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yutohase

Aspiring Mangaka
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Welcome, everyone, to the Phoenix Club! Now, the most integral part of this guild is, of course, the people! Because what is an adventurer's guild without adventurers? Of course, you can make a member of the Club itself, or an ally to the Club, or both! Just let your imagination run wild and make the character of your dreams!

Now, this basic sheet will guide you through the steps to making the perfect guild member! Feel free to add on to it, but this is the minimum I want for this RP.

PC Sheet:

Name:
Everyone has a name. What's yours?
Gender: Simple enough, what side of the spectrum were you born in, and which do you identify with?
Age: How old are you? Keep in mind that the minimum age for adventurers is 18, and you probably trained for many years to attain your godly power.
Race: We are opening and accepting to all adventurers! Any humanoid fantasy race is welcome! (Just don't select a clearly OP race, if you have any questions, ask the GM.)
Class/Role: What role do you play in a standard adventuring party? Are you a fighter, healer, mage, rogue, something different? Anything goes. (Again, nothing OP, ask the GM if you're not sure.)
Godly Power: You attained some kind of godly power in your past. What was it? You may eventually be able to once again attain this godly power, or even go beyond it!
How you Lost your Power: Somehow, in some way, you lost your godly power. How did you lose it? Be creative! We love creativity here in the Phoenix Club!
Starting Power: Clearly you haven't lost all of that godly power. You still have a little bit of it within you. What does it look like? Keep in mind, it has to be small, and limited. Can't join the Phoenix Club if you're still too powerful!
History/Backstory: Just a quick summary of how you grew up, how you became an adventurer, and maybe even some of the adventures you went on to achieve your ultimate power! You don't have to write a novel, just give me a paragraph or two on your past.
Personality: The most important part! Just a paragraph or two on what makes you you. What are your defining characteristics, how do you act, how do you react?
Strengths: What are some things you're good at? Could relate to adventuring, or not! Minimum of three
Weaknesses/Flaws: No one is perfect. What are some things that are not so perfect about you? Minimum of three
Likes: Everyone likes something. What do you like? Minimum of three
Dislikes: Same as likes, except opposite. Minimum of three
Fears: Everyone is afraid of something. What is your fear? At least one, but you can have more if you want.
Appearance: What do you look like? What are some of your defining features? I'd prefer a picture of what you look like (anime or drawn are preferred over realistic), but I would also like a short description of anything else people wouldn't notice from the picture alone.

Ally Sheet:

Name:
Gender:
Age:
Race:
Class/Role:
Rank:
What level of adventurer are you? Use any system you want--the D&D leveling system, the tier system, etc. Don't be too OP though, not everyone reaches godly level. Have it make sense.
Powers: What sort of abilities do you have? Again, don't make it too OP. It should fit the rank you chose.
History/Backstory: one or two paragraphs
Personality: one or two paragraphs
Strengths: at least three
Flaws/Weaknesses: at least three
Likes: at least three
Dislikes: at least three
Fears: at least one
Appearance: Pictures are preferred, but also give a short description.


I'm going to be making the founder of the Phoenix Club's sheet as an example. Meanwhile, enjoy character creating!

Phoenix Club Founder Sheet (WIP)

Name: Blaze Renkiru
Gender: Male
Age: 63
Race: Human
Class/Role: Warrior
Godly Power: Blaze has the soul of a phoenix imbued into him. This allows him massive levels of control over fire, flight, and regeneration, even to the point of being literally "reborn from the ashes" whenever he dies.
How you Lost your Power: Blaze's godly power is unique in that his powers reset every time he dies and is reborn from the ashes. Given that he has recently died and risen back, he has limited power as of now.
Starting Power: Basic controls over fire, along with hovering.
History/Backstory: Blaze Renkiru grew up on the streets of Maronde's capital city Arcanum, living a life of crime in order to sustain himself and his family. However, when a new adventuring guild, called Heroes of the Dawn, opened its doors near Blaze's home, he felt drawn towards the guild. Despite being young for an adventurer, having just turned 18 by the time he joined, he quickly rose up the ranks of the fledgling guild, as some of the senior members were recruited to more famous guilds. But Blaze stayed with the Heroes of the Dawn, despite the offers that other guilds would give him, and helped to lead them -- and himself in turn -- to greatness. On one of these adventures, Blaze ran in with several notable creatures of myth and legend, one of which was a Phoenix. At first it was hostile toward Blaze, but soon admired the young adventurer's notable power and fighting spirit, and bound its essence to him, granting him its mythical power. However, while attempting to stop a goblin raid of a village all by himself, not even the power of the Phoenix was enough to save Blaze, and he perished in the onslaught. But to his surprise, he rose again from the ashes, almost immediately, and continued to protect the village until every last goblin in the raid was destroyed. After that incident, his powers faded, and with that also faded his connection to the Heroes of the Dawn. But he continued adventuring, and, stuck in a perpetual loop of life and power, he decided to make the most of the Phoenix within him. So, instead of staying a lone adventurer, Blaze decided to form a guild of his own, dubbing it the Phoenix Club, after his own powers... with one caveat: that those who joined the guild had to have lost their powers previously, in some way. Many years have passed since the guild was founded, and Blaze has died and risen from the ash on multiple occasions, but nevertheless is still there for all of his fellow guild members.
Personality:
Strengths:
Weaknesses/Flaws:
Likes:
Dislikes:
Fears:
Appearance:
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Due to Blaze's phoenix soul, he has the perpetual appearance of himself from his days as a younger adventurer, despite being much older. He has a somewhat intimidating stature, though, at around 6'5" and, despite slender, he packs quite a bit of muscle. He also has a few burn marks and scars hidden underneath his adventuring clothes and gear.
 
