• This section is for roleplays only.
    ALL interest checks/recruiting threads must go in the Recruit Here section.

    Please remember to credit artists when using works not your own.

Fantasy The Hymnsong Crusade (Detailed still accepting)

Ithinkalot

Special Snowflake


abNN7N4.png

In Character
The Hymnsong Crusade In Character Chat
Interest Check
The Hymnsong Crusade Fantasy Interest Check
Out of Character
The Hymnsong Crusade Out of Character Chat
Character Creation
The Hymnsong Crusade Character Creation


 
Last edited:
vbL8tV0.png
Cast *= requires an excerpt of writing from a previous role-play to assume this role)
Note: Regardless of if you chose a role that requires an excerpt or not, I still reserve the right to reject the character proposal. That being said, I will gladly negotiate and will give personal feedback on every character via PM. Please avoid conflict; I want to deliver the most positive experience possible and do not want any of the characters to jeopardize this. "Fillers" will also only be used in the event that all other slots are taken.
the light of the six
Vestige Leader* - Played by yuckeroni yuckeroni Avina Gelvira
Vestige Leader* - Played by Rhaine Rhaine Emmyth Perlen
Supporting Physical Class
Supporting Magical Class
Supporting Ranged Class
Filler 1
Filler 2
the rebellion
Leader* - Played by whitepaperplates whitepaperplates Yaloria Gaillo
Vice Leader - Played by Mekuto Mekuto Gerard de Lescout
Supporting Physical class - Played by Rhakun Rhakun Quincy Adams
Supporting Magical Class - Played by Insect Insect Azar Kijika
Supporting Ranged Class
Filler 1
Filler 2
mirror adventism
Leader*- Played By Ithinkalot Ithinkalot Imperia Duke
Vice Leader* - Played by Ithinkalot Ithinkalot Tristan Du Clemont
Supporting Physical Class
Supporting Magical Class
Supporting Ranged Class - Played by Gabe Gabe Nymkos Telena
Filler 1
Filler 2

Additional Note I would also prefer that each person be limited to a single character. This is to ensure that the commitment to each character is manageable, and the experience is not ruined by a myriad of identically written characters. The exception of this is myself, as circumstances involving the leader of the faction justify the action.

Ixsl7YH.png

squire
Quintessentially a Knight in training; the basic physical class. Serves as the foundation for all others, forming the first step on the road to becoming a legendary hero. The class is indicative of light or leather armor (though exceptions may be made) and are often seen wielding knives, swords, axes, and flails. Their stamina and durability is average, but have very little proficiency with magic, and, as a result, use none in battle. Combat is particularly self explanatory. Squires are also known for learning self-healing via First Aid in the midst of combat.
thief
Similarly to a squire, the class exclusively uses light and leather armor. (no exceptions) Using superior agility and attack, they are able to out maneuver opponents through precisely calculated strikes. Consequently, they suffer with little aptitude in terms of magic and are slightly less durable than a Squire. A thief's weapon of choice is very subjective; it is up to the individual to decide what they use, but they are often seen using daggers. Some are known to have the tendency to lace their weapons with lethal venoms.
knight
Once graduating Squire status, they become a Knight. Training has moulded the user immense strength , allowing them to use an assortment of heavier armors, such as chain and plate mail. In exchange for speed (though some knights move quickly) they gain superior durability and strength in comparison to the other classes. Large weapons, such as spears, broadswords, halberds, etc. are highly favored by this class as they are the most effective in the front lines where other heavily armored classes are prevalent.
templar
The Templar boasts higher durability than its predecessor, the Knight. Devoting themselves to Religion, a Templar is now able to use a variety of physical based light magic and healing. Though they are slow moving, Templars are adept at countering. With the addition of Hammers and Axes, Templar share the same preference in terms of weapons as Knights. According to tradition, only heavy armor is used by this class. Dual wielding is uncommon, but still a widely accepted practice.
dark knight
Akin to the Templar, the dark knight serves as the pinnacle of the knight hierarchy. Succumbing to worldly desires, they are now able to use a variety of physical based dark magic in exchange for vitality. Unlike Templars, they possess considerably more speed and almost exclusively wield broadswords. As a result of using health as a catalyst for damage, they possess the highest dps out of all the physical classes, but are remarkably frail as a result. Users of the class should be aware of its deficits. The Light of the Six frowns upon this class.
fencer
For the adventurer seeking to wield a rapier, the most optimal class is the Fencer. These warriors have adept speed rivaling a Thief, but prefer a more elegant approach when engaging in combat. Fencers are known to have varying degrees of magical prowess, some little to none while others implement moderate level magic into their skill set. As a result of the class' inherent need to move quickly, they are often limited to very light armor. (exceptions are allowed) Their swift strikes debilitate opponents by striking key vitals.
black mage
The primary magical class. Black mages tap into their high magical prowess to cast elemental magic (fire, water, and thunder) to decimate groups of enemies. They are extremely frail, as most chose to garb themselves in light armor. Higher level Black mages also have the ability to use various curses, such as turning the opponent to stone and polymorphing them into a frog for a short duration. As with all magical classes, the weapons used by a Black mage vary incredibly from Tomes to Rods and other magical constructs. They never use any type of blade. The Light of the Six frowns upon this class.
white mage
In stark opposition to the Black mage, a white mage uses its high magical prowess to heal and mend (though offensive white mages exist) These sorcerers are capable of creating barriers and buffing teammates; they are particularly vulnerable when alone, since most do not possess much experience in single combat. High level White mages have the ability to cleanse inflictions upon allies and gain the ability to use the elements of air and light offensively. As with all magical classes, the weapons used by a White mage vary incredibly from Tomes to Staves and other magical constructs. They never use any type of blade.
red mage
For the mage in pursuit of balance, the Red Mage exists. Unable to focus on one practice, the finest Red Mages are only capable of mastering moderate level Black and White magic. Unlike the Black and White mage counterparts, the Red mage is often seen using Leather armor in addition to the usual cloth. Even more so than its predecessors, the Red mage has a wide variety of weapons including Tomes, Staves, Rods, and other magical constructs. They are sometimes adept with blades. These mages in particular hold favor within The Light of the Six.
time mage
Time mages act as the advancement of White and Black mages who aspire to pursue a more intricate practice. Time mages manipulate the physical properties of the world for two purposes; to harm enemies and aid allies. Though they are unable to heal allies, Time mages can quicken actions and slow opponents. NOTE* Time mages do not have the ability to reverse or speed up the entire time line, nor do they have the ability to predict future events, this is god modding and will not be permitted. The most advanced Time mages command Gravity and intensify it to cause neutral damage to enemies. As with all magical classes, the weapons used by a Time mage vary incredibly from Tomes to Staves and Rods. They are never seen using any type of blade.
arcanist
The Arcanist is a class developed and popularized by the Light of the Six. Unlike dark mages who are able to curse, The Arcanist class exclusively uses their high command over the elements (Fire, water, thunder, wind, earth) to decimate large groups of opponents. Alone, they are particularly vulnerable as they are frail and possess little agility. (exceptions can be made) As with all magical classes, the weapons used by an Arcanist vary incredibly from Tomes to Staves and Rods. They are never seen using any type of blade.
ranger
The only ranged class. The abilities of a ranger vary based on the wielder and weapon. A ranger can shoot enchanted frosted arrows, lace bullets with poison, or even use a slingshot to fell a giant. The abilities are limited to the individual's creativity. They are often seen wearing light or leather armor. They are a particularly agile class, but not to the extent of a thief. Using their positioning skills to out maneuver the opponent, Rangers can scout or even snipe opponents from a far distance; ending the fight before it even begins.
 
