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Fantasy The Night's Hunt (CS)

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Black Otaku

  • Name: (Write your full names here)


    Nickname: (If your character has a nickname add it here)


    Age: (How old is your character?)


    Gender: (What is the gender of your character?)


    Profession: (Are they a Hunter or a Cleric)


    Experience: (Please write this in human years)


    Appearance: (Add description or a picture of your character)


    Weapon(s) & Equipment: (Add a list of all the equipment and weapons your character uses, remember the time period)

    Skills & Abilities: (Add a list of all the skills and abilities)

    Personality: (At least a paragraph for the personality please.)


    History: (Write the History of your character please make it one-two paragraphs.)


    Extra: (Any extra tidbits?)


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Name: Arthur Taylor


Nickname: Wolfbane, acquired from his legend of killing a small werewolf pack single handedly. Most people refer to him as wolf, and only in hushed whispers as they try to avoid him.


Age: 43

Gender: Male


Profession: Hunter


Experience: Arthur has been a hunter since he was 23: that means he has been a hunter for 20 years. During his time as a hunter, Arthur has killed 28 separate werewolves, the record for most wolves killed by a single hunter. He has also put down several vampires, ghouls, a witch or two and a troll. The strangest part of Wolf’s legend is that most of his missions are meant for groups of hunters, but he accomplishes them solo. Wolf’s has never had an apprentice, either.


Appearance:
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Arthur is tall, 6'3, and weighs a good 227lbs. His body is stricken with muscles, forged from his physical labor during each hunt, as well as his wolf curse. He has two unnatural, gleaming yellow wolf eyes, as well as several scars on his face and body. When Arthur transforms into a werewolf, his eyes remain the same. Both his regular hair and his wolf fur is a striking silver/white.

Weapon(s) & Equipment: Arthur is well trained for his job, and well equipped to handle it. Arthur is always carrying a few things: The first being his sword, a personal gift from the Silver hand. Because of the danger of silver to himself, Arthur was gifted a very special sword; a relic from avacyn‘s power. This sword is considered to be "black silver" with glowing red runes extending up the dark blade. The handle is a black grip with dark leather grip, and the pommel of the blade is a snarling wolf. This sword is able to mortally injure/kill any creature, regardless of its immunities, as well as ignite anything it cuts through. All cuts made by the blade burn painfully. The blade itself is named "Avacyn's Wrath", and has tasted the blood of many night children. Each swing leaves a trail of cinders in its wake.

Arthur also carries a regular steel sword for regular combat, as well as three blessed throwing knives, a hunting knife, a combat hook, as well as a revolver with silver bullets.Besides these things, Arther always carries around a sack of loose gunpowder, several vials of holy water, blessed rope, and an Avacynian cross.
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Personality: Arthur is a little rough around the edges; years of solitude and focus on the hunt have left him a little lacking in social cues, but that does nothing to take away from his character. He still retains a strong love and sense of duty to humanity, as well as the hunters and the silver hand. Although, he does think of the clerics as being too weak to be hunters, he shows them the necessary respect. Arthur loves children, as well as animals. However, his curse leaves him at arms length with most people, which have left his initial demeanor cold and off-putting. Many times, Arthur will assume someone hates him, and retaliate by disliking them first. Because of this, Arther is quick to leave social events, or avoid prolonged conversations, retreating to the darkness he feels trapped by.


History: Arthur was born in Thraben, a son to a farmer, a sweet mother and soon became a big brother to his little brother, Michael. Arthur was a prodigy with a sword, slaying several goblins by the age of 12. He was a beloved son, and well liked throughout the village of Thraben, with plans to join up with the hunters when he was older. Unfortunately, his father perished at the hands of a feral vampire, leaving Arthur and his brother to care for his now ill mother. For the next 9 years, Arther and his brother Michael put aside their dreams and worked the land, spending their spare time caring for their sick mother until she finally passed. Michael left with a woman to start a new life in Kessig with his childhood sweetheart, leaving Arthur alone with the land. Quickly he sold it, and spent the money on a horse, which he used to ride to the silver fortress and join up with the hunters.

Arthur excelled in his training, becoming friends with many of the training soldiers, particularly (insert Brendan character name) both under the tutelage of Thalia, Quick silver, one of Odric's most famous students. Arthur quickly caught the eye of Odric, the silver hand. Thalia and Odric pushed them all to be the best they could be, and he quickly put a fair amount of distance between himself and the other hunters, his devotion to the hunt burning brighter than anyone who Odric and Thalia had seen before. When the time of his first hunt came, Arthur and his friends were sent into Eldritch wood, and were soon set upon by a large werewolf. The werewolf killed several hunters before Arther could bring it down, but not without a price. Arthur was bitten by the beast, whose fangs pierced deep into the meat of his left shoulder and sent it's infection into his blood. Arthur and (insert brendan's character) quickly finished off the creature, driving a silver blade through its heart and chopping off the wolf's head for presenting to the silver hand upon their return.

Arthur had contracted lycanthropy, a death sentence for most and grounds for immediate exile from the hunters and humankind, but Odric took pity on the hunter. Sensing a still unwavering devotion to the hunters and Avacyn, and a burning passion to defend human kind, Odric kept Arther's secret, allowing him to remain a hunter, training him personally and gifting him with "Avacyn's wrath" an ancient sword forged by angels to vanquish evil. However, now tainted by the curse of lycanthropy, he was unable to receive the lunarch's blessing, and was forced to live a life of secret. Instead of his hunters ability, he was cursed with immense strength, speed, and senses, a regenerative ability that can only be bypassed by silver and fire, and an intense fear that the moon will bring out the monster he has tried to keep bound for so many years.

Arthur spent his years as a hunter completing his missions with devotion, spending much time with the silver hand and Thalia, the only two people who knew his secret. Because of his curse, it is uncommon for him to be sent on hunts with other hunters. In addition, many people fear the secrecy surrounding him, as well as his seemingly inhuman efficiency in monster slaying. Since his first hunt, Arther has had a special hatred for werewolves and has become the most acclaimed wolf hunter of his era, earning him the nick name “WolfBane". During his hunts, he single handedly wiped out a werewolf pack, ripping the Alphas heart out with his own fangs. He now wears the necklace of the alpha, a steel wolf head with red ruby eyes and a gaping, snarling maw.


Extra: Wolf avoids transforming at all costs, which leads him to avoid outside when the moon is full. During this time, the silver hand locks him in a secret dungeon in the silver fortress to prevent him from killing humans or being killed himself. The curse of lyncanthropy also makes it impossible for Arthur to ever sleep well: although to werewolves, sleep is not a nessesity.
 
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Name: Maria “Marie” Lothric

Nickname: Bloody Marie

Age: 38

Gender: Female

Profession: Hunter

Experience: 20 years

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Appearance: Maria Lothric is a rather poise woman. She stands tall at 5’11” and weighs in at 155 lbs. Her frame is slender and her body is lean. Her cloudy grey eyes often stare off into the distance as fantastical fantasies fill her mind. She carries herself with an understated beauty and strange sort of elegances. Her movements are always very direct and intentional.

Weapon(s) & Equipment: Marie carries a blessed silver sabre paired with a silver long dagger. The two blades were forged by an elder Tharben blacksmith who has since passed away. The two blades were designed with a special mechanism in the hilt of each of them. This allowed the wielder to attach the silver blades end to end, forming a twinblade. By itself, the twinblade was not much more imposing than either blade when separate, however, with years of practice Marie as turned the blades into a force to be feared.

She also carries with her a single shot bolt-action rifle (Mauser Model 1871) which on average can fire off fifteen shots in a minute. The weapon shoots 11mm standard silver bullets encased in a black powder casing. She often carries around twenty rounds on her person. Marie chooses to use a single-shot rifle over a repeating rifle, because of the inherent reliability that came from having less moving parts. The body of her rifle is carved from an Eldritch black oak, and the metal fixtures are cast from iron. When the gun was smithed Marie took it to the church and had it blessed with a charm that greatly muffled the shots from the rifle. This makes it the ideal tool for stealthy operations. The Cross of Avacyn is branded into the stock.

