) and a dagger with a green gem on the hilt. He does own a shield, and a spear but doesn’t use them very often.

Magic: Like most Shadronian males, Zayden does have the ability to use magic, Shadow Manipulation, which is basically the ability to control shadows to use as weapons, or shields. The other magic he is able to use is Dark summoning. This summoning spell is only taught to those of command, Tower Commanders, and the five generals (Northern General, Western General, Eastern General, Southern General and the Commander General (general of all.)). This ability summons the various spirits that reside within the swamps, and only used when the need is dier.


Personality: He has a different personality then most, because he was treated differently as a kid by the other kids, Zayden learned to not let words affect him as much. He can often be found laughing and joking with the soldiers under his command. He is extremely loyal and trusting, and doesn’t give up easily. He will fight until he can’t fight any more.

History:During a dark and terrifying thunderstorm, in a race that could be considered to be the Guards of the Great Forest Spirit, Zayden was born and hence why others believe he was different. He started his training at the same age as everyone else, four years old. Like others, his training was tough, brutal and as some has said, on the verge of barbaric. They were taught hand to hand combat first, and given a wooden training sword to train with and get used to carrying a weapon. Once a year, the trainees are taken deep into the swamps and left there. This was to toughen up the kids and teach them to work as a group or all shall fail. The instructors would secretly watch and do random attacks on the groups to see how well they would form and fight. At the age of ten, Zayden received his Shadow Blade, the curvy single handed sword. It was his Grandfather, the general of the western forces, that presented the young warrior his sword, which was a symbol of moving into the next step of training.
The next step of training was more in depth of the sword, shield, spear and formations. He surpassed this training faster then anyone. By the time he was 14, Zayden was on the third phase of training, which was full on battling every day. Move through the swamps, and ambushed, fight until he can’t find anymore, and then fight some more. Each day was barbaric, and brutal, some blood was shed, bones broken, and exhausting, but worked. He continued his training until he was 21, at which he was presented with his two handed sword, spear and shield. The five generals were so impressed with how well he did that they gave him a command of five warriors. By the time the humans started their attack, he had nearly 100 warriors and 45 archers under his command, and a Wall Tower on the edge of the swamp. Though he has so many men, Zayden only keeps about two dozen warriors and ten archers at a time, rotating the every three months. He has stood at his position ever since, keeping a close eye out, to make sure no threats came their way.
 
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Grem


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Name: Grem Firebrand
Race: Goblin
Tribe: Firebrand Tribe
Gender:Male
Age:26

Height:4'5"
Appearance: Short and Lanky, Grem is a Goblin spellcaster specializing in fire magic. He wears the usual spiky armor of his brethren and has sharp angular features. He is not a particularly strong goblin, but can handle himself in a scrap in need be. He usually carries potions on him to boost his magic and humble his foes.


Skills: Potion Making: Grem is capable of creating potions ranging from simple healing potions to potions of slowing the enemy down as long as he can find the necessary components to make them
Diplomacy: As the eldest child of the chieftain of the Firebrand Tribe, Grem was trained in the art of diplomacy and dealing with other people and races.
Hiding: Grem can use his small stature to hide in the most unusual of places to remain unseen
Maintenance: While he can't craft his own armor and weapons, he can for sure maintain them while on the road and prevent them from breaking down, making small repairs.
Self Defense Combat: Grem specializes in using his knife or staff in self defensive combat, using his small frame and agility to move out of the way or deflect in such a way that allows him that kind of hit for getting away out of combat or away from danger.

Equipment: Magic Staff: Used as a focal point for increasing his magical abilities, it increases any of his spells powers that he doesn't need both hands for.
Light Armor: Armor given to him by his father to keep him safe in these dangerous times
Sharp Knife: A sharp knife also given to him by his father to aid in protection if his spells fail him.
Potion supplies: Various odds and ends for potion making including his kit and bottles to place it in afterwards.
Family Amulet : An amulet that when used will allow him to locate his tribe
Flint and Tinder: The items required to start a flame without magic

Magic: Light: A simple spell to brighten up his vision in dark times
Fire spark: A light fire spell to create a small camp fire
Fire Bolt: A small and short range fire spell to cause injury to an enemy
Create Fire Wolf: Ability to summon a wolf made out of fire from a nearby flame
Healing Flame: Using the mana existing within the flame, it can be converted into healing energies. The larger the wound, the greater the nearby flame needs to be to draw mana from. Drawing this mana also extinguishes the flame
Fire Blast: A large and powerful fire spell that requires both hands and a short interval to charge up before being let go.