Last edited:
PLEASE ONLY CHANGE WHAT'S CAPITALIZED!! if you have any questions, please ask me, yuckeroni :~) also it is recommended for the different colors you use a color palette such as the ones here: http://www.color-hex.com/color-palettes/
Code:
[bg=COLOR1][h][font=book antiqua][color=COLOR2]NAME HERE[/color][/font][/h]
[center][img]IMAGE HERE[/img][/center]
[centerblock=85][border=0px solid black][accordion=center|100%]
{slide=close | [bg=COLOR3][h][color=COLOR2][font=book antiqua]general[/font][/color][/h][/bg]}[justify][font=book antiqua][b]FULL NAME:[/b] FULL NAME HERE
[b]AGE:[/b] AGE HERE
[b]GENDER:[/b] GENDER HERE
[b]FACTION:[/b] LIGHT OF SIX, REBELLION, OR MIRROR ADVENTISM
[b]CLASS:[/b] ONE OF 12 LISTED IN MAIN[/font][/justify]{/slide}

{slide=[bg=COLOR4][h][color=COLOR2][font=book antiqua]appearance[/font][/color][/h][/bg]}[justify][font=book antiqua][b]HEIGHT:[/b] HEIGHT HERE
[b]WEIGHT:[/b] WEIGHT HERE
[b]HAIR COLOR:[/b] HAIR COLOR HERE
[b]EYE COLOR:[/b] EYE COLOR HERE
[b]NOTABLE MARKINGS:[/B] NOTABLE MARKINGS HERE
{/slide}

{slide=[bg=COLOR5][h][color=COLOR2][font=book antiqua]persona[/font][/color][/h][/bg]}[justify][font=book antiqua][b]PERSONALITY:[/b] PERSONALITY HERE. 1+ PARAGRAPH
[b]LIKES:[/b] LIKES HERE
[b]DISLIKES:[/b] DISLIKES HERE
[b]MORAL ALIGNMENT:[/b] MORAL ALIGNMENT HERE
[b]MBTI:[/b] MBTI HERE[/justify]{/slide}

{slide=[bg=COLOR6][h][color=COLOR2][font=book antiqua]in-depth[/font][/color][/h][/bg]}[justify][font=book antiqua][b]ROLE:[/b] ROLE HERE
[b]BIOGRAPHY:[/b] BIOGRAPHY HERE. 3+ PARAGRAPHS.
[b]OTHER:[/B] OPTIONAL. ADD MORE INFORMATION HERE ABOUT YOUR CHARACTER.[/font][/justify]{/slide}

{slide=[bg=COLOR7][h][color=COLOR2][font=book antiqua]abilities[/font][/color][/h][/bg]}[justify][font=book antiqua][b]ABILITIES:[/b] PLEASE LIST, UNLIMITED AMOUNT, BUT BE REASONABLE.
[b]SKILLS:[/b] PLEASE LIST, UNLIMITED AMOUNT, BUT BE REASONABLE.
[b]WEAPON(S):[/b] WEAPON(S) HERE.[/font][/justify]{/slide}
[/accordion][/border][/centerblock][/bg]
 
Last edited:
AVINA GELVIRA
wonmi-choi-.jpg
g e n e r a l
FULL NAME: Avina Gelvira

AGE: 44

GENDER: Female

FACTION: The Light of the Six

CLASS: Templar
a p p e a r a n c e
HEIGHT: 6'2"

WEIGHT: 167 lbs.

HAIR COLOR: Black.

EYE COLOR: Dark brown.

NOTABLE MARKINGS: Beauty mark on top of lip, two faint scars on her left cheek.
p e r s o n a
PERSONALITY: Avina prides herself on being a main representative for the Light of the Six. Her whole person is focused on integrity, kindness, and an open mind for all races and living beings. Her compassion for all, even wrongdoers, is the foundation of her character. Avina strives for the safety and well-being of everyone, even those who despise the Light of the Six. However, there are times when her solicitous disposition are a danger to herself and sometimes the people she cares about. Avina attempts to focus her attention on fixing everyone's flawed lives so they may live in peace, so much that she forgets her own needs. She takes advantage of the fame and status that comes with her ancient, eldritch artifact to talk about the important, positive virtues that the Light of the Six is all about.

Avina Gelvira moves, talks, and acts with a worldly and perfectionist nature. Her back is never slouched as she always stands tall, not even once has she ever left a utensil or object out of place. She is knowledgeable in most topics so that she has something to talk about with family, friends, and acquaintances, even when most do not understand her. Avina manages adjusts her speeches and small-talk to her audiences, switching from booming voices to murmuring whispers.

LIKES: Any type of art, extravagant clothing and jewelry, lavish foods

DISLIKES: Discrimination of any kind, violence unless necessary

MORAL ALIGNMENT: Lawful Good

MBTI: ENTJ
i n - d e p t h
ROLE: Vestige Leader

BIOGRAPHY: Since their births, matriarchs of the Gelvira line were tasked with the preservation of the Light of the Six's salient relics, as they had since the creation of the religion many centuries ago. Back then, the Gelvira's sought to protect their faiths along with the artifact, just as every single matron before them. Their beliefs never faded, as Avina has inherited the same values as each elder woman before her. As a young girl, Avina Gelvira's education and existence pivoted around the Light of the Six and the compassion for all living beings. There was never any corruption or abuse directed towards Avina in her early ages, until her older years where she was subjected to many harsh incidents including an uprising between non-believers and devout followers of the Light of the Six.

The 23-year-old Gelvira woman, at the time was in line to become the next grande dame, was caught in the middle of a revolt that non-believers thought necessary to change their lives and shake the unyielding grasp of the church. Built on the principle that violence should never be obligatory unless provoked, Avina refused to endanger the lives of the citizens of the small town she was residing in at the time. Unfortunately, she was attacked while addressing the residents, and in a intrinsic reaction to survive, she charged at her assailants, which in turn created a myriad of brawls all over the hamlet. In the end, the fights were broken up, and Avina emerged unsuccessful. In fact, she was nearly beaten to death by those she swore to protect.

After the altercations, Avina grew tougher. She vowed to work harder to enforce the peace and kindness that the Light of the Six- the one that she believed in -established. She attempted to reach out to more people, to show them the way and lead them to the happy ending they deserved. While some she had managed to convert, most of them still turned their head in disgust and continued their lives, not needing the faith that Avina was providing. While her hopelessness thrived on her weakness, she would not yet give up. She continued to grow stronger in order to carry out her goal, up until her late thirties.

In the early morning, her younger sibling burst into Avina's room, slinging obscenities in every direction. Agitated, Avina jumped from her bed, demanding her sibling's explanation on why she was disturbed. After a few hushed words from her relative, the eldest child strode through the hallways of their home and came across her grandmother's room, who was breathing heavily and clutching at her chest. The matriarch of the Gelvira's was dying. The title of matron needed to pass onto the next experienced woman, and that would fall on Avina, due to her mother's disappearance. After words and prayers were exchanged, the duty of vestige leader was given to Avina Gelvira, and she now held the ancient feather. With her new gained powers, she hopes to continue achieving her ambition, to protect and spread benevolence to everyone in Glorantha.