Marie often carries two-three glass which she fills beforehand with simple alchemic mixtures. She has discovered that when certain elements are ignited together a reaction is produced. For instance, when magnesium or aluminum is mixed in a certain ratio with potassium and burned, a moderate flashbang can be achieved. Using the research of the church’s alchemist Marie has learned to produce a variety of effects by mixing certain elements, however, this is usually done before a hunt in preparation as she cannot carry all the church’s resources with her at all time.

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Gift: Marie is gifted with the purifying flames. She often uses this ability to improve the cutting power of her blades and inflict fatal damage to her prey. She can also launch smaller balls of flame in order to ignite her vials of alchemic mixtures. Marie is known for using her gift to torture unholy creatures by searing off patches of their skin, liquidizing their eyes, and scorching their mouths.

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Personality: Marie is a strange woman. Most people who have been around here for awhile can tell that something isn’t quite right with her, however, this fact is often overshadowed by how well she does her job. Marie is downright sadistic when it comes to the hunt. She is known for torturing and mutilating unholy creatures for several minutes before finally ending their lives. She has never displayed these tendencies towards humans or woodland animals, however, she is feared regardless. Some think it's only a matter of time before she snaps. Marie struggles to make friends as she didn’t socialize often as a child, but that doesn’t stop her from trying. She can be painfully unaware of common social cues and because of this, she tends to be a loner. Trauma from her past tends to cloud her mind, however, Marie finds that her mind is most clear during a hunt.

History: As a child, Maria Lothric quickly learned that life was not easy. Every month in Tharben she would hear news of how her friend's uncle or cousin’s best friend had been murdered by some sort of fearsome creature of the night. Young Marie understood that all too well as she had lost her father due to a witch’s curse. It was an unfortunate revelation when Marie discovered that the witch was, in fact, her own mother. She had come to this conclusion when her mother had conducted her first “experiment” on Marie. It was a torturous experience to endure, but she survived to the surprise of her mother. For the next several years her witch of a mother continued these painful experiments. What her goal was, no one will ever know. Her mother would tell Marie that if she ever told a soul about what transpired in the house, she would raise a curse against the entire town. So little Marie kept her mouth closed and endured the pain until one day the pain stopped. That day came when a pair of hunter came knocking at her door. To Marie’s surprise they had been hunting her mother for months, however, her mother had been using witchcraft to throw off the scent of hunters. When the hunters entered the house to apprehend her mother they realized that the witch had seen them coming and took off into the night. It was at this age of seventeen that Marie was given a choice: Join the children at the local orphanage or join the hunters at the silver fortress. In her mind the choice was obvious, wicked creatures like her mother couldn’t be allowed to live.

Graduating at the age of eighteen, Marie began her hunting career. The young hunter started slow, with frequent hunts to slay the undead stirring near the outskirts of town. However, it wasn’t until she killed her first goblin, that she discovered something about herself. Marie caught herself finding immense pleasure in the screams and cries of the goblin, and she couldn’t help but chase that feeling. As the years slowly rolled by she found herself torturing unholy creatures for several minutes before finally putting them out of their misery. The trauma of her past had manifested itself as an extremely unhealthy habit, but it was one she couldn’t break. Marie was a broken girl. Witch hunting soon became her specialty in the field. She told other hunters that she did it for the challenge, but in truth, she knew that she was looking to tie up the loose end of her past, her mother. Marie’s most famous feat was accomplished when she exterminated a small coven of witches single-handedly. It had taken days of preparation and planning, and when she returned to the Silver Fortress drenched in blood she was dubbed, Bloody Marie.

Extra: Maria is best friends with a hunter named Arthur. She often pairs up with him because he doesn’t ask questions about her strange habits.


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Name: Vivienne Sallustius

Nickname: Firebrand

Age: 26


Gender: Female


Profession: Cleric


Experience: Vivienne has been a Cleric for 2 years and 4 months. Before that she worked as an acolyte and a healer for the Church.


Appearance: Vivienne stands at 5'6" and weighs 128 pounds. The fair skinned redhead doesn't look like much of a scrapper, but anyone that's taken a punch or a kick from this woman knows that she is ferocious. She is a victim of serious RBF (Resting Bitch Face), although when in a good mood she appears very sweet and smiley. In battle she wears studded leather as shown below, though she does not wield a morning star. When not in battle, she likes to wear short skirts, tall boots, fishnets, and spaghetti strap tops, or sundresses.
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Weapon(s) & Equipment: Studded leather armor, the handle of a morningstar, a book of prayer, a Liber Herbarum book of healing herbs, a silver necklace with a holy symbol.

Skills and Abilities:

  • Cure Wounds: Vivienne touches a target ally and heals moderate wounds. Bleeding is stopped, cuts and puncture are sealed. This is her bread-and-butter combat healing spell and she knows it well.
  • Healing Word: Vivienne becomes a holy beacon of Avacyn's love, and she sings. Any ally that hears Vivienne's voice within 60 feet experiences minor healing. Scratches, bruises, small punctures, and light burns are healed. This spell is rarely used because Vivienne is embarrassed of her talented singing voice.
  • Light: Any object that Vivienne touches sheds bright light 20 feet in all directions with an additional 20 feet of dim light. This spell lasts 10 minutes, or until she casts it on something else. This spell is about as exhausting to her as lighting a candle.
  • Spare the Dying: Any creature or person that Vivienne touches that is currently dying enters a stable condition. If the target is damaged again, it will resume dying. This spell is very easy for Vivienne to cast.
  • Bless: Vivienne chooses three allies to bless. These allies have an increased chance to land attacks, and their attacks do additional holy damage to their targets for the next minute. This spell is slightly draining on Vivienne, as she sacrifices her own power to bless her allies, but the short duration cuts down on the drain.
  • Bless Water: Vivienne can give any regular water Avacyn's blessing, making the water holy. This spell has almost no effect on her mana.
  • Detect Magic: For the duration, Viv senses the presence of magic within 30 feet of her. If she senses magic in this way, she can see a faint aura around any visible creature or object in the area that bears magic, and she learns its school of magic, if any.
  • Guiding Bolt: A flash of light streaks towards a creature of Vivienne's choice within 120 feet. Upon hit, the target takes moderate holy damage and the next allied attack on the target is almost guaranteed to hit, thanks to the mystical dim light glittering on the target. This spell is a basic offensive spell that has a small drain on Vivienne.
  • Protection from Evil: For 10 minutes, one ally that Vivienne touches becomes immune to the influence of magic. The ally cannot be charmed, frightened, confused, or stunned by any magical effects. Undead creatures also do less damage to the ally for the duration. This spell has a small drain on Vivienne.
  • Find Traps: Vivienne immediately detects any magical or mechanical traps in her line of sights. The exact location is unknown, but the type of trap is revealed to her. This spell has a small drain on Vivienne.
  • Lesser Restoration: Vivienne touches a creature or person and one disease or condition effecting it is removed. Natural diseases are unaffected, but poison, blindness, deafness, and paralysis can be cured. This spell has medium-low drain on Vivienne.
  • Prayer of Healing: After 1 minute, six creatures or persons of Vivienne's choice that she can see within 30 ft are moderately healed. Wounds are sealed, bleeding is stopped, internal bleeding is stopped, fractures are mended, poison, burn, and frost damage are temporarily reversed. This spell has a medium-heavy drain on Vivienne.
  • Spiritual Weapon: For 1 minute, Vivienne channels light energy into her blessed Morningstar handle, and the golden silhouette of such a weapon appears. This weapon does decent damage to undead, evil spirits, and corrupts humanoids. All other targets are unaffected. This spell has a medium drain on Vivienne while the weapon is corporeal.
  • Spiritual Guardians: This is Vivienne's second most difficult spell to cast. For up to ten minutes, Vivienne channels the spiritual energy of those fallen hunters that came before her. Avacyn sends guardian angels to defend her in a 15ft diameter hemisphere around her. She chooses any number of creatures or people that are unaffected. Affected creatures that enter the area are slowed and take holy damage as the guardians swirl around her and assail them. Vivienne must focus entirely on this spell, and afterwards she is almost completely drained.
  • Banishment: This is Vivienne's newest and most powerful spell. She is completely exhausted after casting it and cannot continue to fight. Vivienne selects one creature or person to be banished. If the target is native to the mortal plane of existence, she banishes the target to a harmless plane where it is incapacitated for 1 minute. If the target is native to a different plane of existence, the target is banished with a faint popping noise to its home dimension. The target does not return.