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Name: Neil Tarth “Thundracules The Great”
Gender: Male
Age: 77yrs
Race: Half-Giant
Class/Role: Luchador (Unarmed Gladiator, Tank)
Godly Power: Thundracules had trained and focus his natural magic into his muscles to grant him strength worthy of being considered the worlds mightiest mortal. He has punched through fortified castle walls, Suplexed an elder dragon from the summit of a mountain, Even crushed the armored head of a so called bandit king who claimed to be stronger than him in spite of the fact that said bandit king could absorb kinetic energy. Likewise his body has withstood tremendous punishment, surviving his leap from a mountain top with a several ton winged lizard with little ill effect, Shattering Siege battering rams by meeting their force with his pectoral muscles, and even withstood the toxic flame breath of a Webern at point blank with the Webern getting the drop on him. No matter how powerful ones body may be there is a damn good reason why Thundracules was called “the great.”

How you Lost your Power: Sadly Thundracules found the way to gain such power was to meditate daily after exercising and focus the magic that would fuel his godlike muscles into his mask, a family heirloom of his. After telling a woman in a brothel of his secret he passed out drunk and awoke to find his mask had been carefully removed something that shouldn’t have been possible due to the magic protecting it. To this day he vows to find the one who did this wicked deed and break their spine over his shoulders…hopefully they haven’t put his mask on as that would make the spine part very very hard to accomplish.

Starting Power: While he may not have his old magical might, Neil still possesses immense physical power rivaling a human even of his stature. This however comes from his giants blood and caps out at around the might of ten men. His durability is likewise impressive and contrary to what most think of large men, his reflexes are very keen and he can move very quickly and suddenly.

History/Backstory: The Thunder giant tribes of the northern mountains are well known rough housers and tough guys. Their culture revolves around physical strength and wisdom, the later of which attracted a young giant woman to the human man who was wide enough to cure them of the Stone fever that threatened to wipe them out entirely. It was this attraction born of admiration that allowed the young giant-man Neil to be born. The day of his birth an earthquake rocked the mountain range causing several avalanches that wound up bringing the tallest mountains down enough that the smallest mountain had become the tallest. These giants viewed this as a sign that the smallest of them, the young Neil, would grow to become the greatest of them all. As such he was raised around his giant kin, learning their arts of grappling, joint locks, and of course The slams that made them so famous.

Eventually a noble king to the south would come to the Thunder giants to ask their aid in facing a horde of dragons that were coming from the dracomancer he had found himself locked in combat with. The giants gladly accepted but only to their detriment at the ancient dragon Balkuras laid waste to their mountain and claimed it as his own. In a rage at the loss of his family, Thundracules along side the noble kind slayed the dracomancer then climbed his families Mountain to face Balkuras on his own. Using the ancient ritual of the chieftains he drew his families Magic into his own body then focused it into his mask and launched into a lengthy battle with the dragon where he was wounded, but the dragons wings were broken and in a last ditch effort he slipped behind it and suplexed it off of the mountain, which many claim not only killed the dragon but drove its very soul all the way to the core of the planet…though that’s todally an embellished myth.

From there Thundracules was a vagabond, his family gone and his home lain to ruins he journeyed the world seeking mighty foes to reunite him with his family, he clearly couldn’t take his own life as not dying in battle would result in him not going to the sacred warriors rest of his people. Unfortunately he met the same problem with each mighty foe, they were powerful enough to have brought him down if he had shown up a month or two earlier, but because the half giants might grew so steadily and quickly each foe was found lacking. It eventually grew to be a problem as he found himself fighting on behalf of causes he did not believe in, clashing with guilds and kingdoms along side armies whose creed was less than noble. Even still he found no worthy foes and began to sink into a depression as he thought he would never find what he sought. This in turn lead to vices like drinking, smoking, and frequenting brothels.

When his vices finally caught up to him and his mask was stolen it was equal parts a wake up call and a blessing. He set aside his vices and vowed to find the one who took his mask. But a part of him was overjoyed to once again find himself able to enjoy combat and face foes that were his equal. However he claims that even if he gets his mask back he will not don it again, for he has already made a new one and it would be his face from that point on…his old mask? That he seeks only that he may destroy it to prevent its great power from falling into another’s hands.