OTHER: Avina's overtly French accent often slurs her sentences in a way that most cannot understand.
a b i l i t i e s
ABILITIES:
Rampart: Forms a shield around allies and herself that blocks one physical attack.
Heaven's Gate: Makes a number of random light elemental attacks that lasts for 2 seconds.
Armor Lore: Raises aptitude for armor for 1 minute.
Radiant Blast: Unleash a light-based physical attack on one target that ignores half of their defenses.​

SKILLS: Diplomacy, Identifying Plants, Ballroom Dancing

WEAPON(S): Paladin, a large blade and Warden, a prodigious shield
 
Last edited:
76MMqPg.png
eve-ventrue-koenigin-wehmut.jpg
g e n e r a l
General FULL NAME: Pope Imperia Duke
AGE: 32
GENDER: Female
FACTION: Mirror Adventism
CLASS: Fencer
a p p e a r a n c e
Appearance HEIGHT: 5'11"
WEIGHT: 113lbs
HAIR COLOR: Light Ash Blonde
EYE COLOR: Muddy Silver
NOTABLE MARKINGS: High cheekbones, absence of scars and blemishes.

p e r s o n a
PERSONALITY: Often noted as one who heavily abides by her sense of justice, pope Imperia's astute nature lends to processions of decisions that make bold statements. Her eminence refuses to compromise her goals, and often uses the facade of (albeit occasionally misguided) morality to justify executions. This radical behavior often prompts her closest subjects to doubt her, but in reality, Duke meticulously calculates each eventuality and harbors genuine ambition for the future of Glorantha. Every life taken weighs heavily on her conscience, and her free time is often spent mourning the lives lost to war; she has no love for these fanatics.

Indicative of nobility, Pope Imperia is the epitome of sophistication. Posture, etiquette, fashion sense, and even calligraphy among other talents are demonstrated on a daily basis. Born a natural ruler, Imperia speaks as if every sentence is an ultimatum and habitually acts unattached. Though she often speaks lightly, her voice commands an audience. Within her decisively average frame, there is a wellspring of passion. Finery, ornamentation, verticality, and symmetry are her favorite aesthetics.
LIKES: -obedience
-justice
-gold/metallic items

-protecting her allies

DISLIKES: -disobedience
-injustice
-un-justified murder
-marriage
MORAL ALIGNMENT: Lawful Neutral
MBTI: MBTI HERE
i n - d e p t h
ROLE: ROLE HERE
BIOGRAPHY:
Since antiquity, house Duke presided over Greavesdrake manor, the largest and most distinguished throughout Glorantha's aristocracy. They illustrated their deep connection with the faith through regular service and generous patronage. Behind vaulted chambers, the Duke archives serve as the resting place for thousands of Biblical texts; a collection of which Imperia's ancestors obsessed with expanding. As time progressed, the Duke household grew increasingly reclusive and faded into obscurity. As a result of persistent inbreeding, its members thinned; unable to withstand the annual winter conditions.
To be continued c:
OTHER: OPTIONAL. ADD MORE INFORMATION HERE ABOUT YOUR CHARACTER.
a b i l i t i e s
Abilities Petrify- melee attack with a high probability of stoning* an enemy. Can only be used when a sword is equipped. Does below average damage.
Lull all- magical attack with a moderate probability of slowing all enemies in proximity. Enemies can prevent paralysis by not breathing. Does no damage.
Unstoppable- Self buff that prevents the user from feeling pain and enables them to continue fighting. Does not heal damage.
Reposte- quick melee attack with a guaranteed chance of stoning* an enemy. Can only be used when a sword is equipped and there is an incoming melee enemy attack. Counters with moderate damage (if the attack connects)
Shatter- Imperia's body shatters into golden flakes and disperses into the air, teleporting her a short distance. Has a short cast time and consumes a moderate amount of stamina.
*Stoned enemies are rooted in place and are unable to take actions depending on the severity. (I.e. A stoned leg only prevents movement vs a stoned arm being unable to perform attacks.)
skills
Orator- Imperia is adept at wordplay; specifically persuasion and negotiation.
Favor- Imperia's status as Pope warrants influence.

weapon(s)
Usurper- A simple Broadsword with a brass hilt and pummel.
 
Last edited:
[color=COLOR2]RESERVED FOR CHARACTER[/color]
[color=COLOR2]general[/color]
FULL NAME: FULL NAME HERE
AGE: AGE HERE
GENDER: GENDER HERE
FACTION: LIGHT OF SIX, REBELLION, OR MIRROR ADVENTISM
CLASS: ONE OF 12 LISTED IN MAIN
[color=COLOR2]appearance[/color]
HEIGHT: HEIGHT HERE
WEIGHT: WEIGHT HERE
HAIR COLOR: HAIR COLOR HERE
EYE COLOR: EYE COLOR HERE
NOTABLE MARKINGS: NOTABLE MARKINGS HERE
[color=COLOR2]persona[/color]
PERSONALITY: PERSONALITY HERE. 1+ PARAGRAPH
LIKES: LIKES HERE
DISLIKES: DISLIKES HERE
MORAL ALIGNMENT: MORAL ALIGNMENT HERE
MBTI: MBTI HERE
[color=COLOR2]IN-DEPTH[/color]
ROLE: ROLE HERE
BIOGRAPHY: BIOGRAPHY HERE. 3+ PARAGRAPHS.
OTHER: OPTIONAL. ADD MORE INFORMATION HERE ABOUT YOUR CHARACTER.
[color=COLOR2]abilities[/color]
ABILITIES: PLEASE LIST, UNLIMITED AMOUNT, BUT BE REASONABLE.
SKILLS: PLEASE LIST, UNLIMITED AMOUNT, BUT BE REASONABLE.
WEAPON(S): WEAPON(S) HERE.
 
NYMKOS TELENA
t8Z74ja.png
general
FULL NAME: NYMKOS TELENA
AGE: 76
GENDER: Male
FACTION: Mirror Adventism
CLASS: Ranger
appearance
HEIGHT: 11 feet 5 inches
WEIGHT: 330 lbs
HAIR COLOR: White
EYE COLOR: Dark Purple
NOTABLE MARKINGS: Nymkos has a mark of the profane goddess Lolth tattooed on his chest.
Lolth_symbol_-_Mike_Schely.jpg

persona
PERSONALITY:Nymkos is usually distant from people, mostly because of the prejudice he sufferent when he found himself on this condition. When the outer shell is cracked, though, Nymkos is really friendly and loyal. He's silent and light on his feet, making sure he draws as little attention as possible, and in combat, he likes to take distance from the foe, setting up snare traps to incapacicate and hinder, while he goes for the kill. Sometimes, though, his lower half makes him stalk and kill his enemies up close and envelop his "prey" in white silk.
LIKES: Books, forests, night
DISLIKES: Open spaces, crowds, wasps
MORAL ALIGNMENT: Chaotic Good
MBTI: ISFJ - The Protector
IN-DEPTH
ROLE: Protector(Ranged Class)
BIOGRAPHY: Nymkos is, or was, one of the Drow. Drows are an underground race, usually with blue skin and pointed ears. They're extremely wary of outsiders, especially humans, mostly because of prejudice. Nymkos was a simple hunter, bringing meat and other goods back to sell, along with his father, and his mother usually took care of the house. Life was simple, but not without his fair share of dangers. One day, as he went about his business with his father, they encountered a group of bandits, who took the father and son back to his hideout, planning to sell them as slaves. Although clever, his father wasn't strong, and when he tried to flee with his son, fighting the bandits from his horrible fate, he was promptly killed in front of Nymkos, who managed to escape. Returning home, he grieved and cried for many days, usually getting help from the other villagers.

His mother, in despair and grievance, entered a cult, seeking help. Nymkos didn't like it, but as the days went by, his mother grew more and more devoted, coercing him into joining as well. Without seeing a choice, he went with his mother. The cult praised the ancient goddess Lolth, also called the "Queen of Spiders" by its followers. The cult praised Lolth as the patronus of the drow, and her ways were of absolute dominance and aggression. Nymkos was concerned about her mother's safety, but when he tried to talk to her, she saw his own son as a heretic, and turned him in to the cult's elders.