Personality: Vivienne does not behave like a typical holy person. She is known as firebrand because of her incredibly short temper and wild mood swings. In a single day she can go from being someone's best friend, to trying to dig their eyes out with a spoon. Vivienne has a real attitude, she doesn't take insults or demeaning speech lightly. Any perceived slight could set her off, and when her temper is high, she becomes filled with rage and violence. However, the other side of Vivienne's passionate self is rather sweet. When in a good mood, Vivienne can be flattering, kind, and selfless. In addition to her moodiness, Vivienne is very flirtatious and falls for men and women quickly when she likes them. The Cleric isn't shy about it either, she'll be the one to approach her potential partner and tell them about her feelings. Needless to say, rejection does not suit her, and the feeling of unwantedness can trigger her anger. Vivienne is a testament to how quickly love can become hate.


History: Ever since she was an infant, Vivienne has been difficult to deal with. As a baby she never stopped crying, as a child she always hit her peers and screamed. In her early adolescence her parents feared that her uncontrollable behavior would cause problems for the family and potentially get her kicked out of the safety of the fortresses. So at the age of 12 Vivienne was sent to the Church of Avacyn to learn the ways of the clergy. Vivienne did not fit in at the Church at all. She was rebellious, violent, and downright cruel sometimes. She struggled with discipline of any kind and attempted to run away dozens of times. Vivienne the child hated her parents for sending her away to the Church. She felt angry and abandoned. Sometimes at night she would pray that her family name would be tarnished and they would be cast out and abandoned by humanity, just as they had abandoned her to a lonely fate in the Church. The clergy responsible for the children struggled for many months with her, before deciding that they would pair Vivienne up with a teenage girl named Lucinda. Lucinda acted just like Vivienne as a child, angry, disobedient, and cruel to her peers. At first their relationship was very rocky. Vivenne refused to listen to Lucinda, and even tried to attack her at times. However, puberty was not well established in Vivienne's body at the time. Lucinda was 5'8" and 160 pounds, so she did what the older clergy never had before. She beat the snot out of Vivienne. Viv grew up with 8 brothers, so she was rough around the edges and knew how to fight, but no one had actually ever pummeled her before Lucinda. In disbelief, Vivienne sobbed for three hours straight after she got her ass handed to her. The bruised and bloodied Vivienne quickly learned not to disobey Lucinda, or she would be catching fists with her face.

Vivienne and Lucinda's relationship changed Vivienne's behavior for the better. After a year she was placed back with the other children and she behaved decently. She acted out regularly and occasionally bullied other children, but all the clergy had to do was threaten to summon Lucinda and Vivienne would straighten out. Viv never saw Lucinda again, because three years later the older Cleric died fighting werewolves. Vivienne never learned that until she graduated from the youth academy. She took the news very badly. For the first time in her life, Vivienne was free enough to sneak out for drinks in the town, and she took to alcohol quickly. Her late teenage years were filled with alcoholism and sexual promiscuity. She gained a very bad reputation with the Church and her peers. Several times the clergy nearly decided to kick her out of the academy, but two things stopped them, Vivienne's blossoming magical ability and a retired Cleric named Carol, who would become Vivienne's next vital mentor. Carol met Vivienne out drinking in Kessig. Not in a bar, but near the edge of town wandering about with a bottle in her hand. At that moment, Carol recognized Vivienne from the academy and decided to help her turn her life around. Just like before, Vivienne worked exclusively with her mentor. Viv operated on a highly structured and rigorous schedule, the schedule of an old Cleric who had all the time in the world to train her. Although Vivienne would never admit it, she loved the total attention that Carol gave her, and she loved the self discipline that she learned in Carol's care. Once Vivienne grew into her early twenties, she was able to return to the academy to finish her official training, but by then she had already surpassed her peers due to Carol's 24/7 development of her. In both mind and body, Vivienne became a fit, disciplined young woman.

At 23 Carol recommended Vivienne to be trained directly by the Golden Hand, and she was accepted. For the first time in her ever, Vivienne was able to emotionally and physically handle the demands of her life. She poured herself into training under the Golden Hand and finished her mastery of the Holy Arts in one year. Although she is an unorthodox cleric to be sure, Vivienne is known as a passionate battle-healer who has saved many lives in her 2 years as a cleric.


Extra: Vivienne can use a special ability known as "Morning Light" where she channels light energy into a decorative handle that she carries around. A nearly weightless morning star made entirely out of holy energy forms out of the handle. The Morning Light can only harm corrupted or undead humans. So vampires, werewolves, undead, or any other corrupted humans can be damaged and killed by the weapon. Unholy spirits may also be banished by its magnificent power. Any nonhuman beasts or spirits are immune to and harm from it.
 
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Name: Adelaide Claireece Lowe


Nickname: Dela, but it’s not something she likes to be called unless close with her


Age: 18 years

Gender: female


Profession: cleric


Experience: Adelaide has been a cleric for three years but has trained for five, so she is vaguely inexperienced, her greatest achievement, however, is stopping a virus from infecting Gastaf’s food resources by purifying it both literally and with magic. She also locally helps residents of all settlements with ailments as much as she can.


Appearance: around 5’1 in stature and of thin build, she has waist length brown hair that can usually be seen tied into a messy bun, she has circular green eyes and is quite pale. She could be described as elf-like. She wears an oversized maroon shirt and black shorts under it, with that she wears knee length tawny boots and then sometimes a protective leather jacket. It is also worth mentioning she wears wired rimmed glasses because she has bad vision. Accessories include rosary beads that are wrapped around her left wrist and multiple rings on both her hands.

Weapon(s) & Equipment:
Weapons- (3) fish hook daggers, a gift from her father, but they go unused
Equipment- a set of fishing poles, a bag of medicinal objects, some rosary beads (which belonged to her mother) and a bag of preserved foods. with his she also has pocket sizd versions of many sacred texts and apohecarial books.
other- Adelaide carries a sheer holy robe as a token from her time in training, some goggles and a backup pai of glasses.


Personality:
Adelaide Taylor is a stubborn and smart, yet respectful kind of person. She can’t stand how Amud runs the training of the cleric, but she keeps it to herself. She is much smarter than you would think on the first encounter because she appears very aloof, but that couldn't be further from the truth. Will risk everything to do what's right if the situation called for it, and is overall pretty selfless despite her stubbornness. Other than that, she has a very sharp mouth and can be mean without meaning it. Her negatives tho are that she is naive and gullible to a fault, and she's terrible at reading social cues.

History: Adelaide grew up in Kessig, where her father was a fisherman, and her mother a medic. She grew up with a love for medicine and her town around her and wanted to be just like her mother. But when she was 10, her mother died in childbirth, which shattered her. However, this isn’t a typical tragic backstory mary sue kind of person. Adelaide took her mother's death as a challenge from Avacyn, and began to study religious texts to find an answer to her questions. She soon became a connoisseur of her art and was sent to train with the best of the best. She works hard every single day to prove her worth but has her qualms against how things are ran. One could concur that Adelaide has major authority issues, but that's a pretty minor detail.
She specializes in healing and is so enamored with this, she can nearly necromance with those who have recently passed, but that is kept secret from others.
during her time at the academy Adelaide wasn't anything special, she is holy to the point of where she needs to be for herself, not the status quo, after she graduated however she realized how little she knew of people as people, not patients, this makes relationships and anything to do with sex she can't understand, shes incredibly conservative and naive (as stated) more than she even knows

Extra: she has a little brother who is rumored to be in love with a witch, but she refuses to talk about him and has promptly disowned him for “killing her mother”
His name is August Lowe, and it has been told that he resides with the witches coven. actual location unknown

Also, Adelaide is not a strong fighter and that's a really big insecurity of hers, reasoning being her fear of the mortally wounded (from years of having to attempt to save them)
 
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Mona Rosewall

Name: Mona Rosewall

Nickname: Ghost

Age: 26

Gender: Female

Profession: Cleric

Experience: Mona has been a cleric for nine years, but has trained for roughly ten years prior. Inbetween, she has mainly helped in setting protective barriers around settlements and healing.