Personality: The entire goal of Thundracules is to not only be a hero worthy of his families afterlife but also to die a hero. As such he is a man who demands attention with bold exaggerated motions and words, some say he is arrogant, some say he is a liar, some even claim he is secretly wicked. The truth of the matter is he is a man who still behaves as a boy because there was never anyone who wanted him to or even could make him grow up. He tends to have a very simple and straightforward perspective on things. Bad guys get punched, good guys get saved…unfortunately he isn’t very good at understanding nuance or the many shades of grey that exist between good and evil and as such he can often become confused and lose his resolve or will to fight someone upon hearing why they are doing what wicked deeds they are…at least if it’s a reason he finds good. That said he will never shortsell another in an effort to over sell himself, after all if he beats you at anything less than your best how can he truly claim to be stronger. Finally he is a very simple man to please, a warm meal, some good booze, Kind words, even just admitting he is stronger than you will get you on his good side. That said those who are unrepentant in their wicked ways may find a fury powerful enough for him to cast himself off of a mountain if it means you will fall to your doom with him.

Strengths:
Teaching- Thundracules is remarkably patient with people and is surprisingly good at imparting the little knowledge he does have about things like fitness, diet, unarmed combat, and survival.

Juggernaut- Pain is just weakness leaving the body, or at least that’s what Neil was raised to believe. As such he will grit his teeth and fight through the pain of broken limbs and grievous wounds.

Master Tailor- Surprisingly Thundracules is an excellent tailor having sowed his own suit and mask and personally handling repairs to it. He learned this skill from his giant mother who made the clothes for the tribe with her own mother and sister.

Weaknesses/Flaws:
Manners- Thundracules does not understand etiquette at all, lords and ladies have stated that he is a savage and behaves as such.

Gullible- Thundracules has no idea how to tell a lie from the truth. And will almost certainly believe anything you tell him.

Surrender- Even when things aren’t exactly in his favor Thundracules tends to try and tough it out and power through it. Surrender is something he has never considered.

Likes: Huge meals, People complimenting him, People seeking strength, good beer, a nice cigar, people who like to fight, other martial artists.

Dislikes: People who are evil and unrepentant, senseless cruelty, Small portions of food, Dragons, those who let others fight for them, Weak Warriors.

Fears: Dying of old age- The ultimate dishonor to the Thunder giant clan was to die outside of battle, which is the main reason they acted as mercenaries. dying of age or killing yourself outside of battle results in going to a hellish afterlife of torture, while an honorable warriors death allows one into the highest heaven.

Appearance: Thundracules stands an intimidating 8ft 2in tall and weighs in at 545lbs. Beneath his mask ,which is rarely seen, ha has stormy green eyes and Jet black hair. The most obvious feature however is his muscle definition which is about as close to the body of a Giant as one can get without actually being a giant. Many mistake his resting state for him flexing.​
 
Name: Weles Vaduny, "Zduhać"
Gender: Male
Age: 31
Race: Human

Class/Role: Warlock
Godly Power: Via making a deal with a powerful, eldritch demon, Weles gladly traded his own soul and that of others for immense dark power. It required very little discipline for Weles to go from a mundane, if not disappointing mage, to a force of nature.
How you Lost your Power: Weles Vaduny, otherwise known as "Zduhać" since harnessing his great powers, was rendered inert and relatively powerless when a Paladin and her troupe slew Weles' demonic master "Zevana of the Nine Hearts". The Paladin managed to rip out and seal away all of the demons hearts, soundly putting Weles out of power and in deep trouble.
Starting Power: Without access to "Zevana of the Nine Hearts", Weles is in a rather precarious position. His soul itself is still outside the bounds of his access, making any follow up deals with lesser demons near impossible. Relying on the skills he had as a young man, Weles is... Not an uncapable mage. Though he is more likened to a street performer than any half competent adventurer. Weles best practiced spell is a bad luck hex, which causes self doubt to manifest in whoever is caught in it.

History/Backstory: Weles Vaduny grew up just outside a small coastal city—Simregil—and was the oldest of four children. His parents worked as extra hands at a large crop estate and forced the children to run whatever extra crops they could steal from the owners into the city, selling them for a little extra money on the side. From a young age, Weles Vaduny accepted shady morals and trickery as valid forms of survival. They never had much, but through these underhanded tactics, they scraped by.

When Weles was twelve, some of his subconscious magic leaked out. A spray of fire flew from Weles' fingers by complete accident, engulfing a venders trinkets stall. After escaping what would've been a severe beating from the merchant, Weles rushed to inform his parents. That in and of itself was a life changing moment. Weles' father had a pensive look as he heard the story and requested that Weles demonstrate these unearthly powers. Try as he might, the younger Vaduny could not replicate them. However, the ferocity of Weles' claims convinced the father that this wasn't another fib. His father took off for the roads, to a destination unknown, and left Weles to care for the family for many weeks.

Upon his return, Weles was surprised to see two ancient looking men garbed in robes with his poor father. Outlandish looking, Weles soon understood what was happening. For a generous fee, Weles' father had "given these gentlemen the rite to teach" Weles. Sold off for the promise of a new acolyte into their order, Weles grew resentful of these older men and of his family that would be eating well and enjoying new luxuries thanks to his fate.

For six years, Weles struggled to learn much from the two men. They grew angry with his lack of talent and pushed Weles hard. Frustrated at himself for being such a slow study, Vaduny went behind his mentors backs and sought out new methods of obtaining power. He wanted to make something of himself, to harness this inner strength, yet Weles accepted that he'd be an old man like these mages if he were to go about it the traditional way. Through this forbidden research, Weles learned about methods of harnessing a demons power, adding it to his own.