He was chained in the inner parts of the temple, with little food and water, a tactic to break the will of the poor drow. However, Nymkos will was stronger than the elders have imagined it, and finally, they took him to become a sacrifice to their profane goddess. Chained to a stone table, the elders chanted and cast their profane magic unto him, and if not of Nymkos' memories of his family, including his father, who sacrificed himself to save him, he would dscend into utter madness. When the ritual ended, he woke up yet again on the inner temple, but something was strange. As he became aware of himself, he noticed the horrendous form that was forced on him: Half drow, half spider. In fury, he managed to escape the temple, killing everyone in his wake, and fleeing into the forest, where he would live for a few months.

He then turned himself to the Light of the Six, who shunned him, marking him as a thing that shouldn't exist, a blight in all that the church stood for. Desperate for atonement, even when he didn't do anything wrong, he went for the Mirror Adventism, who helped and welcomed him in their open arms.
OTHER:None.
abilities
ABILITIES:
Lolth Web: Drider web is 2 times stronger than a normal spider web. Nymkos can spin about 50 meters of web every day, although the amount doesn't stack.

Climb: Nymkos is capable of climbing walls and other things with ease, much like a spider.

Agility: Nymkos' spider legs are incredibly agile, and although he can't run as fast as a normal drow anymore, he can dodge and leap farther and faster.
SKILLS:
Precision: Nymkos' time as a hunter made his sight keen, and along with his drider eyes, he's incredibly precise in his shots.

Webbed Shot: Placing a bundle of his web on an arrow, he can shoot to incapacicate an enemy without harming them

Intimidation: Nymkos' lower half makes him a terrifying presence. Enemies are more compelled to do what he asks out of fear.

WEAPON(S): Silk Bow: A long bow made with his own web, Nymkos' bow is stronger, and is able to shoot farther than normal.
Daggers: A pair of simple steel daggers are Nymkos' choice of close combat, as they're light, and makes Nymkos' strike fast and strong.

 
Last edited:
EMMYTH PERLEN
163ad1a0f8d3027ff329917c48ade9b0.jpg
g e n e r a l
FULL NAME: Emmyth Perlen

AGE: 29

GENDER: Male

FACTION: The Light of the Six

CLASS: White Mage
a p p e a r a n c e
HEIGHT: 6'

WEIGHT: 162 lbs.

HAIR COLOR: a pale, flaxen shade of blonde

EYE COLOR: grave, wintry blue

NOTABLE MARKINGS: he has white tattooed markings on his wrists, over his shoulders, and across his back
p e r s o n a
PERSONALITY:
Emmyth is a purely altruistic being. His faith and cause are so intertwined with his person that he struggles to attain an individual sense of self. His life is dedicated to the Light of the Six. At its most basic level, he simply views it as the specific means through which he works in the interest of the people. However, his connection to divine truth is potent. He values freedom, life, compassion, and morality above all else. However, complexity or grey areas are not lost on him. He does not think in a simplistic context, though he is, for the most part, an idealist. His sense of empathy is all-encompassing, and he takes on the feelings of others as easily as one drapes a cloak around one's shoulders. Sacrifice and devotion are far from foreign concepts for Emmyth. He often feels that his body and time are not his own to give freely, as he was taught.

He speaks quietly, always measured - rarely does his voice break or raise with passion. There isn't much that he does not feel strongly about, though it is rare for him to truly share his unadulterated feelings with anyone. He is controlled and cautious. He moves and speaks with the grace and etiquette of years of training. However, his hands are prone to shake and to carry a pervading air of uncertainty. Emmyth often keeps his hands clasped together due to this.

Emmyth finds significance in all things. He doesn't take much of anything at face value or as simple happenstance. He studies his own dreams for meaning, and finds signs and omens in seemingly inconsequential and insignificant events. He firmly believes in the idea of destiny and fate. In his eyes, all things are subject to a divine plan. Despite this, it is difficult for him to cope with his own shortcomings or personal failures. He rarely completely forgets, as even when a memory fades, the feeling inhabits him for years to come. This has a positive side, as he is naturally perceptive and fond of mundane details.

Emmyth carries no scars from past conflict. He has never known war, and is of a gentle nature.

LIKES: rain, prayer, the color gold, smooth fabric, contact (be it physical, spiritual, or mental), music, feeling connected, faith, the idea of true solitude (but not the practice of it), language, sunlight, wind, open spaces

DISLIKES: prejudice, close-mindedness, violence, unnecessary garish noise, his own frequent night terrors, appearing unfit to perform his purpose, failure, letting people down, the dark

MORAL ALIGNMENT: Neutral Good

MBTI: INFJ
i n - d e p t h
ROLE: Vestige Leader

BIOGRAPHY: Emmyth has never known any home save for The Sept. He grew up gazing through wide, ornate windows, trailing his fingertips against heavy, polished stone. Even in sleeping, he heard the cascading voices rising together in a hymn. The faith, members of the Light of the Six, have served as his parent, mentor, and teacher. The identity of his parents has never been made known to him, as is tradition for those of his bloodline. This custom is meant to discourage any evil that preference can warrant, as all are children of the Light of the Six. Due to this, countless moments of his youth were spent gazing into the faces of his mentors, searching for himself in their features. As the years passed, he gave up the fancy of discovering his mother and father, submitting to the will and wisdom of those before him. His upbringing was impersonal, but he was never mistreated.

Emmyth was raised with centuries of tradition on his shoulders. He has been bred, taught, and groomed since he was small for the responsibility that would soon be his by birthright. A fast learner, Emmyth has always taken his lessons in stride. Even as a boy, he was disposed to the merits of prayer, dedication, and piety - eager to please and to prove himself worthy of the honor that would be bestowed to him. However, he was kept behind the walls of The Sept, and so was at once sheltered from the oncoming conflicts and rarely given practical experience.


As Emmyth reached adulthood, a change took place. Voices often echoed the lonely halls carrying hushed secrets. News of uprisings, of violence shattered the pristine vision of his conviction. Rumors surrounding the possible impurity of his parentage did not fall on deaf ears. With only faded traces of an identity separate from the Light of the Six, Emmyth felt the cracks in its foundation intimately. He was plagued with night terrors, and a new nervous disposition. The habit of clasping his hands together to mask their quake became second nature. The chalice, the Holy Treasure that Emmyth had never laid eyes on in waking hours, was passed to him.

He only hopes to do his part for the good of the faith and the people of Glorantha, and to at least postpone the turn of the tide.

OTHER: He has a slight gap between his two front teeth.
a b i l i t i e s
ABILITIES:

Recover - Emmyth can fully repair physical wounds over an approximate amount of time in relation to the degree of injury.

Second Skin - With continued conscious effort, Emmyth can create a personal barrier over an individual that will bear the brunt of any physical blow he or she receives. While Emmyth can perform this easily on one or two people, his absolute limit is five individuals at one time. The quality of the coverage is affected by his concentration, and subsequently, the amount of people he is protecting.

Renewal - Emmyth can provide his allies with a sudden increase of his or her stamina. This directly taxes his own energy in relation to the amount he provides.

Dawn - Emmyth can generate a burst of light that will blind and disorient his enemies for a short amount of time. Additionally, enemies in his direct vicinity will be thrown slightly backwards, dealing a small amount of damage. At its lowest degree, this ability can be used to light up a room.


(Secondary Abilities) :

Purity - Emmyth is invulnerable to all common forms of poison.

Empathy - Emmyth can take on the sensation of the individual's ailment or injury in order to properly diagnose it. Additionally, in high stress situations, Emmyth is hyper sensitive to the condition of his allies.

Stalwart - Due to his years of classical magical training, Emmyth can support his allies for long, extended periods of time before he has to rest and recuperate.