Appearance: At 6'1" with a willowy frame, Mona tends to stick out even when she doesn't want to. Her face is thin and angular, with pronounced cheekbones and rounded lips. Silvery-blonde hair, often tied back in a tight braid or bun, falls down her back, matching her silver eyes. Or, rather, eye. Her right eye is blind with a jagged scar cascading over. In the company of others, she prefers to cover it with a simple eyepatch. Her wardrobe consists of mainly dark robes and cloaks, with little care for flashiness or design.

Weapon(s) & Equipment:
➢ Box of herbs
➢ Incense and candles
➢ Prayer book
➢ Book of protective symbols
➢ Pendant with the holy symbol
➢ Small, patchwork stuffed rabbit -- a keepsake from her family
➢ Small bag of sweets​

Personality: Mona isn't exactly the most welcoming of clerics. Serious and pragmatic, she gives the winter wind a run for its money. She's incredibly prideful, arrogant even, with a stubborn streak rivaling that of a ram's. However, this ego is a glass one. Mona is surprisingly capable of showing great amounts of humility, especially when directly addressed by those she respects. She's determined, ambitious, and hardworking. While one to hang back in the course of action, she will nevertheless do what she can to protect those she cares about. Her loyalty borders on zealous devotion, though at times this can conflict with her black and white morality. Mona isn't the most socially adept, preferring instead the company of books than a party, and often fumbles in the face of romantic pursuits. Contrary to popular belief, Mona has a soft spot for kids and animals. She's gentle around children, revealing a deep well of patience reserved for no one else.

History: Mona was born in Kessig to a family of simple farmers. Life was plain, but simple, days punctuated by festivities and games. Mona recognized neither fear of the unknown or the sadness of loss; only to the protection of her town and family. Of course, that wasn't quick to last. When Mona was six years old, her family was slaughtered in a goblin attack. Only the little girl remained. Half-dead and blinded in one eye, but alive nonetheless. Taking pity on the girl, a family friend and acolyte named Seris offered for the girl to be taken in by the Clergy rather than left on the streets.

The sudden change was terrifying for Mona. At first, she clung to Seris, following him like a scared shadow. Her habitual haunting, paired with her pale appearance and quiet demeanor, eventually earned her the affectionate pet name Ghost. Over time, Mona learned to relax in her new home. She took to settling into the library, stalking the shelves while devouring the books with ravenous interest. When it came to studying, she worked hard, eager to please her new found family. Still, there was a part of her that seeked to do more.

Eventually, Mona's hard work paid off when Seris recommended her for the Golden Hand. Under his tutelage, Mona worked tirelessly to master the Holy Arts before completing it at just age seventeen. While her longterm goal is to protect others so that no one else may suffer as she did, it isn't her only one. Mona's ultimate goal is to impress not just her peers and Azrael Amund, but the Lunarch himself so that she could one day be the next Golden Hand.

Extra: N/A

 
afc0bc48455a59d73f16d25355bc2211.jpgName:
Annaelise van Tassel

Nickname:
Annie

Age:
Nineteen

Gender:
Female

Profession:
Hunter

Experience:
Four years

Weapon(s) & Equipment:
Annie prides herself as jack of all trades and she has never really taken the time to really master any art other than entrapment. As such, she settles for mediocrity in most of the skills common to a hunter. She is able to use blades to an effective degree, carrying with her two short and thin blades. They have been given to her by the Hunter's association, designed to cut through flesh and enter vital organs instead of cleaving large parts of the beast off. Her second primary weapon of choice would be a small flintlock pistol, which has been crafted light and easy to use. She utilizes this to bail herself out of tough situations, but can only fire one shot before the weapon needs to be reloaded.

Annie's main form of attacking is that through carefully set traps. With her naturally low constitution, she is not fit to front line any fight and instead uses tactics to lure monsters into her blood glyphs. When monsters have been trapped by her, she either disposes them with her pistol or doses them with oil before setting them aflame. She prefers the latter, as she believes fire is most pure death of them all and that it kills any spirits that may come to haunt her. If she does not use her blood glyphs, she might opt for digging a hole or using rope to snare smaller beasts. Only the most fearsome of monsters befit her gift, after all.

Unlike some hunters, Annie does not see it rational to wear armor. She commonly relies on stealth and speed, which would be weakened by any heavy-wear. This leaves her vulnerable at the same time, but the clothing she wear often reflects adornments that let her get in and out without any stress.

She also carries practical tools, such as bandages, a hunting knife, gunpowder, ointment, snacks, silver bullets (and regular) and an assortment of talismans she believes gives her good luck.

Personality:
Annaelise does not differ much from a lot of the regular villagers and one might blink to hear she is actually a trained hunter. She is terribly naive and is gullible to boot. It does not take a lot to convince her of a ridiculous idea, or deceive her with a sarcastic quip. As such, she is incredibly superstitious and is well tuned with the gossip which fuels her list of misconceptions. However, she is much like a weasel, crafty and hard to catch. She is quick to judgement that keep her alive and knows which fights she can and cannot win. Annie does not show it, but there is few things that scare her more than taking on a unholy beast head-to-head.

As a hunter, Annie is a rather nosy figure and likes to cling onto people she deems stronger than her. While she has admiration for the strong, she does little but pity the weak which she sees below her. This obsessed-with-the-strong nature often gets her into a lot of trouble as she can be quite exasperating to many of the hunters who like to go at it alone, which tends to leave her for punishment by the higher ups. Despite her annoying nature, she is a hardworking girl who simply attaches herself to stronger people with the hopes their skills will pass to her. She is well-meaning in this and can be seen as a girl who has her heart in the right place at all times.

History:
Annaelise van Tassel spawns from rather modest beginnings. Her father was no special man and her mother was nothing more than a maid for a wealthy business owner. She had no ancestors who were hunters, nor any real close ties to the association as a whole. Annie's father was a poor trapper of whom she would accompany at times, who caught wild animals he sold at the market. The family never had much, but there was never a day where Annie was hungry, her father always made sure she had a snack. All this considered, it is a mystery to many as to why Annaelise decided to become a hunter, but she had always claimed she looked up to the brave men and women and wanted to be apart of their ranks. If one things was consistent with the van Tassel's, they were hardworking and did their work in oath to others they respected. Annie looked down on the regular man who hid from the beasts and decided that she would not be the dainty little child like everyone else her age. This likelu arose from a traumatic experience where she saw someone her age dragged to forest by a monster and was helpless to do anything.

She joined the hunters at the age of thirteen, forced to explain herself to the church as the were bewildered to why a young girl would want in. They accepted her, but her initial training met hardly any success. Annaelise was no paragon in any sorts, she learned fast, sure, but she could not master anything other than trapping. There was always someone much stronger and faster than her, no matter how hard she worked and she was as an underwhelming candidate. The Hunters had suggested she chase her father's trade, but instead she denied their recommendation and continued with the agreement that she would miss that year's passage in order to train some more. At the age of fifteen, Annie was allowed on the First Hunt, as she improved her body considerably. The First Hunt was very successful for Annie, as she was sure to use the other strong Hunters as pillars to pass herself. They found her traps and resourcefulness useful and in turn, the other hunters had her back in the eldritch woodlands. The group was successful in capturing an unholy beast and Annealise was awarded her passage.

Along with her passing, she received the gift "Blood Binding". With this, Annaelise took her entrapment skills to the next level and was finally strong enough to go toe-to-toe with a beast. Despite her passing, her youth and lack of experience has made her a rather unrecognized hunter, known for nothing more than being kind of cute. To alleviate this, she has been slightly notorious for tagging along with Arthur Taylor, the Silver Fang against the poor man's will. She demands he teachers her his skills, while he usually manages escape her somehow to accomplish his missions.

Extra: N/A
 

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Name: Leonidas Coriander Muir

Nickname: Leo, Sable Lion

Age: 26

Gender: Male

Profession: Hunter

Experience: 8 years

Appearance: Leo stands at 5'10" and weighs 167 pounds. His eyes are a deep blue and he cannot see out of his left eye. His body is lean, but muscular. He is built for speed, not brute strength. Scars litter his body in various areas, both beast and man made.
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Weapon(s) & Equipment:
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Instead of the usual six shots a revolver had, Lucky Seventh has seven rounds in the cylinder.
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Personality: Kind and unyielding, Leo is a man most would enjoy being around. He's respectful to all around him, even if that respect is forced and not genuine. While not the most talkative, Leo is easy to get along with, a man whose passion is only mirrored by the same Hunters who he has worked with in the past. He is a man with a drive and goal, to protect the people of the world, to make sure the beasts do not take more than they already have. He knows the battle is uphill, yet he fights for it all the same. Leo, at the same time, is violently reckless, but has a wide lucky streak. Surviving for this long, while was some parts luck, was also work. He's known to change personas from the kind man, to the hardened hunter in an instance. For some reason, people seem to say his reckless charges are backed by the luck he has been bestowed.