Personality: Grem is cold and distant to those that he does not know, mostly because he is afraid to let people in as that always leads to suffering when they disappear or are killed. To those that can actually get him to open up and befriend him, he is actually quite kind and caring, willing to put it all on the line for those that he deems friends, counting them as true family. Opening up is difficult

History: Grem is the son of the Firebrand Chieftain and as such was trained in everything from front line combat, to battlefield magic, to diplomatic prowess. He learned combat prowess, what little he truly picked up from his Father, Chieftan Grek and magical ability which he took to like a fish in water from his mother Castor Griella. Life had been good and carefree until the humans came and began to kill everyone. His father had marshaled the warriors and his mother had slung spells from a distance when the cowardly humans launched a surprise attack at the rear of the village, killing his mother, many other spellcasters and innocent civilians who huddled in their homes. Grem was powerless to do anything, but his father, riding atop his dire Boar rallied the troops, saving as much of the tribe as he could and driving them all deeper into the recesses of the forest.

The tribe became wanderers with his father occasionally leading forays into the lines of man to prevent them from discovering their now nomadic tribe. However, Grem wished to do more and to better combat the forces of Man. After arguing with his father on the matter, who did not wish to lose him as well, his father gave him a magical amulet that would let him locate the tribe as long as he says the magic words. He eventually left to find a powerful spellcaster of Goblin Legend, Horv'Dal RedHand and become his apprentice. A powerful fire spellcaster who was capable of great feats of wielding the flame. It took many weeks of dead ends and fruitless efforts, but during the search, Horv'Dal found him instead. Apparently the first test to apprentice was wanting to find him and trying even while coming to many ends that should bring you to loss. Grem passed the other tests as well and became his apprentice, learning powerful fire spells.

Feeling ready, Grem is prepared to venture out into the world to gather allies and try to put an end to the Human menace. Even if it costs him his life, he will try to put things into motion to stop the evil that is encroaching on the land.


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Hessian


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Name:Hessian Duggler
Race:Human
Tribe: Engyr
Gender:Male
Age:35

Height: 6'
Appearance:
Large glasses, soulless looking eyes, frock, pipe and large apron to protect his clothing from dust, dirt and explosions


Skills: Eidetic memory - He is able to recall images from memory after only seeing it once
Quick study- He is able to learn and study at an incredible rate
Skilled Linguist_- Learning languages of other races so as to better unlock their secrets and interrogate his subjects
Torture technician- Hessian is able to use torture to get the most out his subject due to his medical knowledge and knowing where to be able to inflict the most pain
Multidisciplinary scientist- Hessian is skilled in the medical sciences as well as the mechanical due to the crossnature of his research

Equipment: Pipe
Notebook
Loaned Robot for study
Toolkit
Medical bag

Magic:
None


Personality:

History:
 
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Zarashi


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Name: Zarashi Ida
Race: Human
Tribe: Great Volcano
Gender: Female
Age: 20

Height: 5'6"
Appearance: Zarashi possesses a regal, coldly beautiful face with refined features, prominent, expressive eyebrows that lend added ferocity to her scowls, sharp, quick amber eyes that seem to flash like sparks in moments of excitement or anger, and a light complexion that contrasts sharply with her raven black hair. Years of training have forged her body into the perfect image of feminine strength- lean and muscular, but not without the appropriate curves. She typically wears a crisp, militaristic outfit consisting of polished bronze pauldrons accented by red jewels, a red cape, a black shirt and trousers, a leather cuirass fastened with buckles, a jeweled bronze belt with a gold embroidered strip of cloth attached at the front and back, dark leather boots and wrist guards, and a gold band around her forehead with a red jewel in the center. Her hair is always caught into a low ponytail in back with twin ponytails in the front, secured at the bottom with leather ties, and two identical wisps of loose hair at the temples. She always makes a point of having symmetry in her hair and dress. An alert, martial yet relaxed bearing, combined with her looks and charisma, confers an effortless dominance and grace that commands attention whenever she enters a room, along with the impression of being larger than life.