SKILLS: Clear transcribing, In-depth knowledge of Glorantha's history and the prominent families or clans, Sensitivity, Intensive knowledge concerning the human body (less so on non-human species), Grace of temperament (patience, civility)

WEAPON(S): Staff

 
Last edited:
Quincy Adams
Quincy_Adams.jpg
general
FULL NAME: Quincy Adams
AGE: 21
GENDER: Female
FACTION: Rebellion
CLASS: Thief
appearance
HEIGHT: 5'5''
WEIGHT: 122 lbs.
HAIR COLOR: Mahogany
EYE COLOR: Dark Green
NOTABLE MARKINGS: Monotone skin.
persona
PERSONALITY:
Quincy's ethical stance (both personally and professionally) revolves around opportunities. She takes her chances placing trust with some people, giving everyone the benefit of the doubt with kindness, tolerance and care to retreat it, immediately once her judgement indicates against it, with despondence and bitterness.
It is in her interest, however, to be forgiving and tolerant since she considers all mindsets, her own in particular, to be subvertible and reconsiderable. Changing and keeping her options open has been one of the things that kept her afloat against adversitiy. Other than that, she's quiet, thoughtful, nonconformist, disorganized, goal-driven and curious; having a particular fascination with elves and a deep distrust of larger-than-life promises.
LIKES: Elves, books, tea, rice, fishing, cheese, the color orange, lavenders, rosewood furniture and silver.
DISLIKES: Condescendence, beer, inflexibility, dogs, swamps, injustice and kidnapping.
MORAL ALIGNMENT: Neutral Good
MBTI: INTP
in-depth
ROLE: Supporting Physical Class.
BIOGRAPHY: Quincy Adams was born in the Sentinel City of Caford, close to the Duenduan Forests and the oceans, into a family of stationary merchants. Her father, Martin, vehemently supported the Light of the Six and turned to be one of the first people in the country to hold industries with a major elven workforce. Being an infant, Quincy grew in the company of wood elves and fae, meeting and talking to them almost as much as she did with humans. She enjoyed reading novels and legal documents about Glorantha's government procedures and playing in the city's parks with human children. She was fond of the beaches close to the city and deeply enjoyed spending her leisure time there, wondering about the world beyond.

Growing up, however, she saw things on a dismal light. Quincy observed the rough treatment that the Fae recieved inside her father's workplace and her friendliness to them stopped being regarded as a childish kink, but as deviant, unproper behavior. Her family was particularily distasteful of her actions and, when she denied an invitation to join public life as a dame, a fairy was threatened to be executed if she didn't concede.

Quincy relunctantly agreed to save the life of the creature, but she became spiteful of her family's unjustness. Her early adulthood panned on a similar fashion until a time when, on her way to the courts, an elven branch of the Rebellion known as "The Black Willow" assaulted a caravan of carriages where she was going in. The young woman was held as a prisoner to them until her identity was discovered: being the daughter of Martin Adams put her in a valuable position as a hostage for the Rebellion, but some character research changed her captors mind about her being a foe. She was slowly granted liberties until she persuaded the leaders to integrate her. She thought that she could help free the elves of Caford and, given her disappointment with her family's sloppy morals, Quincy decided to help whom she thought were a reactionary group, seeking nothing but their own freedom.

An Autumn Night when she returned to Caford. The members of the Black Willow, vicious and passionate, assaulted and occupied a royal Brig, introducing as many elves in as possible to escape the city. Quincy helped to liberate some prisoners and got in the boat quickly to sail into the night, however, three smaller royal ships came after them in chase. It is then when, on a bloody and messy fight, the nearly 300 fae aboard, unarmed, fought against royal schooners doing every unorganized attempt they could to crash the enemy ships; managing to tackle two of them into the sea and making one retreat in fear of the mob counter-boarding it. Only 72 members survived; leaving 36 wood elves of the renegade group, 24 kelpies, 10 gnomes, an old ent and Quincy herself.

The survivors felt tired and sad, but they rejoiced in their freedom; surviving in the basis of the ship's supplies until they reached new islands to refill. The weapons inside were eventually put to use as defense from pirates, beasts and the Army; the elves taught Quincy how to employ spells and everyone else figured out on the basis of trial and error (with counted accidents) how to fire guns and cannons. By her 20th birthday they had reached a small, faraway rivertown by the name of Delagua where the need to sail the Blue Marlin was no more.

Quincy settled as a medic in this new town, profiting from the knowledge she had accquired of the elves and her own academics. The Black Willow, however, became motivated by their success and they continued working for the Rebellion. Their growing zeal led Quincy to draw her disagreements and space with them, but she kept contact in the form of friendship and cooperation. Today, when she's not attending her post, studying miscellaneously or lollygagging, Quincy fights alongside the Rebellion when she judges an agreeable cause.


OTHER:
Quincy is fascinated by Faes and their lifestyle. The term Fae refers to many variants of fairies and mystical creatures with powers or relationships with the natural world. Fae comply pixies, fairies, gnomes, elves and many other lesser known versions of European folklore. In traditional mythology, the fae were creatures that played the role of familiars and devils who pursued simple objectives depending on their type (with brownies, for example, being housekeeper fairies that protected homes and pixies being pranksters who pinched lazy individuals). Being that High Elves are the only particular class that could overpower a person with magic, the rest of the Fae remained as variants that could be grounded with humans as any other species could be.

Abilities
ABILITIES:
+PASSIVE
Mobility (Developed after attending the Blue Marlin as a sailor and training with The Black Willow): While out
of combat, Quincy can move fastly, nimbly and silently. While in combat, she's able to dodge most physical attacks for a short period of time. A prolonged fight can make her anxious, so this skill can falter if a confrontation goes on for long.

Dart throwing (Just a little something she discovered and watered through a hobby): Quincy can precisely aim and throw any object smaller than a pencil under almost any position. She has a bull's-eye in her den that she likes to play with to relax.

+ACTIVE
Accelerated Homeostasis (Medicine, bro.): Quincy can break off a physical stun three times for every three passing days [non-acummulative; the counter resets].

SKILLS:
Elven magic: Although severely less skilled than actual fae, she's adept in the use wood elves' magic; this being the power to restore or thrive natural objects and forces. Her compendium complies a small repertoire of spells that can heal wounds, make small gusts and manipulate the physical form of plants. It is in her interest to improve this by study and practice.

Herbalism: She's and adepted apothecary trained in the tracking and identification of plants and their properties.

WEAPON(S):
Pocketed belt: A collection of flasks and utilities with distinct contents on them. Her usual combat set stores empty bottles, tranquilizers, toxin-based poisons and paralyzers, but Quincy likes adding particulars depending on the situation.

Physician's glove: She has custom glove that plays an important part in her inoculation services, but it also works as her signature weapon. This garment, extending all throughout her forearm, has a sealed pocket with needles and a pair of scalpels. Either by cuts or throws, she attacks by dipping these in her flasks and piercing them into a subject's blood torrent.

A parrying dagger. It's not her favorite tool to use, but she has trained in its ways in case things ever require a more direct approach.

 
Last edited:
Azar
Archer.(Fate.Grand.Order).full.2076596.jpg

general

FULL NAME: Azar Kijaka

AGE: 21

GENDER: Male

FACTION: Rebellion

CLASS: Time Mage
appearance
HEIGHT: 5'9"

WEIGHT: 135 Ib

HAIR COLOR: Dark Brown

EYE COLOR: Black-- his pupils and iris appear to be one black mound in dim light. In bright light they are a dark brown.
persona
PERSONALITY: It is easier to describe traits that are vacant in his person rather than the ones that are present. He lacks charisma, subtleness, basic manners and empathy. On the surface he appears to be a relatively emotionless person, facing hardship and excitement with an unchanging expression. His voice is placid it is monotone and unchanging which lends a sort of unearthly vibe when certain phrases are spoken by him. That being said he tends to take things too far, especially in combat. His overtly analytical attitude along with his inability to perceive certain emotions can spell danger when it comes to incapacitating enemies. Until an enemy is completely unable to move, they will still remain a threat to his person.