Fearful of the consequences, Weles stayed off the path of being a warlock. He instead tried other, less agreeable rituals to amplify the spells he already mastered. They were ineffective, beyond increasing the amount of fire he could release for a few hours after taking part in these shameful actions.

When Vanduny turned 19, he overheard his mentors discussing what they should do with "the boy"—they could not squander their time anylonger on a student who was so lacking in potential. They were old and needed to pass down their studies soon or risk losing them to the grave. Enraged and desperate, seeking even the approval of these disagreeable old men, Weles made the leap.

Conjuring a demon wasn't easy in the texts he found. There was always two prices that needed to be paid, the initial sacrifice of something to draw in a demon. And then another to make a proper bargain with said entity. Weles had chosen two drunkards from a passing town—neither of which would be missed, Weles told himself—and liquored the men up properly. After they were little more than bumbling containers of ale and dark liquor, Weles lured them into the woodlands. There, Weles attempted to sacrifice one to a demon—setting the man in the center of an extravagant and complex summoning circle.

Unfortunately... The other drunk stumbled his way in as well and both were stripped of their souls quickly, left as husks as a dark entity appeared for him. It was a tall woman whose features seemed to be obscured by a viscous fog, who spoke in a polite yet predatory vernacular. Thoroughly screwed, without a second man to sacrifice, Weles fell to his knees and the demonic woman took her time enjoying the frantic and desperate pleas from the would—be warlock.

Either through pure chance or some demonic pity, the demon introduced herself as Zevana of the Nine Hearts and found Weles to be an enjoyably entertaining mortal. Seeing through Weles soul and finding it to be questionable enough in morality, Zevana cut the youth a deal.

She would take his soul and keep it by her side and in exchange, Weles would be given great powers from Zevana directly. The only stipulation is that Weles must never lax himself on proper worship of her being and must be dutiful in showing such devotion, lest she devour his soul as she did the victims earlier. Weles found himself accepting before she could finish speaking.

Vanduny would spend the next 9 years being an incredibly powerful warlock, capable of sundering towns and casting great darknesses on the hapless people of the world. Instead, Weles' own hedonistic urges grew over any true desire to dominate. He cut deals with nobility, the rich and aristocratic men and women from many such countries. Weles used his borrowed power to entertain and perform convenient actions for the rich, in exchange for a handsome reward each and every time.

So sought after were his talents, Weles was booked for years in advance and his greed so great, Weles demanded they all pay ahead of time! The powers of a warlock were dark and marred in sacrifice, but the inner desires Weles had were bathed in wanting material goods and to have others in awe of him. His ego won out and Weles became a fairly benign entity. Life was good, he had few enemies and had the power to crush those who opted to undermine him.

Yet... Just two years ago, Weles awoke to a startling and eerie sensation. It was the death rattle of Zevana of the Nine Hearts, a demon who had given him great opportunity over the years. He owed everything to her. In the coming months, Weles would go on to discover a Paladin and her ilk had cornered Zevana and slew the demoness, trapping away all of her nine hearts to ensure she would not be revived by any of her servants.

Weles, while holding himself close to Zevana, could not mourn. No... He was forced to flee for his life, as his talents faded in the course of hours. Only armed with the rudimentary talents he had all those years ago, Weles was hounded tirelessly by the long list of rich and powerful who demanded Weles complete his end of the contracts. It became a scandal among the upper classes, finding out that Weles could no longer perform his actions. Then that the wealth they gave to him was spent—for why would Weles ever save before?

Currently... Weles finds himself powerless and under the direct gaze of a certain "accountant", who represents a chunk of his former transaction partners. He is to work off his debt in the Phoenix Guild and any suspicious behavior is met with a flogging and severe threats.

Weles plots to find the Paladin that ruined his life and overtake her, if only to revive Zevana and return his life to normalcy. However... Without a soul and limited power, Weles is more concerned about not being worked into an early grave.


Personality: Weles Vanduny is a very egotistic man who finds it hard to relate with others. From a young age, he has always been taught to be underhanded and try to cheat others. As he grew older, Weles lapped up the praise he received from the rich and powerful as he performed unbelievable acts for them. He is most happy when others appreciate his talents, which is rather difficult in the moment.

But so often is the case, Weles is also a very fragile person. He does not take well to failure and will often go quiet and stew on it. Though he has a bad habit of being lippy and complaining too, when things do not go his way. Complaining is a very common form of stress relief for Weles both when he was a kid and now that he's powerless.

And while Weles is certainly a very... Morally challenged figure, he is not above helping others. Almost always for something, but he still can empathize with his fellow man from time to time. Vanduny appreciates hard work and craftsmanship, typically not that in the magic field, but those who are physically capable and produce something worthy of flaunting.

Strengths:

Weles is a quick thinker, always trying to come up with a scheme to make money or get out of trouble. This mostly comes from his upbringing of being a rather untrustworthy youth.
He is very good at talking to and flattering those of influential and aristocratic stock—roughly a decade of rubbing shoulders with them has given Weles a keen idea of how to work with them.
He has a very good knowledge of darker mystical arts, even if he isn't a practitioner of most of them anymore.