History: "One man is not enough to defeat the horrors of the night, nor is he enough to protect what he cares about." Leo was born in a small village outside the bounds of any of the major cities. Living his life a simple farmer and game hunter, Leo was content with life. Simply living off the land and caring for his family made the survival easy. He was one of six, the youngest, having three older brothers and one older sister. Leo's father was a retired military officer, having left the service once he lost his hand in a battle. From there, he moved to Thraben, where Leo's mother, a baker, fell in love with him. The two would then move out of the main settlement into a smaller village just a stone's throw away. They would forge their life here, creating a family and memories.

For all that peace is in the countryside, fragile and weak it is with the horrors of the beasts. In the night, beasts would come and go, killing and slaughtering, but never did they do much damage. Most of the time it was ruined crops, killed livestock, or destroyed market stalls. The beasts were warded away by a volunteer group of Hunters; they had volunteered to defend the village because each had family within. When Leo was 16, the beasts had decided to launch a full scale attack on the village. It was out of no where, it was sudden, it was coordinated. Somehow, the beasts had managed to organize an attack, destroying all in the village. Leo only survived because he was on a delivery in Thraben.

Leo would leave the ruins once he found it. Vowing to take revenge on whatever beasts had destroyed his home. He ventured to the Silver Fortress where his new life would begin, only armed with the clothes on his back, and his father's sword. Along the way, he met a Hunter who would later personally mentor Leo, giving him his custom revolver, Lucky Seventh. Upon arriving to the Silver Fortress, Leo's life would change. He would become different, more hardened by the training, and soon enough, a sharpened blade ready to strike. On his First Hunt, Leo would successfully pass, but when going to be ordained, Leo would decline saying he wanted two years before received the gift. In this time, Leo would hunt down multiple beasts alone, donned in the black of night and a jacket with a silver lion brooch. Once he received his gift, Leo would continue hunting down beasts, for that is the life of a Hunter.

Extra: (Any extra tidbits?)
 
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Isora Desdemona Sinnet
The Shadow


Human Female Hunter
The Gift of Burning Ashes
32 years old
18 years of experience

Appearance
Isora was blessed with a lithe, athletic figure that is both pleasing to the eye and highly functional for her hunting purposes. She stands at an above average 5'8" and weighs just over 130lbs. Her hair is something between a dark burgundy and charcoal, depending on the amount of light it gets - which is often very little. Just as well, Isora's alabaster skin does not do well with too much sunlight, so she tends to cover herself as much as possible.

The hunting garb Isora wears was originally (in part) her mother's. It consists of a black leather wrap with matching hood that covers all but her dark gray eyes. Tucked away from sight is a multitude of weapons (detailed below). Isora will sometimes bring a bow and set of silver tipped arrows that are slung around her shoulders, depending on the mission.

When not actively hunting, Isora wears detailed dresses befitting a woman of her family's historic stature. Her hair is often elaborately styled, despite her lack of sight.

Weapons & Equipment
- Steel Saber
- Revolver
- Silver-Inlaid Dagger (inherited from her mother)
- Throwing Knives
- Holy Water
- Silver Avacynian Cross (family heirloom)
- Cross bow & Silver Tipped Arrows (when the occasion calls)

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Personality
Isora was born for the sole purpose of becoming a hunter, a fact that has been ingrained in her identity even before she drew her first breath. As a result, Isora takes this (and any other duties bestowed upon her) extremely seriously. It's rare to see the woman smile any more than a smirk, not to speak of laughing. The solitary life of a hunter has hardened her social graces, so Isora often comes off as blunt or flippant. This does not mean that Isora is uncaring - she cares a great deal about the people around her and humanity as a whole. If she didn't, she would not be quite so zealous in her hunting. Isora just sometimes fails to navigate social situations and would often rather be on a hunt than trying to talk to new people.
Positive Traits
+ Dedicated
+ Intelligent
+ Dignified
+ Genuine
+ Pragmatic
+ Self-Sufficient
Negative Traits
- Stubborn
- Antisocial
- Inflexoble
- Proud
- Stoic
- Uptight


History
"Holy places are no longer sanctuary from death, and death is no longer sanctuary from anything."

Though they eventually had to relocate to Gastaf in an effort to consolidate humanity's strength, the Sinnets were originally the main noble family in the area surrounding Avabruck during the golden ages. They ran the silver mines deep in the mountains surrounding the town and became prosperous because of it. In addition to their wealth, the Sinnets were known for being an honorable family that would do what they could to protect their town. When The Fall began, The Sinnets fought hard for the citizens of Avabruck. True to form, Isora's ancestor, Duncan Sinnet, was one of the original hunters who served with the first Lunarch.

And so began the Sinnet lineage of hunters. Generation after generation of Sinnets have produced talented hunters equipped with heirlooms of silver from the family mines. Duncan Sinnet, Agustus Sinnet, and Frances Sinnet were all of the same blood that runs through Isora. Even Isora's own mother, Narcissa, was one of the most blessed hunters of her time. It is often thought that Isora was always destined to be a hunter, because as they tell it, Isora had gone on her first hunt before she was born - still in her mother's womb.

Isora's mother, Narcissa, had been tracking a particularly potent witch at the outskirts of the Witches Retreat. Though Isora's father had advised her to wait until after the baby was born, Narcissa was determined. The Bitterheart Witch was one of the most feared witches known to humanity, and Narcissa could feel her chance coming near. Unbeknownst to her, the Bitterheart Witch had laid a trap in waiting for the huntress. When Narcissa made her strike, she fell right into the witch's trap. A terrible battle ensued and Isora's mother only barely escaped, but not without consequence.

Narcissa, bruised and beaten, was cursed with the loss of her sight. She drug herself home and lasted just long enough to give birth to her daughter. Shortly after Isora's birth, Narcissa succumbed to the wounds laid upon her by the Bitterheart Witch. The curse was passed on to her daughter until such a time that the Bitterheart Witch has been vanquished.

Isora, with the weight of her mother's duty and the curse of the Bitterheart Witch upon her, has known only the life of a hunter since birth. She was sent to begin her training when she was old enough to wield a weapon and has not looked back since. She feels in her soul that every dark creature she slays brings her closer to finding the Bitterheart Witch and exacting vengeance upon her.

Extra
→ Isora is known as a powerful hunter, but especially of witches. She has been searching for the Bitterheart Witch since her inauguration as a full hunter and will not stop until the witch is slain.

→ Though it is her family home, Isora has never seen or been to Avabruck. When her ancestors made their move to Gastaf, they vowed to return and make the town as prosperous as it once was. Isora hopes to make that a reality.

→ Since Isora cannot see, her other senses have been heightened to compensate. Isora's hearing, in particular, is extremely accurate.

→ Isora's gift, Burning Ashes, is one of the reasons she is known as The Shadow. She travels discretely through obstacles that would make most hunters pause. Her skill in tracking stealthily is another reason she has earned the name.

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Name: Major Alexander Ban


Nickname: "Major"


Age: 24


Gender: Male


Profession: Hunter


Experience: 5 years


Weapon(s) & Equipment:
>Mannlicher 1888 Rifle
>Cavalry Saber
>Five Shot Revolving Pistol


Personality: Ruthlessly efficient, known for his ambitious power plays and apparent disregard for human suffering, the military officer turned hunter is a highly divisive figure to those who know him. Highly charismatic, well spoken, polite, and patriotic, he plays the part of the ideal military officer to a fault. In practice, however, under closer observation, he could be described as a sadist. Cold and rationalistic, calculating and disciplinary, he treated the soldiers under his command as inhuman resources to be controlled, any misbehavior was mercilessly suppressed. This being said, there was never a mission he failed to complete, and often offered excellent advice on logistics. Moreover, every success was turned into a grab for power which resulted in a rapid ascent through the ranks. This translated to a bloodthirsty approach to hunting monsters which failed to take into account the danger an individual hunt might bring to civilians or other hunters. So long as the mission is completed, nothing stands in his way.