Skills:
Combat: Rigorously trained almost from birth as befitting an Ida noblewoman, Zarashi turned out to be a prodigy in all forms of combat, whether using a sword, a spear, a bow, magic, or her empty fists.
Education: Thanks to her formal education, she is knowledgeable in science and mathematics (however far they've advanced in this world's timeline), geography, strategy, tactics, culture, and the religion of Irudin.
Magic: She has been blessed by the god with ample raw power, and has worked hard to hone that power into precise, versatile techniques.
People Management: Charismatic, persuasive, and politically savvy, Zarashi is a born leader, and excellent at reading people, whether it be to make the best use of their strengths or to play on their insecurities. To her, all people are pieces on a game board, waiting for her command.
Equipment: Always wears a sword in a scabbard at her waist, a knife strapped to her thigh, and a lock pick in her boot.

Magic: Has the power to generate and control fire and, to a lesser extent, lightning. Extensive use of lightning drains her, so she uses it only as a surprise tactic to turn the tide.


Personality: Highly intelligent, strong, proud, disciplined, and ambitious, Zarashi is the very pinnacle of human values, and she knows it. As such, she is expected to set the example for the other Ida youth, her siblings in particular, a burden that proves taxing at times, although she would never admit it even to herself. Irudin's blessing also confers a heavy outward expectation of piety and an even heavier internal expectation of utmost devotion. Although immensely proud of her favor with the god, she lives under the constant unconscious fear of what would happen if she were to prove unworthy, and sees her sacred duty to serve him in all things as the driving force in her life. Enigmatic though he may be, Irudin has become a kind of surrogate parental figure for her, his approval an antidote to her mother's emotional distance, her father's obsession with her younger brother, and the fact that regardless of being the firstborn, regardless of how much she takes after her father, and regardless of how much more worthy she is than her siblings, she was born female and so cannot carry on the Ida legacy as the heir. Her apparently unshakable confidence is really a front for a deep-seated insecurity. For her, failure is not an option. Because of this she is willing to do whatever it takes to succeed, and her manipulative, sociopathic and slightly sadistic side allows her to do what needs to be done without remorse. She also shows signs of mild OCD.

History: Zarashi is the firstborn daughter of Chieftain Kamar Ida, cousin to the Temple Leader Arkrath Ida, and his wife, Narumae Izani. From the time she learned to walk and talk, it was apparent that she had inherited from her father all the traits that he valued most- intelligence, pragmatism, political acumen, and athletic prowess. He could not have asked for a better child. They were inseparable. In those days she was also closer to her mother, quiet, gentle, and ladylike though she was, although never to the same degree as with her father. When she was two years old, her mother gave birth to a son, Vareth, and as he would grow up to inherit the family's title and fortunes, the head of the family began to take intense interest in his development. As Vareth learned to walk and talk, and later to run and climb and study and fight and to perform the sacred rituals, Zarashi found that Kamar had less and less time to spend with his daughter. And she resented it. Not her father, of course- she could never resent him. After all, it wasn't his fault that he was expected to produce a male heir. But she did resent her brother for being a weakling (the poor fool took after his mother), and she resented herself for not having been born a boy. Narumae later gave birth to another son, Taran, and a daughter, Istras, two years apart. Kamar expected nothing short of the best from his children, but only Zarashi seemed able to live up to his standards. This drove a permanent wedge of jealousy between herself and her siblings. Because she was expected to get along with them, Zarashi maintained the appearance of a harmonious relationship in the presence of adults, but would privately bully them and play mean-spirited pranks, sometimes causing them to fight amongst themselves and sometimes enlisting the others, using their mutual jealousy of him as the heir, to gang up on Vareth. Unfortunately for her, they all preferred their mother, especially Vareth, and would run to Narumae with all their troubles. Despite Zarashi's cunning, her mother's intuition was keen, and she couldn't always convince the woman that her intentions were innocent. This created a distance between herself and her mother that wasn't present with any of her siblings, and left her to rely on the approval of her father and her instructors for validation. At the tender age of eight her fire magic manifested itself for the first time, and Zamar was overjoyed at the honor brought to their family by his daughter's piety. However, her satisfaction was marred by her mother and siblings' lukewarm reception, and the rift in the family only grew from that point onward as Zarashi began to frequent the temple and threw herself into the training and rituals with abandon. Much to her chagrin, Vareth gained control of smoke and fire at the age of 16, though her magic is still much stronger. Ironically, this leaves Taran as the sibling she gets along with best, as he shares her jealousy and some of her cunning, though not enough to pose a threat. As of the Primarch Valko's death and his weakling half-brother's cowardly suicide, she believes there is no strength left in the Karal clan and that it is the will of Irudin that the Great Volcano Tribe should reign supreme over all creatures. And who better to lead them as Archon than her talented, illustrious father? Perhaps, if she could win him that seat of power, he might finally see her worth...
 