Weaknesses/Flaws:

Weles is not a strong individual by any means. Physical strength or magical.
Weles' self serving attitude and demeanor can make him very transparent to those who know him.
Weles grumbles and complains too much whenever situations get too difficult for him to handle, acting quite petulant.


Likes:

Weles enjoys the company of others who seek to learn from him.
Weles has a fondness of voyages, likely stemming from being raised by a coastal city and never quite being able to board the impressive vessels sailing out to sea. He finds them relaxing and scratches his inner curiosities.
Weles has a sweet tooth, liking to stuff confectionaries into his pockets at the start of the day for consumption later.
He also enjoys decorating and the arts—thinking himself a high opinionated critic of both.

Dislikes:

Money lenders. After recent financial times for Weles, he despises money lenders.
Those who challenge him in terms of magical knowledge.
Giants.
Dwarves.
Weles dislikes farming and has a tendency to look down on people who do that simple work.
Weles likewise dislikes strong alcoholic drinks, preferring watered down wine or ale whenever given the chance.
Weles hates it when his food is mixed together on his plate.
Rainy days and extremely hot days are both burdens on Weles and he rather be living anywhere temperate instead.
Paladins and those who try to push their agenda on others. The self righteous, mostly.
Infants and toddlers, seeing as how he had to support his younger three siblings during these ages, Weles has an aversion to looking after them in this day and age.
Constant noise. Loud inns, rowdy crowds, parties that are perhaps too enthusiastic with live music. It doesn't give Weles the proper time to think.

Fears:

Weles is afraid of heights. It terrifies him to be more than 10 feet off a regular height.
Weles likewise is afraid of ghosts and specters. Creepy old houses fit into this category as well.
Cats and bats are two animals that Weles finds completely unnerving, though he isn't a fan of bugs (that isn't exactly a fear though)
Weles has a strong aversion to intimacy and finds it difficult to open up to others, fearing being judged for his choices in life.
More than anything, Weles is afraid of living the rest of his life as a husk of who he used to be.

Appearance:

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Weles is a tall man, just over 6'1" or 185.4 cm. He's built relatively well, though he's getting thinner due to a lack of proper nutrition and food in these last few years. Likewise, his clothing is more unkempt with holes in it and his once styled crimson hair is rather lazily combed back each morning. Shaving, a daily task, is now relegated to once a week causing stumble to be a familiar sight on the man.
 
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(Artwork by Aleksey Iromonik Konyshev on ArtStation)

Name: Bartok Min, "The All-Seeing Healer"
Gender: Male
Age: 37
Race: Human
Class/Role: Fighter/Healer (i.e. Way of Mercy Monk)

Godly Power: Bartok Min was a legendary healer of the Irim region, able to banish diseases or even regrow limbs with a touch. Perhaps even more spectacular was his ability to grant "blessings" to himself and those he chooses, allowing them to temporarily surpass their natural physical, mental, and arcane talents. He most commonly used this power to increase his own strength, agility, and mental processing speed — the latter of which gave him unearthly analytical skills, eventually providing genius-level intelligence.
How you Lost your Power: According to legend, seven of Bartok's trusted grandmasters betrayed him, using their combined power — given by Bartok himself — to defeat him in legendary battle within the monastery's inner hall. They then forced him to increase their powers even further, a process that drained Bartok of his own capabilities, and conducted an esoteric ritual to make the shift permanent, afterward banished him from the monastery, forcing him to roam the world with but a fraction of his original abilities.

Starting Power: Bartok retains some basic healing power, able to recover from cuts, bruises and minor burns within seconds. He can heal broken bones and wounds of similar seriousness in minutes. However, healing another person requires being in physical contact with them (or their armor, etc.), and healing any target requires concentration, making simultaneously healing himself/an ally and fighting an opponent nearly impossible in most circumstances. More impressive is his "boosting" ability; he can temporarily increase the physical, mental, or arcane capabilities of himself or another person by touching them. However, having lost most of his own original power, Bartok can only provide minor buffs, the effects of which seem to be proportional to the recipient's own preexisting abilities (for instance, a boosted human might reach peak human strength, but they would still struggle to compete with the average Orc). Furthermore, Bartok is only able to boost — at most — two other people at once, and boosts generally only last for a minute before fading. He has more control over the boosts he provides to himself, which generally take the form of increasing his physical strength, agility, and thinking speed. The last of these qualities essentially allows him to react in a fight with inhuman precision and quickness; he can deflect arrows out of midair (not too many arrows, mind you!) and hit an apple with a broken glass bottle at 60. Too much sensory input, however, tends to overwhelm him while he's boosting his processing speed, and holding the boost for more than a few minutes at a time usually results in a nasty headache.

History/Backstory:

Bartok Min was adopted by the Order of the Bloodteared Eye as a baby, found as one of few survivors of a plague that had decimated his village. The monks there raised him with care, but also had high standards for service and discipline. The innate healing power that saved his life as an infant, however, also gave him a substantial amount of prestige with the Order, allowing him to quickly rise through its ranks. The monks there ascribed his abilities variously to divine appointment, arcane happenstance, or evolutionary miracle. But not only could Bartok heal the wounded — he could restore their bodies and spirits beyond what they had been capable of. Paraplegics gained superhuman speed, the dull-minded became savants overnight, and the unconfident turned into charismatic leaders. There was a catch, however: such gifts were temporary, forcing those who wished to retain them to return to Bartok.