History: Abandoned shortly after his birth in a small nunnery outside of Thraben, Alexander had very few opportunities growing up. A childhood spent on the fringes of society instilled him with a grim outlook on the world and a voracious desire to climb his way up in the world. Joining the army at a young age, he immediately adopted a highly competitive attitude towards all other recruits, and after strategically eliminating some other officer hopefuls, he was placed in the war college. After a whirlwind career as a student, he was elevated to the rank of Major and placed in charge of a rapid response cavalry battalion. After this appointment reports of his activities become rather spotty, and even his own soldiers give mixed accounts of his leadership style and practices.

After a disastrous collapse of the military chain of command, Alexander left to join the ranks of the hunters. After joining and receiving his blessing, he adopted a method of hunting which could only be described as dangerous and irreverent. He almost seems to enjoy using other people as bait and fodder to take down his prey. He began developing a controversial following of pragmatists who preferred results over costs. This set his plan in motion to develop his own hunter army, which he could use to eradicate monsters and establish his own military junta over the small remaining human populations.
 
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Name: Tel Norik

Nickname: Flicker

Age: 24

Gender: Male

Profession: Hunter

Experience: Tel has been a hunter for about 4 years, but he had been training almost his whole life before being officially recognized as a hunter.

Appearance: Tel is about 5 feet 7 inches and is relatively skinny. He has a short and messy brown haircut, and has heterochromatic eyes. One green, one blue. He wears a black cloak that covers his whole body, though he usually takes it off when he fights. He wears a silver circlet that has a single teal gem embedded inside around his head. Beneath his robes, Tel wears a plate of armor covering basic garments.

Weapons and equipment: Tel’s main weapons of choice are magic swords that have blades made of pure angelic light. At first glance, the weapons appear to be just handles and cross guards with no blade, but when Tel activates their magic, their blades, composed of pure holy light, spring into existence. However, Tel is incapable of partying normal attacks with the blade. They can activate automatically when Tel is undergoing intense emotion. Another of Tel’s weapons is revolver. He loads it holy silver bullets, and is somewhat skilled at firing it, though not nearly as skilled as with his twin swords.

Personality: Tel is kind, but hesitates to form meaningful bonds. He works well with others and is loyal to his fellow hunters, but very few have been able to truly connect with the man hidden inside Tel’s joke-filled and friendly demeanor. The ones that do are politely requested to never speak to Tel again. On the surface, Tel is kind, polite, respectful, even-tempered, and witty. However, if you peel back Tel’s act, you will see the soul of a frightened, emotional child, terrified of forming connections only to lose them once again, yet desperately reaching for someone to anchor him.

History: Tel’s mother was a talented cleric, and his father was a very skilled hunter. However, one day, Tel’s mother was caught dabbling in an unknown form of witchcraft, prompting the Church to hunt her down. Fleeing their home in Gastaf, the couple decided to retire and start a family in an area where they would never have to deal with any humans again: the Eldritch Woods. Tel’s parents were sure that a combination of Tel’s mother’s Holy Arts and Tel’s father’s Skill could let them survive in the treacherous woods, and for the 12 years after Tel was born, it did. During this time, Tel was rigorously trained in fighting by his father, and was given his magic blades by his mother. Unfortunately, Tel’s mother’s holy arts failed to keep the unholy monsters at bay, and their home was destroyed. Tel’s Mother was killed, and Tel’s Father had mysteriously disappeared. Tel somehow managed to escape, but was unable to find any semblance of civilization. Still mourning his parents, he managed to made his new home in a far less inhabited part of the woods. During the time spent in this home, Tel decided to search for his father, clinging to him as his last thread of hope that life could be better. He searched every day, creating paths through the forest, familiarizing himself with the sounds and feels of each unholy creature that would stalk him, learning the most efficient ways to deal with them for 4 years. Finally, he came across his father’s corpse which was apparently fresh, only having died recently. With the final thread of hope shattered, Tel broke down, almost completely giving up. When he got himself to accept his father’s death, he pulled himself up and dedicated himself to finding civilization. He found it less than a year later, at a small town on the outskirts of the forest. He was taken in and treated as a family member by a kind family in the town. He was accepted by the entire town, treated well, and he felt like he had filled the void that had been created by the destruction of his home. He continued to train in swordplay. Alas, things would not stay so good, as a sudden attack another 4 years later would devastate the town, with Tel only escaping because the creatures seemed to avoid him. Distraught by the feeling of losing everything once again, Tel found himself shutting down, pushing away anything that came close. Finally, Tel found meaning and a way for him to put to use his skills earned in the Eldritch Woods: becoming a Hunter.

Extra: His hunter ability is awaken state
 
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Name: Dunbar 'Munroe' Francis.

Nickname: Proclaimed as the "Iron Rose" during her youth for her blooming involvement against the ravenous herd of Vampires to the North when she commanded the heroic Might of the Clove's vanguard upon the Field of Flowers and won the battle for Gastaf. Now, old and sassy, most people associate that title with her tongue being as sharp as steel. The commoners share comedic toasts to the "Cow Queen," however.

Age: 60 yearly moons.

Gender: Female.

Profession: (Retired) Hunteress.

Experience: Dunbar was promoted to a Hunteress when she was nineteen, and accomplished thirty successful years serving the Church of Avacyn before she retired in order to return home to help her son, Gerald, the Mayor of Gastaf, govern their great city when her husband died. Past her prime, she possesses limited combative capabilities that render her ineffective physically, and so a careful application of magic is instead exercised, careful craft unknown to the human eye.

Appearance: Standing at 6ft tall and 182kg, this aristocratic harridan has always held herself with a straight back. She is a noblewoman through and through; berry-scented folds hug the crevices of her wrinkles, warts and whiskers, mind you. Fat yet elegant, rounded in the colours of her birth-house, House Munroe, a meadow of golden roses growing upon the emerald thorn hills. The metal-work armory surrounding her body adds to her weight.

Weapons and Equipment: Dunbar inherited her Father's 'Longthorn' Rapier on her eighth nameday. Her once lissome frame supported a perfect approach for her desired form of combat at the time. Self-preservation. She specialized in evasive methods, moving like a morning petal in the cold wind, enhanced by the Gift, the Second Sight, to anticipate the creatures of the dark before striking with a fury of needle-like attacks. Unable to fight like she use to, Dunbar has constructed a walking stick out of her pointed steel, concealed and hidden. In extension, she is able to channel her magic through the designed maple-wood wand work. She is often seen flanked by two towering sworn-swords, Summer and Winter, shimmering in heavy armor to hide their ghoulish appearance.

Personality: Mind yourself around this ol'crone in the chatter or she'll give you a smack in the mouth. Dunbar has come to a point in her life where non-essentials are exactly that, non-essentials. She does not mince her words for anyone, not even her family, and oftentimes finds it quite tempting how humorous it is to be blunt and honest when the opportunity presents itself. Despite her quick witted sourness, she is incredibly wise and smart, displaying par-impressive political execution; strengthening their wealthy harvest trade economically, providing a friendly relationship between the rich and the poor and establishing a settlement that follows a sense of quality tradition. She finds herself responsible for ensuring her family survives no matter what.

History: Dunbar was born to House Munroe of the Clove, located on the sweet-water banks that separated Gastaf and the Blood Fall Castles. Her family attended to the farmlands that touched the salt rocks all the way to the western mountains and the south-reach forest. They harvested everything humanity required to sustain life, and contributed greatly to the overall status Gastaf represented out of the Three Great Settlements in the Known World with their bountiful wealth. Her Mother groomed Dunbar diplomatically to aid her fat-head younger brother when he becomes the Overlord, but secretly advised her to take heart with the Witches, while her Father encouraged her to pick up the sword and fight. He did not care that his eldest child was a female. She was a Munroe, and the blood of his blood is all that mattered to him, something she would later devote her conscious to herself. The northern curses could be heard chuckling in the shadows when she returned home from the Church of Avacyn after graduating and becoming a Huntress when the Vampires set flight. A newborn frenzy threatened to destroy the Clove. With her Father withering of age, and her brother too fat to move, it was up to Dunbar and her Mother to secure the safety of their people. Together they formed an alliance with the Francis', local common-folk, and unified Gastaf against the looming fang-freaks. She earned the title "Iron Rose" in the Battle on the Field of Flowers, going on to marry the then Mayor of Gastaf. Disgusted by her permanent predicament, Dunbar devoted herself to Silver Hand. It wasn't until her husband died, and her son, Gerald, took office that she retired. She has been helping her son from her castle-seat, bossing the servants around and immersing herself in late-night banquets ever since . . . Or so many think.