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Evelyn (Eve)






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Name: Evelyn (Eve) Summers

Race: half human half forest nymph

Gender: female

Age: 22



Height: 4’11”

Appearance: Eve is incredibly small and petite to most she looks fragile and delicate. She exudes femininity and beauty much like most nymphs but her appearance makes her look more human than anything else. Her hair is golden color and she has light blue eyes as well as some freckles on her nose and across her cheek. The only defining non human characteristics she has is that flowers will grow in her hair over night but she pulls them all out in the morning to help her look more human. She prefers light graceful dresses with armor concealed underneath. She also carries a satchel with her everywhere she goes.






Skills:

Deceitful- while it might not be considered a skill by most Eve is an incredibly good liar. She can woo most humans with her beauty and her facades are almost never seen through. She can give herself a whole new backstory and most would never know the difference. It helps her keep out of trouble.



Hand to hand combat- trained from a young age at hand to hand she is very skilled with close fights and is good with a dagger. She is not the strongest but her technique is almost flawless, she can get out of most grips and can easily put most of her attackers in a dangerous position. However she is not skilled with a sword or any longer range weapons except her blow dart.



Stealth- Eve is good at sneaking in and out of places she shouldn’t be and can easily blend in with a human crowd.



Equipment:

Eve carries poisoned blow darts that are tranquilizers as well as a poisoned dagger. The dagger is not lethal but is instead poisoned with a painful concoction of poison ivy, oak and stinging nettle oil. She keeps it sheathed so if someone else picks it up they won’t develop a dangerous rash unless the touch the blade. It burns like fire when it cuts, leaves a horrible rash around the injury and will cause permanent scarring. She also carries a vial of lethal poison in her bag but she only uses it on rare occasion. Other than those weapons she has a notebook for information, a pouch for her money and a small pouch full of grass seeds in case she needs to use her magic when there are no plants around.



Magic:

Plant manipulation- Eve can make plants move as if they were alive and can also have them grow to unnatural sizes, they return to their normal state once she is not using her magic. She hasn’t had much guidance with her magic and struggles to control it when she is in an emotional state.

Poison immunity- Eve is immune to all poisonous plants.








Personality:

Eve doesn’t trust easily, mostly because she’s been in so many situations where she’s had to lie or deceive others. She is kind and believes that no one is the villain in their eyes. She sympathizes with humans since she was raised as one and doesn’t necessarily view them as enemies but she agrees their treatment of magical creatures is wrong and needs to be put to an end. While she is doesn’t believe anyone is truly evil, she has very little mercy to those who are cruel. She has used her lethal poison to kill more than once on humans who she found unusually cruel and twisted. While she hasn’t used it on any magical creature yet, if she saw one as cruel beyond belief she would not hesitate. She is outspoken when she is not on a mission and is happy to talk to just about anybody. She particularly enjoys getting those who are quiet and keep to themselves to open up to her. She also prefers to go by Eve rather than her full first name.