This attracted Bartok — who, fueled by the enhanced mental acuteness his abilities gave him, mastered his powers after about three decades with the Order — hundreds of devoted followers. But as the monk's mind grew sharper and his following enlarged, he interacted less with the common folk who came to him and begged for aid. Nor did he spare much time for the rich and powerful, who sometimes came to him in secret offering riches in return for an extended lifespan or a piece of his power. Instead, Bartok began to devise a set of plans that he claimed would eventually eliminate suffering for 95% of the world's population. He isolated himself in the temple's innermost chambers, planning to spend six months on drafting those plans while he sustained himself and increased his mental alacrity with his godlike powers. Dozens of reports of the world's societal issues, gathered by Bloodtear monks, were slipped under his door daily.

Details — both personally and historically speaking — are fuzzy at this point. According to legend, Bartok's seven lieutenants desired to take more of their master's power, despite having received large portions of it already, interrupting his planning at the cusp of its completion. They broke into the sanctum and, after a battle that reportedly lasted for 24 hours, defeated Bartok, nearly killing him. Through an ancient ritual and threats of torture, they forced Bartok to permanently bestow the vast majority of his abilities to the seven of them before quietly banishing him from the temple. For the past two years, Bartok has wandered the world, seeking to do what little good he's now capable of, though he nurses ambitions to recover his former glory.

Personality: Since his fall from grace, Bartok has become significantly more humble than he was at the height of his power. He enjoys chatting with those he encounters, and almost never seems to be in a rush. He will go out of his way to lend a hand whenever he can, though he also tries to spend at least an hour a day to meditate in solitude. However, he can sometimes become quite angry with those who appear to look down upon him, and will absolutely hold a grudge unless the other person actively seeks to make amends. Furthermore, there is a hint of self-assured paternalism within Bartok; while he genuinely seeks to learn from others, he seems to often assume that others don't think through matters and thoroughly as himself, and that he — more often than not — knows better than others. If proven otherwise, he tends to be more even-handed and respectful.

Strengths:
  • Martial Arts: Bartok has trained in a variety of martial arts and weapons styles, though he fights best when dealing with one to three opponents. He is able to make a weapon out of most any object he can pick up, particularly as a projectile.
  • Perception: Having boosted his mental alacrity, Bartok can analyze a fight, a battlefield, or even a dance hall within seconds, with time seeming to slow down around him as he does so. Because of this, he can also read through books or otherwise pick up bits of information very rapidly — though doing so seems to give him a headache, and he usually forgets the knowledge fairly soon unless he continues to study it "the hard way."
  • Cooking: One of the few luxuries allowed at the Order of the Bloodteared Eye was a decent spice rack and array of ingredients. Bartok usually caries with him a few favorite herbs and spices, and enjoys preparing meals for whomever is kind enough to take him in for the night. He's particularly skilled at making stews, such as those with bone broths.
Weaknesses/Flaws:
  • Mental Capacity: Though Bartok can increase the processing power of his own mind via his healing ability, doing so for more than a couple of minutes causes a sharp pain in his head, briefly stunning him. And while his thinking speed is significant, he's not exactly intelligent in the usual sense. For example, he might be able to notice that everyone at a tavern is a Halfing, but he might not deduce that he's accidentally crashed a Halfling wedding.
  • Boost Limits: Bartok's healing power appears to derive from a finite pool of energy. The speed with which he heals drains that pool more quickly than a gradual restoration, and it limits the number of boosts he can provide to others at any one time. Attempting to provide buffs to three other individuals instead of one or two, for example, would make him more lethargic, slowing his agility and reaction speed. Furthermore, these boosts appear to only last temporarily before the energy "returns" to him.
  • Proud Mindset: Bartok generally doesn't have an issue with unintentional slights, but if he feels that someone is deliberately speaking down to him, he will become very cross and even rude, which has sometimes landed him in some trouble with some rather powerful people.
Likes:
  • Long chats with strangers
  • A good soup
  • Acts of kindness, particularly toward the poor
Dislikes:
  • Being talked down to
  • Failing to keep those around him alive
  • Cruelty toward those without power
Fears: Bartok's greatest fear is seeing those around him suffer and die and not being able to ease their pain. Just trying isn't enough — he sees it as an imperative to resolve their hurts. He takes failure very personally, even seeing it as a moral transgression.
 
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Name: Tallion “Tally” Drakeward
Gender: Male
Age: 43
Race: Human
Class/Role: Battlemage
Godly Power: Tallion had once attained the apex of the arcane. Through his decades of research, he had learned, perfected and even created a multitude of spells. He was perfectly capable of using just about any spell from any of the arcane schools of magic to his benefit during the height of his career.
How you Lost your Power: The details are still fuzzy on Tallion’s part but he does remember a hundred men in dark robes, a dark incantation, a ritual circle being drawn around him and waking feeling exhausted some time later with a much smaller mana reserve than he was used to as well as most of his arcane knowledge being gone from his head.
Starting Power: Tallion still is capable of using some of the less mana intensive tier one spells from the schools of destruction and conjuration magic. He still has access to the notes he’d taken during his career but his manapool is so small that he can’t use greater spells even if they’re written down somewhere for him to relearn.
History/Backstory: Tallion was born the bastard of a great general and a common woman Tallion never knew. He was an orphan as a child and didn’t know of his lineage until he was much older. Tallion as a child was a still a stoic figure, he enjoyed the system of things and didn’t care much for bullies. It was when he got into his mid-teenage years that it was learned Tallion had a penchant for magic that was normally only common among a noble. Once the news became commonplace Tallion was taken from the orphanage and was put into an academy to hone these skills. Tallion took to it with zeal, and by his early twenties he graduated as a full-fledged battlemage.