He is very possessive, believing himself to "own" anyone that he is close to. It makes him upset to see his companions interacting with other people, even showing slight affection for another person is too much for him to handle. He wants their complete attention and nothing less than that. He'd never hurt anything he was truly close to, but he would certainly push away others that subtract their attention from him. It is hard for him to develop multiple relationships, instead giving his full focus to a single person and idealizing them. As he is mostly vacant when it comes to being his own person, he will mimic whatever his current item of worship is as much as possible. This is more often than not, overwhelming and only serves to distance himself even more from other people. Despite the frequency in which this occurs, he has not learned how to give others a sense of space.

To put it simply, Azar values efficiency above all else. That sentiment extends to various components that encompass his life. When it comes to the more societal aspects, his retorts are brief, yet effective. When he is questioned it is rare that he would reply in a way that is not a simple yes or no. Even when a query calls for more information he will still be hesitant. The "no" is a common response when it comes to most needless gatherings. That is exclusive to the ones deemed pointless by him, as he has no problem including himself in more business orientated gatherings. His time is better spent doing things that are important to him: training, sharpening his mind and expanding his pool of wealth. He has no business in indulging in anything that does not enlarge his own capabilities.

LIKES: Sea food, Lightning, The Snow

DISLIKES: Sleeping, Travelling, Cucumbers

MORAL ALIGNMENT: Lawful Neutral

MBTI: INTP
in-depth
ROLE: Supporting Mage

BIOGRAPHY: The Kijaka's were a family that had never aspired for much. They were faithful and they had taught all of their children the teachings of light of the six for generations. They had cared little for education that did not advance their children's devotion to the light. They had filled their heads with religious prayer rather than tools that would allow them to get a job outside of manual labor. They did teach them how to read-- only so they may follow the light of the six's teachings as closely as possible. Despite how profusely the family had practiced their faith they had still remained impoverished since time immemorial. Azar was sprung forth to this world because of the passion his parents had felt for one another. They did not take the time to think if bringing a child in to this world in their current state was a well-thought out idea.

With a no name background naturally he did not befall upon the most morally inclined ways when it had come to accumulating wealth. Instead, he resorted to a certain thing called thievery. He started off by just grabbing fruits from stands and running away as far as he possibly could. Shortly thereafter, he learned that he could steal more expensive things, then sell them to buy less expensive things. It started with the simple sleight of hand. It had pleased him to see someone more important than him get fooled by someone as irrelevant as himself.

Of course he had kept his thievery a secret from his parents. It was a relatively easy thing to achieve considering his parents would spend most of their days slaving away. They had paid no mind to the many new trinkets he had brought. Stealing is not something that befit a good follower of the light of the six; punishment would be harsh if he was discovered. They had tried to instill their religion on him in the few intervals that they all had been together. In the rare occasion that his father would bring home enough to actually afford a family dinner most of their conversation was regarding the light of the six. He had shaken his head and obliged obediently when prompted even if he did not really care to hear their words.

When his parents were absent and he was not in need of more coins he would visit the libraries cascaded around Glorantha. He had enjoyed reading fictitious tales more the more mundane, but on the occasion he would read up on the worlds histories. He had began encountering a peculiar looking man at several of the different libraries that he frequented. The man was older and easy to remember due to the eccentric robes that he had toted. With his child-like mind he could not help to equate him to the many heroes he had read about.

One day the man had caught Azar's interest in his robes and approached Azar. He had turned a eye to the book that Azar was focused on and could not help but scowl. "Why waste your time reading something like that when you could be learning something new and exciting?" the man spoke harshly. Azar was hurt by his words, yet he was still affixed by the mage's presence. He had began to read more intricate books even if he could not understand half the words-- things describing the geography of the world, to the anatomy of various creatures. He wanted to capture the attention of the mage, Azar himself was not old enough to care for nor understand the content of these books. Regardless it had appeared to impress the mage, enough for him to approach Azar a second time. "Now that is an improvement," the man had smiled with a self-satisfying grin on his features. Azar had taken the opportunity to ask the man about his robes, which is where Azar had first learned about time magic. The mage had left him a few books regarding the subject from his own personal library for Azar to study.

Overtime the two had grown close and the mage had taken Azar under his wing as an apprentice. The mage did not care for his stance in society or his last name; only his willingness to learn. The man had eventually fallen due to his age, but was glad to have left many of his discoveries with Azar before he succumbed. Azar was a young adult when the man had passed and he had began to consider the mage a bigger father figure than his biological one. He had spited the religion that his father had tried to force upon his memory and his unwillingness to attempt to improve his quality of life. Due to that spite he had cut contact with them entirely.

When the rumors of an onrushing rebellion made its way in to the public's ear Azar was one of the first to follow. The leaders sheer charisma and willpower had overtaken him. Their goals had transposed his own and he had wanted to do nothing more than heed their call.
abilities
ABILITIES:
Temporal Stasis - With his staff in hand Azar is capable of halting an objects movement in time for a brief interval. The spell is not capable of effecting living target, but it does have an effect on things that are not conventionally tangible, like fire or air. It is most useful for suspending the approach of a moving projectile such as an arrow or even a ball of fire.

Haste- Speeds up the process in which an object or a creature moves through time. If the subject of the spell is living, the speed at which they process thoughts will also be substantially accelerated.

Stagnation - This spell is essentially the opposite of haste-- ones thoughts and movements will be slowed rather than accelerated. While it is typically used on enemies it also has its use on allies. If they are injured their bleeding will be slowed significantly lending them more time to see an actual healer.

Return - Azar can transport himself 10 seconds backwards in time, although any wounds he sustains are not mended. The only thing that is displaced is his position.

SKILLS: Memorization- He has a very sharp memory. He can burn maps or images in to his memory by looking at them for only a few moments. He will also pay close attention to what others say, remembering it to reference at a later date.

Perception - Azar is able to pick apart puzzles that others deem to be difficult with ease.

WEAPON(S): Staff.
 
Last edited:
Gerard de Lescout
18c645dc779a5faa0ea98a3fcedc78e8.jpg
general
FULL NAME: Gerard de Lescout
AGE: 46
GENDER: Male
FACTION: REBELLION
CLASS: Knight
appearance
HEIGHT: 5'9
WEIGHT: 220 lbs
HAIR COLOR: Black, graying at the temples.
EYE COLOR: Dark Brown
NOTABLE MARKINGS: A scar across the bridge of his nose that runs down his left cheek.
persona
PERSONALITY: A veteran warrior who rarely reveals his emotions or motivations, Gerard pursues his convictions relentlessly. He is a skilled if somewhat reluctant steward of land and wealth, using it to help the less fortunate. His compassion for all people led him to reject the doctrine of the church and to attempt to seek a new understanding with those who have been attacked in the name of his faith. While he will meet any challenge before him he is at heart a simple man who would rather live out his days in harmony with the world around him. LIKES: Beer, music, the wind
DISLIKES: Politics
MORAL ALIGNMENT: Lawful Good
MBTI: ENTP-A
in-depth
ROLE: Rebel Vice Leader
BIOGRAPHY: Common born Gerard lost his mother at a young age and was forced to eke out a living on the sprawling streets of the capital city. In those early years every day was a struggle to survive and many ended cold and hungry. At the age of eight a knight witnessed Gerard fight three older boys over a loaf of bread. Despite being badly beaten he had managed to keep a handful of bread, the knight was astonished to see Gerard give what little he saved to to a sick girl. The knight moved by Gerard's selflessness took the children into his household, there Gerard began down the path of a knight.