History:

Eve’s father was a retired human general with many non human slaves. He lusted after one of his Nymphs and began having her spend night with him in his chambers. While the interaction was initially fueled only by lust he did eventually fall in love with her but he never told her or anyone else. As a token of his love he allowed his slaves freedom, he told suspicious humans that they had an uprising and he was lucky they didn’t kill him and that his prized nymph wasn’t able to leave with the others. They abandoned the town and moved to a small cottage more isolated from society. His lover became pregnant and died in childbirth. He named their halfling Evelyn.

He trained her in military combatives and raised her to be able to blend in with society and how to deceive others. He trained her this way with the intentions that she’d have the option to live out her life as either a human or a nymph. The only thing he could not teach her was how to master her magic. Her father became sick and passed when she turned 19 he gifted her the poisoned dagger she carries in her satchel. He told her the story of her mother on his deathbed.

Evelyn inherited her fathers money giving her access to human society when she needed it. She would regularly buy slaves from the market only to release them when she took them home. Some were grateful other were enraged that she was not a part of the true battle. She eventually realized that she couldn’t buy all the captives in the world so she left her old home and went to seek out other magic creatures. Many shunned her because of her human appearance and the fact that she was mixed with them but she eventually found herself useful as a contractor to free captives she also works with military leaders to infiltrate the humans and gain much needed military information such as battle strategies or weapon blueprints.
 
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Valkner


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Name: Valkner Grey "The cursed one"
Race: Human/Lycanthrope
Tribe: Karal
Gender:Male
Age: 25

Height:
Human: 5'7
Wolf: 5 feet at the shoulder.
Appearance: Valkner is a man of medium build, he is not scrawny nor should he be considered muscular. His skin is tan and his hands are weathered, he has a healed scar on his right forearm from where he was bitten. Valkner has blue eyes and a head of silver hair, for clothing he normally dresses plainly wearing a leather and bronze breast plate whenever he goes into battle. His dirty appearance is normally enough to make people clutch their coin purses tighter whenever he enters a room. When he shape shifts he becomes a huge wolf with shaggy silver and black fur.


Skills:
Combat:
Valkner has spent most of his life fighting for pretty much everything so it comes to no surprise that he is quite versed in combat with just about everything. His style may be sloppy but he can get the job done nontheless.

Hunting: Valkner was a good tracker as a normal human but after his fated meeting with a beast his ability to track prey and victim alike has only gotten better.

Lying: Though arguable of being an actual skill Valkner is good at lying through his teeth. He tends to abuse this skill for all its worth.

Long Memory: If you wrong Valkner he is not likely to forget nor forgive. His memory also comes in handy for getting certain jobs done.

Sewing: A skill he learned from his mother he doesn't often care to share his skill with leather.

Equipment:
Heartopener: An iron dirk he liberated from a dwarf who he happened upon in the woods one day. He did his gods proud, slayed the small man and took the dwarf's weapon as his own.

armor and war helmet: After a few years Valkner decided to simply embrace his new lycanthropic nature he sewed the shape of a howling wolf on the leather of his breast plate and often wears a helmet in the shape of a wolf's face.

Magic:
LYCANTHROPY

After being bitten by a werewolf Valkner possesses the abilities of a Lycanthrope. He can go between the forms of himself and a wolf. His senses are heightened and he can see light as day in complete darkness. After a year of practice Valkner can control his transformations on every day other then the full moon, on the night of which he will change into the beast and have no reasonable mind to speak of. Along with this power comes enhanced healing and a semblance of immortality. Valkner has been stabbed, dismembered even beheaded at one point. He's always come back from it. There is an herb known as wolfsbane that can cause him sickness, it's stench is so strong that he has a strong aversion to it and in strong doses it can force a mindless change akin to the full moon. He has found that he can be burned by fire.