He had his first tour of duty to combat an incursion of frost giants to the northern front. The horrors of war didn’t seem to have much of an effect on Tallion and this was where he first began to gain a reputation. He was appointed to the North due to the combat heaviness of the area at the time and battle after battle Tallion came out on top. With every battle he seemed to improve, coming up with new ways to twist his magic to combat to either bring mass destruction or bring inspiration to the foot soldiers under his command.

By thirty he himself had been appointed to a general and by that point he’d never lost a battle that he was in charge of. The mystery of his parentage was solved though Tallion didn’t seem to care. Who his father had been did not change his fascination with magic that’d been cultivating since he’d discovered it. Sometime during a scouting expedition Tallion learned of an old legend from the area which spoke of an old vault full of arcane knowledge from a strange traveler. Tallion laughed it off at first until he began to notice actual landmarks that’d been mentioned by the traveler and were uncharted on maps. Tallion spent months in the dark snow covered wilds until he finally found what he was looking for and using the knowledge of the vault paired with his already massive manapool to become one of the most powerful mages in the country.

It was a shame this power didn’t save him from his down fall and just a decade later he found himself trapped and unable to use a spell as his mana and knowledge was siphoned away. Tallion is still unsure of who took his power though he does know that he lost his rank in the military and left to stew on his loss of power and to try and find a way to either regain it or to replicate the feeling of heroism he’d once had as a war hero.
Personality: Tallion is a man of habit, he doesn’t like surprises and doesn’t like to take chances. He still harbors a few mannerisms from his military life and prefers discipline to madness. He is perfectly capable of working as part of a team though he does sometimes have a problem taking orders from those he doesn’t respect.

He is still annoyed and surprised at his lack of skill in the arcane and sometimes forgets he’s not as powerful as he used to be which can of course lead to him charging into danger he is utterly incapable of taking care of.

Tallion and is a fan of stockpiling information and notetaking. He is rarely seen without a diary that he will keep records of his actions and of points of interests or enemies he may come across during a mission.
Strengths:

Tallion is a practiced Tactician.

While it wasn’t his focus during his military career, he is serviceable with a sword.

Tallion is intelligent and though his memory of the arcane is splintered his mundane knowledge is still great.
Weaknesses/Flaws:

Though decent at swordsmanship Tallion lacks any great physical strength.

Tallion often overestimates his own abilities and sometimes seems to forget he’s lost most of what made him great.

Tallion is not a man that likes to sit around with no goal, which can lead to him being impatient.
Likes:

Reading and Writing.

The honing of skills.

Action.

Dogs.

Cold weather.
Dislikes:

Disorganization.

Sweets.

Poetry.

Alcohol.

Waiting around.
Fears:

Tallion doesn’t know how to swim and as such fears water.

Tallion fears snakes as he doesn’t trust creatures with no legs.


Appearance: Tallion rarely wears his cape or medals and prefers to do so in a formal setting. On a normal day or in combat he goes without. He carries a long scar across his chest and stands at five foot eleven at full height.
 
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Name
: Chise Fireforge
Aliases: The Hero of Truth, the Ascending Night, Moonshadow, Savior of Glemsome Spar, 'Chissy'.

Gender: Female
Age: Appears to be in her late 20s for a human, which suggests she should be between 80 and perhaps 130 years old for a dwarf.
Race: Dwarf (or is she?)
Class/Role: Rogue

Godly Power: At the height of her presumed power, Chise was capable of dispelling deception and illusion across a region, capable of compelling truth out of thousands, exacting oaths and bindings that compelled behavior in beings mundane and magical, and such. Under the right circumstances, or in the right extradimensional planes, she had the power to impose a 'truth' into reality by speaking it aloud, making what she said real.
How you Lost your Power: Welllll...that's complicated (and revealed in her backstory).
Starting Power: If someone makes a promise, a deal or a statement in her hearing, she can invoke the power of Heaven to sanctify it. Breaking one's sworn word inflicts a degree of misfortune and bad luck until they make it right.

History/Backstory: Once a minor noble in a dwarven nation, Chise grew up trained in the arts of stealth and subterfuge. Her role in thwarting a conspiracy earned her the attention of the mythical Company of Virtue. Decades of adventures and legendary deeds followed, leading to nigh-divinity bestowed by the Gods.

Then something...happened and she left the Company of Virtue. From there, conflicting stories place her in dozens of lands performing dozens of righteous and unholy deeds in equal measure. The Chise that received an invitation to the Phoenix Club retains decades of experience but has little to say about her past. It's the future that concerns her now.