Extra:

- Dunbar Francis is the Mother of Gerald Francis, the Mayor of Gastaf.

- She has two grandchildren, twins, Lloyd and Lilith Francis.

- Her daisy-blonde hair is synthetic despite her own refusal to admit as such.
 
Name:
Ílios Galanis

Nickname:
Ward of the Church, Golden hand's ward.

Age:
24

Gender:
Male

Profession:
-

Experience:
Ílios has in total been under the Golden Hand's care for seven years of which three was spent on training. Although considered a 'clerical' prodigy with a unique affinity for magic he has yet to accomplish anything outstanding with those powers.

Appearance:
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Ílios is a fair-skinned young man standing at the height of 5'6 with a slender build and long legs. He carries himself in a gracile manner, chest pushed forward and neck long upon relaxed shoulders.


Weapon(s) & Equipment:
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Ílios when in duty wears a rather standard white cleric robe (the only difference being the golden lining) with a shawl around his neck and a pair of knee length leather high boots.

Skills & Abilities:
Divine shackles
Ílios utilizes a concentrated form of divine light that takes the shape of sheer floating threads. These threads are controlled by his finger movements and cuts through unholy creatures like butter.

Piercing judgment
Ílios summons a bow out of divine lightning which fires purifying lightning arrows. Weaker and smaller unholy creatures are immediately expunged upon getting hit while larger are weakened by the purifying current that the arrows outputs.
The amount of arrows being fired is adjustable.

Heavenly sympathy
A healing spell which reverts time within a small radius.

Personality:
Blunt and curt, Ílios is a young man of no-nonsense that despises time and energy consuming tasks as well as people. He separates his duties from his personal life and upholds a strict belief that respect is something you earn; thus treating all strangers with an equal sense of undesirableness. He despises humanity as a whole but is at the same time reluctant to conform to the judgmental mindset of that everyone's the same. A dilemma which also haunts his perception of nonhuman creatures. However, due to past experiences of having been called naive for harboring such sentiments towards the creatures of the dark he no longer shares those thoughts of his.

History:
As a child that grew up on the streets, Ílios was exposed to many of humanity's horrors early on and learned quickly to distrust his fellow humans; the first evil he encountered being the greed of man. His daily life consisted of deceit, fear and an uncertain future with the same concerns haunting him day in and day out. Would he get to eat the following day? Would he even make it for another day? The stress that surviving entailed took its toll on him and he grew bitter and cold watching the people around him rebuild their lives upon the arrival of the silver age.

As Ílios grew older committing crimes became something more than just a necessity to survive and at the age of thirteen he began to dabble in more grave offenses such as burglary and robbery; consequently earning himself a reputation. However, he was quickly apprehended and charged to repent for his crimes. To avoid imprisonment Ílios pleaded for the opportunity to serve his sentence by aiding the church (the lesser evil of the two in his eyes) and as requested he was transferred into the care of the church.

At the age of fourteen Ílios began to serve his sentence at the church, however, being a repenting criminal the discrimination against him was unavoidable and on top of that, he could neither read nor write. The only person that didn't differentiate him from the others was a boy called Lusine.

Lusine was the same age Ílios but had begun his training as a twelve-year-old and had thus already studied two years as a clergy. His passion and interest in the arts were genuine and his faith in the ways of the church unwavering. However, before his encounter with the church he was just another street child who had resorted to committing crimes just like Ílios.

Perhaps that was why he was so persistent in befriending Ílios.

During his fifteenth spring, Ílios began to learn how to write and read under the guidance of Lusine and the coming summer he picked up his studies again.

With Lusine transcribing for him he made rapid progress, shocking students and teachers alike with how fast he grasped the magical arts. From creating barriers to healing to offensive spells; all of sudden he had become a prodigy and as his reading got better so did the time it took for him to understand the flow of a spell. He advanced quickly on Lusine's encouragement and eventually piqued the interest of the Golden hand; earning himself a special opportunity to train under her despite not having taken the vows of a cleric.

Extra:
- Could barely speak when he first arrived at the church.
- Doesn't carry any holy scriptures or a cross.
- Wears a helix earring (a silver ring with a star hanging from it) which Lusine gave to him upon a time.
 
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Name: Xavier St. Cross

Nickname: Patches

Age: 22

Race: Human

Gender: Male

Profession: Hunter

Experience: 4 years

Appearance: Xavier dons a duster and is covered in magically infused bandages placed upon him by the clerics to help keep his wounds from worsening due to the experiments he was put through. He also almost always has his owl on his shoulder(left) and his snake in his hand(right). (Picture is a WIP)

Weapon(s) & Equipment: He carries on him an arsenal of homemade explosives of which he has prepared (think gunpowder mixed with ball bearings). He also utilizes a kunai kusari(kunai on a chain) to battle opponents at close-medium range.

Skills & Abilities:
  • Master of Explosives: Xavier can recognize and create/disable any explosive in existence.
  • Adept at Close Combat: Xavier has been trained in multiple styles of close combat and is proficient with a kunai kusari.
  • Magically Resilient: Due to the magically infused bandages on Xavier's body he is immune to most mental magics and resists most other basic magics.
Gift: Beast Mastery
  • Mass Control: Xavier can exert his will on groups of small and tiny creatures (mice and rats) and uses this to help transport explosives quickly and quietly over a large area.
  • Owl Companion: Xavier has a pet owl, Mydas, which is always with him. He can use his beast mastery to send his owl to scout and retrieve items (he must know what the item is before hand). He can also use his owl to exert his will in an even larger area (think of he and his owl as epicenters for his beast mastery).
  • Snake Companion: Xavier also has a pet krait, Nibbler, which stays curled up in his duster. The snake is used as a secondary attack whenever Xavier embeds his kunai kusari in them. At the moment Xavier embeds someone he has the snake shoot out and bite them, injecting them with a paralytic venom.
Personality: Xavier is a very secluded and reclusive individual, very rarely even meeting the gaze of any other person. He often sticks to the corners of a room; this is why he picked up the hobby/obsession of making explosives. Once one does manage to get past this barrier though Xavier is a very nice and approachable person. He speaks with very little emotion and shows even less although you will be hard pressed to find any person more loyal to those they are close to. He always has interesting and new facts he likes to inform other people of; knowledge is his one true addiction.

History: Xavier had a very different childhood from most others. It started off quite normally though. He would play in the field outside his family's estate with his dog, get into trouble with the family butler for running around the house, and other normal childish things; that was, until, his 8th birthday. When he was but 8 years old he was sent from his parents' estate to live with a witch, a crone who would trade in magics (It wasn't until a few years later that he learned he had been traded: their son for insight into their future). He then learned what it was like to be merely an object, a possession owned by another.
For the next 4 years he would spend his days retrieving magical ingredients, being experimented on, and being used as a magical instrument. Then, on one night so dark not even the moon could bathe the earth in its light, Xavier was given a second chance. The witch was performing a ritual for the demon Baal; Xavier was the offering for a tome of immeasurable magical knowledge. Xavier had accepted his fate to be in torment for the rest of his days until something went wrong. The witch began to wretch on the ground in front of his face, blood pouring from every crevasse as they screamed "WHY?!?!" over and over. Only once all the blood had left their body did the screaming stop and Xavier gained the courage to stand. Everything else in the room was as it had always been; it wasn't until Xavier checked his body did he see the what had been affected.
As quickly as he could he left the small shack inside the forest and spent the next year searching for his parents. Town after town he went, searching and searching, receiving glances and mean glares from all who lay their sights on him. Shortly after being kicked from an inn for being nothing short of a monster did he find what he was looking for, well rather he was thrown into it. Looking down at him were those 4 same eyes that had looked at him leave so many years before: his parents. But they didn't seem to recognize him, all they could seem to do was throw him to the side. Xavier would proceed to then get up and chase after them but time and time again his efforts were met with distaste and resistance. It was at this moment Xavier realized he had no place where he could belong and so he joined the Hunters with one goal in mind: to eradicate all witches.
 