Personality: Valkner is a near fearless man, it's not hard to be fearless when you have little to fear. The only thing that would cause him to turn and run is fire, for that is the only thing that has ever truly hurt him. Valkner is cynical and calculated as he will rarely go into a situation if he lacks even a single fact. He trusts no one but himself and he is in kind untrustworthy. Valkner can smell weakness and will prey on it in a moment's notice. He has little care for the mythical races of the forest other then the fact that their heads can be worth a good price if delivered to the right person. His only true interest is his own survival and it would take quite a lot for him to hold another's life above his own.

History: Valkner was born from a night of lust between a minister and a leatherworker. His father never cared to claim him and his mother was not exactly matronly. To her he was only an apprentice and nothing more, not even one she was willing to keep for long. Valkner was on his own for food by the age of seven, he spent his early days as a thief and once he grew of age he carried a bronze sword he'd stolen and fancied himself a sellsword. He took many a job for many a man who had need of a warrior quick of knife.

One day he was approached by a man who didn't have the same look as the others. The man was an envoy from a outlying village plagued by a terrible beast who would drag off cattle and children during the full moon. Valkner saw this man's coin as good as any other and judged that he could handle whatever animal it happened to be. He arrived at the village on the night of the full moon and confronted the beast, a giant brown monster of a wolf. With red demonic eyes and a hungry slavering jaw, his sword had little affect on the beast's hide and it took a chunk out of his forearm. Eventually Valkner knocked over a torch causing flame to spill over the beast's hide burning it to ash. Valkner had succeeded, but was left with a curse worse then he initially realized.

On the next full moon Valkner changed in his sleep into a monster. He awoke at the lip of the wood, and took action to stop this come the next full moon. He started to turn cage himself during the full moon and slowly mastered his new abilities. Today Valkner is one of the most sought after mercenaries when it comes to killing. He is known as the cursed one and the unkillable man, Valkner is aware of his reputation and uses it to his advantage. With his new income he purchased a bit of armor, and he gained possession of special crafted blade from an unfortunate in the forest.

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Haakon


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Name: Haakon Hrsvelgr
Race: Human
Tribe: Gunlach - a minor tribe, conquered by the Karal three years after Forestfall - the migration from Talor. They have since been absorbed, but are treated badly by those descended from a "pure" Karal background.
Gender: Male
Age: 29

Height: 6'5"
Appearance: Haakon is a large and well-built warrior, always donning leather armor. His cheeks are gaunt from his fasting, and his hygeine is poor because he does not believe in bathing often, following the commandments of Valko and Irwin. He has a scar running down his right cheek, and many more on his body, most of which were self-inflicted, since wounds are seen as honorable among the Karal.


Skills: After the ritual suicide of his lord and master Irwin, Haakon is likely the best non-magical warrior humanity has to offer. Born with no great talent in combat except his size, he spent every waking moment of his teens training to impress his master. Once he entered Irwin's service, he received personal instruction from humanity's best soldier, and took it to heart. He is good with his Stormsang, a large bronze sword weighing around 20 kilograms developed by the Engyr to break the armor of the Dwarven and Orcish warriors of the mountains. The main purpose of the unwieldy weapon in combat, however, is as a counterweight, which lets Haakon jump and deliver kicks with more power than he would otherwise have. He is a good grappler, but his style is simple and without pretensions.

Equipment: Stormsang, a large and heavy sword, used mostly to break armor. Almost entirely useless in fighting more nimble opponents, but for this Haakon prefers just to kick and strangle them. He carries a bow and around 15 arrows, but sees its use as cowardly except in situations where the enemy is fleeing.

Magic: None


Personality: Haakon is a person who has ultimately been ruined by the repressive code of morality imposed on Karal warriors, which he, because of his origins, had to take more seriously than anyone else. Haakon came from an inferior tribe, and was chosen among his peers to serve the Karal nobility as lords because his appearance and size made him "better" than the rest of the Gunrath in the eyes of the Karal. The other pages looked down on him because of the low status of his tribe, so he resolved to be the perfect warrior and fit the Karal warrior code to a tee. Every day, as Valko advised, he thinks and dreams of death. A glorious death is his ultimate goal. He fasts and would rather destroy money than keep it or give it away. He speaks only formally, avoids vulgarity, and, as a warrior should, acts before thinking because calculation could lead to doubt, which would lead to shameful avoidance of duty. His chief values are loyalty and a love of death. Haakon believes everything is up to fate, and that people are not the authors of their own lives, so he lives without regret and for the present moment.