He was taught how to read and write, then he was trained to fight, he learned the skills to uphold the faith. Gerard took to his training wholeheartedly, even reading so that he could read of the great knights of the realm. At 15 he achieved the right to be a squire in service to a knight, that same year he was called on to defend the faith. It was then that he learned the grim truth behind the tales of glory of the knights and the harsh reality of war.

Gerard's first campaign proved to be a brutal one, the loss of friends and the cruelty of war weighed on him. It was two years before Gerard came home, upon returning he sought the hand of Emilia, his childhood friend, now the adopted daughter of the knight who took him in. The two were married and Gerard took the name Lescout as his own, the union angered the relatives of the Lescout family who felt that Gerard had stolen their inheritance.

At 18 Gerard de Lescout was made into a full-fledged knight and commanded to carry the banner of the faith on campaign. Lescout left his pregnant wife and aging father-in-law to once again battle the enemies of the chruch. It was a year into the campaign when Gerard received news, Emilia had always been frail and the strain of childbirth had proven to great. The death of Emilia and her child had destroyed his father-in-law's will to live and the great knight Lescout who had saved the orphan boy passed into the light of the six. Gerard was racked by sorrow and haunted by guilt for being away from his family.

Gerard returned home to mourn his loss, but found no refuge in the grand city. During his absence the relatives of the Lescout family had laid claim to the estates and even refused to let him enter the mausoleum where his wife had been laid to rest. Left with only his name and the Lescout family sword, Gerard did the only thing he was good at war. Over the next twenty two years he fought in any campaign he could whether it was on land or at sea. He didn't question his orders and never considered anything beyond what lay ahead, to afraid to look back.

Five years ago Gerard was sent with a cadre of knights to supress a revolt. The force came upon a lightly defended village whose men had left to join the rebellion. It was decided that the village would be sacked as a warning to the others. Gerard refused the order and led like minded knights, many close friends, to defend the village. Outnumbered Gerard's knights fought valiantly giving the villagers enough time to flee, but there was no escape for the rebellious knights.

As his comrades fell around him Gerard was prepared to die for the first time he felt as if he was truly a knight of the faith, opposing evil and protecting the innocent. Gerard, gravely wounded and left for dead, was found by one of the villagers, who nursed his body back to health. For a month Lescout hung between life and death, delirious with fever, what he saw during this time drives him onward.

After recovering from his wounds Gerard joined the rebellion with the goal of freeing the chruch from the corruption that was infesting it. His skills as a fighter and leader were highly valued, and despite initial doubts he soon proved himself a stalwart ally.
OTHER: Gerard has two trained hawks and one golden eagle, as well as a squire, Diana Artemisia.
abilities
ABILITIES: Iron Will- Gerard's physical and mental fortitude grant him exceptional resistance to intimidation as well as pain.
Supreme Endurance- Trained to fight in heavy armor for hours on end Gerard has an incredible amount of stamina.

Rally- Gerard is able to raise the morale of his allies, increasing the combat effectiveness and helping them shake of lesser status effects.
Punishing blows- Gerard's great strength means that even glancing blows will weaken an enemy.
SKILLS: Horsemanship- Trained from a young age Gerard is a master horseman.
Falconry- Gerard is adept at raising and training birds of prey.
Siegecraft- Gerard has an innate talent at building and destroying fortifications.
WEAPON(S): Half-hand Sword, Lancea, Saxe, Shield, Halberd, Morning Star, Flail, Francisca Axe.
 
Last edited:
YALORIA GAILLO
0317b194d66d6f397122b0c018782f3c.jpg
general
FULL NAME: Yaloria Jadut Gaillo
AGE: 29
GENDER: Female
FACTION: The Rebellion
CLASS: Black Mage
appearance
HEIGHT: 5'10
WEIGHT: 160
HAIR COLOR: Black
EYE COLOR: Brown
NOTABLE MARKINGS: In times of battle she will don black dye across her eyes and over the tips of her ears.
persona
PERSONALITY: The most dangerous thing about Yaloria is her startling intelligence and great focus to see her goals through. Where others would shrink against insurmountable odds she has risen and faced it, finding its weakness and conquering it without mercy. There is nothing that can not be done, this she knows, the only thing is if you are willing to pay the price it takes. She knows the price of freedom, and it is high, so high. Even if it costs her dignity, pride, innocence, happiness, pain, and blood, Yaloria will pay these prices and more without an ounce of regret. She will use every ounce of intelligence she possesses and give her everything to see all free, and to create the true Gorantha utopia.

Yaloria has a deep and unending love for her people, she loves them so wholly and unashamedly, and as they grow in number her heart will only grow larger. Yaloria has made a conscious decision to never love any but her people, to remain chaste in their name, for she claims she is married to her people and their cause.

Yaloria is no stranger to hard work, she has tasks just as her those she commands do, polishing armor and sharpening weapons. She seems to work tirelessly, and always smiling, happy and cheerful. With this new found freedom she is in high spirits and full of hope. She stands as a pillar of happy strength for her people, reassuring them when they are feeling sad, helping everyone come to terms with themselves and the truth that has come to light. She encourages them to be angry, and focus it, because used incorrectly it can weigh them down. None of her men and herself included are anywhere near inner peace, but they certainly wish to get there. She encourages everyone to lean upon one another.

Yaloria is not without her own inner struggles, when it gets to be late and she is left to brood alone thoughts of the past haunt her. Constantly, she is gripped by the uncertainty in herself, is she doing the right thing? Some would call her actions too risky, unrealistic, yet she can not stand by and do nothing. She knows sooner or later some of her people may die, a revolution is at dawn and it will not be bloodless, she will be forced to fight people she considers her own as well. It's a bitter thought. But if nothing else she is always willful and strong enough to do what needs to be done. She is wise enough to listen to the suggestions of her people.

Yaloria is an easy person to get along with, she appreciates the things that make someone unique and treats people with respect, makes them feel important. This is because to her people are important, no matter the birth. She will soon tread on the thin line between honorable and deed and deceitful trick, and at times will fall on the other side. Yaloria only wishes that the majority of her actions and beliefs can be thought of as honorable. She certainly strives to be but worries she might not meet the standard of that word, but she would even sacrifice her honor to see their goal through to the end.

LIKES: Fine Fabrics, Children, Dance, Festivities, Sweets, Wine and Beer, Reading, Painting, Conversation
DISLIKES: Ignorance, Apathy, Spicy Food, Failure, Being Alone, Spiders, Thievery, Hypocrites, Inactivity
MORAL ALIGNMENT: Chaotic Good
MBTI: ENFJ
in-depth
ROLE: Rebellion Leader
BIOGRAPHY: "...For all lay dead in its glittering sight." Her mother's endless ritual recitation of the Hymnsong Prophecy is Yaloria's first memory.
OTHER: OPTIONAL. ADD MORE INFORMATION HERE ABOUT YOUR CHARACTER.
abilities
ABILITIES:

SKILLS:

Etiquette - Inherently polite, Yaloria can swim the seas of etiquette and manners better than most.
Domestics - Domestic duties are second nature to her. Cooking, cleaning, sewing and mending clothes. Although, she has never been much of chef, all her dishes have the same unique bland taste to them.
Enhanced Physicalities - Yaloria possess more raw strength, agility, and speed than the average human women, but she has yet to learn how to make the best use of those skills.

WEAPON(S):

Staff - Beautifully carved out of petrified wood, the grip is of red leather, and a large moonstone is cradled at the top. Without it to focus her magic she is much more inefficient.
 