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Name: The Mysterious Ms.Do_Well

Civilian Identity: Shantae Baskerville

Age: 27?

Gender: Female

Profession: Hunter

Experience: 9

Appearance:

(Civilian Identity)
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(Vigilante Alter Ego)
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Weapon(s) & Equipment:
Knuckle Duster blessed to deal electric dammage, Standard Throwing Knives, and the 'Coup De Grace'
1522931536637.pngAllows firm grapple of any ledge to be scaled across. A release button cuts of apparatus from chord. The chord can only hold a load of 300 lbs. The Chord can extend up to 3 stories. The chord Barrel is attached to the Miss Do-Well suit, therefore reusable. Spring release winds chord up into its barrel, allowing for more time efficiency as well as aiding in scaling. The chord and hook can detached, making the Grappling Gun a standard hand-cannon. When in Hand-canon mode, the grappling gun can use standard shotgun rounds.

Skills & Abilities:
- A prodigy in melee combat, trained in various forms of martial arts
- Competent in long ranged engagement
- Capable of understanding new forms of hand-to-hand combat very easily as well as learning from past combat mistakes.
- Utility belt includes smoke pellets, lock picks, knives, napalm, Grapple Gun & Chord Barrel, and two separate compartments for shotgun shells.
- Shantae's years of intense training have made her an exceptionally well adept at moving rapidly through any area, typically in an urban environment, negotiating obstacles by running, jumping, and climbing.
- Shantae's training makes her extremely difficult to detect when actively engaging in clandestine activity.

Personality:
Outside of work, Shantae is upbeat and cheerful. Having grown up in the subcontinent, the mores of Western society are like a second language to her, sometimes difficult to grasp. She can speak English fluently, but one can tell she'd rather speak Hindi. These characteristics may cause her to come off as naive to some, but she is anything but. She is at her happiest when her adoptive family is in her presence. When at work, Shantae uses a western accent to protect her identity. She'd rather keep quiet however, for fear of having her native accent slip. This might cause her identity to be traced back.


History:
Whenever Shantae is asked where she comes from, she shrugs and points at the vast ocean. In truth, she doesn't know what land she hails from, or if she is a foreigner to begin with. She was found at midnight in the Eldritch Woods by an old hunter and his son living in self-exile. When they pressed her for a name, the first word the child uttered was 'Shantae' followed by a string non-comprehensible gibberish they could not understand. Every orphanage he could find refused to take the child in as they considered her a bad omen. Speaking a foreign language did not help either. The old hermit raised the child, teaching her his language, giving her a menial education. When she displayed a staggering aptitude in physical combat, he taught her the ways of the hunt. Years passed and Shantae grew to be a great fighter. One day she was going through her adopted father's belongings when she happened across an odd suit she had never seen the likes of before. Her brother then revealed to her that he was The Mysterious Mr. Do-Well, a legendary hunter who was at one point in Mikaeus's favor to be the silver hand. Hearing the tales of heroics inspired Shantae to become a hunter of the church. After some heated debate, the old hunter handed her his garb which amazingly enough, felt like it was fitted for her to begin with. Now the Mysterious Ms.Do-Well haunts the streets of the once great land, living up to the legacy of her father.

Extra:

- Shantae is a staggeringly tall woman, towering at 6.5 feet.
- Shantae's utility belt has an extra compartment for storing chocolates.
 
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Name: fai d flourite

Age: 24

Gender: male

Profession: Cleric

Experience:8 years


Appearance:
fai is a short, athletic young man with a slender build.His hair is naturally auburn and his eye color is a mossy, warm shade of green. Fai has extensive scars on his torso and he has additional scars as well as burn marks on his cheeks and arms. His wardrobe consists mainly of worn, basic pieces of clothing.He does not have a particular fashion sense, valuing utility over anything else, and chooses his attire based on its ability to cover his scars and make him appear average. Rarely does he come off as a cleric.
Weapon(s) & Equipment:
  • bandage and first aid items
  • medicinal herbs and remedies,
  • a staff with a pointed end
    • f9156e8159be1165339cc1a4b5ec4ada1064ea54_00.jpg

      Skills & Abilities:
  • Aid: fai’s bolsters his allies with toughness and resolve. Making them feel like they have the gift of extra life energy and feel themselves physically get stronger. A simple spell for him but requires him to concentrate and make him a easy target in battle.
  • Beacon of Hope: This spell bestows hope and vitality. Fai creates a bright light and anyone in the warmth of the bright light heals. Another easy spell for fai but it is time consuming and he can not move while performing the spell.
  • Blade Barrier: fai creates a vertical wall of whirling, razor-sharp blades made of holy light. This is one fo fai’s favorite barrier spell but it take a lot of his energy so he only uses it in dire circumstances.
  • Bless: Fair chooses three allies to bless. These allies have an increased chance to land attacks, and their attacks do additional holy damage to their targets for the next minute. This spell is slightly draining on fai as he sacrifices her own power to bless his allies, but the short duration cuts down on the drain.
  • Calm Emotions: Fai begin singing a hymn or saying a prayer that carries the warmth and love into people's hearts and mind. This has a calming effect and temporarily reduces panic and negative emotions.
  • Cure Wounds: fai touches a target ally and heals moderate wounds. Bleeding is stopped, cuts and puncture are sealed.
  • Dawn: Until the spell ends, a 30-foot radius, 40-foot high cylinder of sunlight shines on a location of his choose. On top of that unholy creature seem to be burned if they stay within the light. Fai can only keep this spell up for 5 minutes without straining himself.
  • Daylight: A 60-foot-radius sphere of light spreads out from a point fai chooses within range.
  • Death Ward: he touches a creature or human and grants it a measure of protection from death.
  • Find the Path: This spell allows fai to find the shortest, most direct physical route to a specific fixed location that he is familiar. Taking the form of a small wisp of light
  • Heal: fai can use this spell on anyone he can see within range. A surge of positive energy washes through them and they are fully healed but their wound are still present.
  • Mass Heal: A flood of healing energy flows from fai into those injured around him. He can chose to fully heal everyone which would knock him out or partially heal everyone which would leave him very weak and barely able to stand.
  • Holding hands: a shackle binds fais’ target and himself.
  • Unholy collier: a collier and chain wraps around a targets neck and keeps him grounded to the floor.
Personality:
From other cleric , Fai is the most energetic, while being enigmatic at the same time. He appears to be happy-go-lucky and good-natured, and acts very carefree. He often teases other clerics and hunters with silly nicknames and jokes. However, Fai has been shown to be as perceptive and a skilled fighter as many hunters. He also appears to carry a deep emotional burden, and values his own life very little. In battle, Fai doesn't bother to fight very hard for his life, and will only do so if someone he cares for is in danger. Though he hides his unhappiness well, those who get close to him are able to sense the disguise. When he is confronted about it, Fai usually gives very dark and enigmatic answers. His past is a profound motivating factor for his actions and is something Fai cannot seem to overcome; instead he masks it all with a smile.


History:
Although much is known about Fai history and backstory, there are some that are known. He was born as a twin and was considered the younger of the two. His mother could not take the strain of birth and died after giving them both their names. His father was a esteem hunter and pushed both boys to be hunters from an early age. Making them train physically and mentality for the job. Yet, he provided little emotion support and warmth for his sons. Under their father both learn the skills to be a hunter early, but also were kept isolated in a house away from the closest major city. He convinced his brother to run away with him to escape the abuse from their father. While making moving towards the city they were attacked by unholy creatures. His brother pushed Fai away and used himself as a shield and decoy to protect him. All Fai could do was run as the monster, killed his brother. At some point he made it to the city and at this point his life was a blur of living on the streets and working for shady characters. Eventually his path crossed with a clergy who saw the lifelessness in Fai’s eyes. He made him a promise that if he joined the clergy and worked the hardest he could, his sadness and past would disappear and he would find true happiness.


Extra:
  • has a strong knowledge of creatures
  • Fai is very rarely sent on mission with larger groups
  • Fai is known to be able to fight for himself
  • May question if he should be a cleric
  • has a scripture tattoo on his back
 
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