When he was alive, Haakon loved his master Irwin in more ways than one, but could never show it because the warrior code said that the best love was that which was held painfully in secret. Irwin was Haakon's reason to live for 17 years of his life - he had no other ambition than to serve Irwin perfectly. With no purpose left, Haakon wants nothing besides a glorious and memorable demise, and constantly seeks out the most dangerous missions. Banned by his master from ritual suicide, he must die by the hand of the enemy - something that has eluded him so far.

History: Haakon was born into the northern Gunlach tribe in the poor and wintery northern reaches of Talor. The Gunlach alternated between being despised by other tribes for their raiding in times of hunger, and held in contempt for their perceived lack of discipline and courage in combat. For the Gunlach, the way of war was the way of survival - to raid and leave was all they could do to overcome starvation, but this led the more "civilized" Engyr, Volcano Tribe, and their vassals to think of them as cowards. When Valko Daan succeeded in his revolt against the Nemeth and Ida tribal chiefdoms, he forced all of humanity to move into the Great Forest, sending out charioteers to round up any survivors and make them into slaves. The Gunlach, tiring of the barren Northern Reach, were all too happy to move to fertile Southern lands, and the river delta around the city later known as Valkonia. However, they soon found themselves victim to old racism from the three major tribes. Their worship of Gereth, a pagan deity of the winter and war, gave Valko the excuse to execute their leaders and incorporate the Gunlach into the Karal. For all their pretensions of being "open to new recruits", the Karal tribe quickly formed a caste system as they absorbed other tribes, and the Gunlach were near the bottom of the hierarchy.

Haakon was 12 when the Karal took over his tribe. Unlike most of his tribe, Haakon, born of a tribal chieftan, was well fed, and therefore big. Also unique for his tribe, he had dark hair and eyes - traits seen by the Karal as manly - mostly because they, being Southerners, had them. Because of this, Haakon was picked by Valko's brother in law, Irwin, to be one of his pages. Initially, Haakon was ostracized and picked on by the other pages for being a Gunlach, but he quickly learned that Karal culture was all about honor, and soon learned to beat the living daylights out of anyone of equal rank who he thought had offended him. This gained him Irwin's favor. Being an outsider, Haakon resolved himself to be the perfect Karal warrior, meditating on the writings of Valko's ancestors, and committing himself to complete devotion to his lord. He soon grew to love Irwin, and cherished every moment he could be beside his lord and serve him perfectly. Irwin probably eventually felt the same way, but the warrior code said that the best love was secret love, and should be taken to the grave, so they never spoke about it.

Like most Gunlach and other humans who were discriminated against by the three great tribes, Haakon was delighted when the forest was conquered and enslaved - it gave his people someone lower than them to oppress. By the time he was 20, the caste system of the Karal had largely been forgotten, as people of all skin and hair colors mixed willingly, and instead turned their hatred onto non-humans. Irwin, however, thought the conquest was dishonorable, cowardly, and undeserved. While the non-humans remembered Irwin as a great humanitarian, those close to him like Haakon knew the truth - Irwin, too, wanted to subjugate all non-humans as the Karal had subjugated all humans - he just wanted to do it by the sword, not by fire and disease. When Valko died, he left the leadership to Irwin, humanity's best warrior, passing over his own sons who he ordered to commit ritual suicide to ensure there was no dispute in the succession. This ended up being tragic, as Irwin too commit ritual suicide to avoid the shame of having to lead such a "cunning and despicable people, devoid of all vigor". Haakon demanded to die with him, but Irwin, in his last command, forbade him to ever commit ritual suicide.

For the next several months, Haakon went on solo missions, ignoring the infighting that consumed the Karal tribe after the death of all possible leadership candidates. His intention was to die, but he could not find a foe worthy enough. He heard that a great nation still existed in the swamp guarding Starlit Isle, and that maybe he could die there. For the past month, he has made convincing the Cabinet to attack the Shadronian swamp his mission.
 
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