Last edited:
Irylith, the Pale Wanderer. ((WIP))
((I just wanted to get this out, trying my best to finish up quickly.))
dedb34ab16762e1c88ed07a846873aaa.jpg
general

FULL NAME:
Ryder Pallidum
AGE:
47
GENDER:
Male
FACTION:
Mirror Adventism
CLASS:
Theif or Dark Knight - not really sure how to deal with a brutish assassin. Probably theif, since i don't see him wearing heavy armor.​

appearance

cf82f6a4fff848705f20b13ed0f05a0b.png
HEIGHT:
5'7
WEIGHT:
167 lbs
HAIR COLOR:
Reddish umber, speckled with gray.
EYE COLOR:
Stormy Gray
NOTABLE MARKINGS:
Rarely visible, Irylith has runic markings tattooed into his shaven head, reaching from his forehead to the base of his skull.
8da0735900bd1c3bdbc2900cee35c63b.png
persona (wip)

PERSONALITY:
LIKES:
DISLIKES:
MORAL ALIGNMENT:
Chaotic Good
MBTI:
INFP
in-depth

ROLE:
BIOGRAPHY:
Ryder was not born into affluence. His early years passed by on a farm outside of a small rural community. He rarely traveled off the farm, and instead spent his time in solitude, preferring the company of his family’s animals to the company of those his age. He learned to work the land, and eventually took over the family trade from his father, dutifully caring for his parents until their passing. Once they were gone, however, Ryder found he no longer had purpose in life. He tried to continue with the farm, but without any obligations he found himself looking for more. He sold the farm and all of his animals, except his favorite horse, and left to explore the world.
Ryder experienced much on his travels. He saw for the first time what immense wealth looked like, as well as great poverty. He spoke plainly with strangers in taverns as if they were his own neighbours, and treated them kindly, generously offering food and drink for those that would give him company. He began to realize that the simple life he lived back home was a blessing, and that for many, a life such as his would leave them wanting for nothing. He became well-known as a man of charity in the towns he travelled to. News of his arrival would sometimes precede him, and he would be met with a congregation. Though it was not his intention, he amassed a bit of a following. Even when his money ran out, people continued to flock to him, and he began to see himself as a shepherd to the people. He became an orator, learning to move people with his words, and made it his goal to inspire those he spoke to strive for their own successes. Ryder was, by this time, well past the age of marriage, and so he took on an apprentice, a young orphan boy named Michael, whom he cared for as his own son. He taught the boy to care for himself as well as others, and how to address the masses. They roamed the countryside together, spreading a gospel of charity and goodwill.
His acts of charity, however, were not welcomed by all. Some people saw his actions as an infringement upon the Light of the Six, and were angered by his good deeds. One day, as he was speaking in a tavern, a group of six individuals, clothed in white, entered. As Ryder reached the end of his sermon, one of the individuals rushed towards him, throwing back his hood and brandishing a knife. He spewed accusations of betrayal of the Light of the Six, his face flashed red with unbridled zealotry and spittle flew from his lips. The crowd panicked, some reaching for the man, others running for the exit, now blocked by the rest of the group. People surged over the man in an attempt to restrain him, and he lashed out towards Ryder, but came up short. Ryder witnessed a flash of metal and a spew of crimson as Michael dropped to the floor, clutching his neck as his life force ebbed away through his fingertips. Filled with sorrow and rage, Ryder jumped on the man. He had never been a fighter, but he was built in a manner that one could only get from years of hard labor, and the man was still partially restrained by the crowd. Ryder fell upon him and pinned him to the ground as his fists came crashing down on the man’s face like milling stones. The crowd backed away, pressing to the walls and looking on in horror as the zealot’s skull was crushed and his brain matter stamped into the floorboards. After a few long moments, the assault slowed, then ceased, and Ryder looked at the red mess at his knees. He got to his feet slowly, chest rising and falling like the bellows of an ironforge. Blood dripped from his hands to the floor, making crimson pools interrupted only by the tears from his eyes. He stared at the thing that was, until moments ago, a man. He looked up at the crowd, at the fearful eyes that could not meet his own. He left the tavern without a word.
Ryder mounted his horse and fled from the town, from the memories and repercussions of what he had done. He continued riding, well past the land he was now familiar with, once again without point of reference or place to belong. When he rested at night, his dreams were plagued with visions of himself. He dreamt that the face of the zealot was his own face, that the knife that had tore through his apprentice’s neck was his own knife. Night after night, he served his sentence, falling prey to his own brutality. It was, after all, his fault. His words had driven those people to lash out at him, his words that had brought forth the unjust and untimely death of his adopted son. It was with this realization that Ryder took up an oath of silence. He vowed, for Michael’s sake, to never speak again, and rid himself of all his previous possessions. He took up the likeness of the only image of himself he was familiar with, donning a white cloak. Ryder was once again without purpose, and roved aimlessly over the land like a spirit awaiting his day of reckoning, but it never came.
For months, Ryder continued to wander the countryside, until one day he stumbled across a scene that threw him back into the throws of the emotions he experienced that day in the tavern. A man donning a white cloak stood on a street corner, next to a stall that the townsfolk had lined up at. The man was ranting and raving praises of the Light of the Six to the crowd, lined up in front of what was apparently a tax collector, and his well-armed escorts. The cloaked man professed to the people how their funds benefit not only the church, but the entire world. The people all but oozed disdain, yet they did not act out. Each silently shuffled forwards, paid their tax, then silently left. A cycle which continued on for what seemed eons, until a woman stepped forwards, tears streaming down her face as she placed a meagre sum on the table. The tax collector demanded more, but had no more to give. She shook her head, and turned from the table as if to run, but was reigned in by a gauntleted fist snatching at her hair. She let out a cry, and fell to her knees as the cloaked man came to her side, grabbing hold of her hair in his own fist. He addressed the crowd, face red and spittle flying from his lips. He warned against the sinful ways of the woman that stood before them, and stated that if she were not to give her expected share, then she would not be accepted by the Light of the Six. She was a blight on society, and her mere existence was an insult to the righteous. With one final snarl, he pulled her to her feet and fell away from the crowd, scurrying into a nearby alleyway. Ryder skirted around the crowd and pursued the man and his captive, until the man turned into a small doorway and closed it shut behind him. There were a few moments of silent, suddenly broken by the sobbing cries of the woman from within the building. Unable to wait any longer, Ryder squared his shoulders, and charged the door, which gave easily under his weight, splintering across the floor. The first thing he saw was the woman, tears streaming down her face even as she looked towards Ryder with shock. The second thing was the man, now disrobed, standing in front of her. Before he could even cover himself, Ryder had closed the gap, knocking the man to the floor. He looked around the room, spotting a knife lying on a nearby desk, and reached for it as the man jumped to his feet. The man pleaded, reasoning with Ryder on the grounds that he was doing his duty to the church. He was cut off mid-sentence by a knife plunged into his throat. The woman choked back her sobs and looked to Ryder. “Who are you?” she asked. In this moment, Ryder realized he was no longer the man who he was before. He could no longer lay claim to the good deeds he devoted his life to. He turned towards the door, noticing charcoal pencils on the desk he had grabbed the knife from. He wrote his name on a slip of parchment before making for the door. "Irylith," the paper screamed into the silence. "His name is Irylith."
OTHER:
abilities (wip)
ABILITIES: PLEASE LIST, UNLIMITED AMOUNT, BUT BE REASONABLE.
SKILLS: PLEASE LIST, UNLIMITED AMOUNT, BUT BE REASONABLE.
WEAPON(S): WEAPON(S) HERE.
 
Last edited:

Users who are viewing this thread

Back
Top