Chise was born into a mighty Dwarven nation as the daughter of a minor branch of the royal family, meaning she was too important to 'work' for a living but not remotely important enough to be given a meaningful role in dwarven society. Naturally, she was recruited by the All-Seeing Eye and trained in the clandestine arts of infiltration, spywork, stealth and assassination. Possessed of a lifelong obsession with uncovering secrets, Chise worked her way up in the ranks of the All-Seeing Eye and finally uncovered the shadowy puppetmaster behind the organization; a powerful lich who planned to twist the politics and religious sentiments of her homeland to fit his nefarious purposes. Naturally, she killed him by rigging the roof of his inner sanctum to collapse, flooding him with the magma pocket that had provided geothermal energy for his secret experiments.

Four days later, one of the Company of Virtue visited her nation and requested an audience with her family. Chise was hired for a job of indefinite duration, and wound up joining the Company of Virtue as their Hero of Truth for the next several decades. The adventuring company was eventually recruited by the Gods and was rewarded with divine power in connection with the roles each held. For Chise, she wielded the power of Truth to arbitrate and bind treaties between nations, pierce the machinations of the devil planes so that her Company could thwart them, and she cheerfully stabbed her way through a thousand and one threats.

Until the day it all went wrong. Chise put on the guise of an indebted student and infiltrated the Esoteric Order of the Celestial Dragon in hopes of uncovering their ultimate goal. When she learned of an ancient primordial threat called Lykkenan, the Cavern that Devours Cities, Chise went to inform High Paladin Harko of the Knights of the Realm of the plot against their kingdom. But when she arrived at the rendezvous point, so did another Chise who'd infiltrated the Mage's Guild. Followed by a third Chise who'd infiltrated the Adventurer's Guild. More Chises arrived, each having been under a different assignment with a different warning to deliver. Then a Chise who'd infiltrated the Knights of the Realm showed up and told the rest of herselves that the High Paladin Harko himself was compromised and secretly in the pocket of dark powers.

Last to arrive were two final Chise Fireforges. The first promptly told the other Chises that all of them were artificial; that a coalition of elves, gnomes and fairies had pooled their power to create life-like simulacra of the Hero of Truth as part of a plot to suborn the Company of Virtue. The other Chise instead claimed they were all the product of black sorcery, that the lich had never perished and created all of them as weapons against the real Hero of Truth, herself. This understandably escalated things and an apocalyptically destructive battle ensued that leveled the building and led to every Chise scattering to the winds.

One particular Chise left the rendezvous confused, conflicted and determined to find out the truth. Was this the work of some demonic plot? A magical accident splitting herself into pieces? She had only a fraction of her true power...but then she suspected she was also only a fraction of her true self now. When Blaze Renkiru extended an invitation to the Phoenix Club, the Dwarven Rogue was only too happy to accept. Maronde was a kingdom she knew well, and the Club's membership were equally famous. As they worked to regain their strength, surely she'd have opportunities to find out what really happened to the Hero of Truth...and survive it, if it didn't turn out to be her after all.

Personality: Plucky, smart, inclined to quip. Chise is unrelentingly cheerful, seemingly constantly in a good mood. On the job, she's a consummate professional but has lived through so much, her notion of 'consummate professional' may differ from a client's. She likes people, likes secrets more and likes finding answers best of all. Chise has remarkably little ego when it comes to playing a role, able to lose or be beaten whenever losing gets her to a better outcome or sets her up for future victory. She's implacable when faced with a situation that poses imminent danger to innocents.

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Strengths:

• Chise is a well rounded Rogue, her training funded by the Dwarven All-Seeing Eye and conducted with some of the most dangerous criminals in her homeland in order to use her as a tool of strategic warfare.​
• She's had nearly a century of experience in hiding in the shadows to avoid detect by dwarven patrols, breaking into/through the finest dwarven locks ever made, pickpocketing and purloining trade documents or forged paperwork and so on.​
• Chise is an accomplished actor and master of disguises...at least for a dwarf; while she can pretend to be a servant, a soldier, a smith and the like, she can't do much about her size.​
• Athletically, she's spent decades climbing walls and ceilings to conceal herself, sprinting to outrun pursuit and she's an amazing jumper for someone her size.​
• For fighting, Chise employs a variety of weapons but is especially good with her twin knives.​

Weaknesses/Flaws:
• A bit of casual racism. Dwarves are strong, capable, confident and for the most part better than everyone else. It's not a prejudice she'd admit to, but it's just reality as she sees it. As a result, she tends to underestimate non-dwarves and what they're really capable of.​
• It's also an acknowledged fact that dwarves are short, and Chise is not a tall dwarf. With all that entails in terms of reach, combat advantage and so on. It doesn't help that her preferred weapon of choice are knives. Needless to say, if she has to actually fence with an opponent, she's probably going to lose.​
Although she kept a (relatively) low profile as the Hero of Truth, at any time she may come across another Chise...or someone who encountered another Chise, for good or ill. If she's not the Hero of Truth, the real article will be inevitably hunting her down. And if she is, then every false article may have the same goal.

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Likes:

• Saving the world.​
• Pretending to be nonexistent people for fun.​
• Pretending to be other real people for fun.​
• Baking.​
• The harpsichord.​
Dislikes:
• Tall people acting tall.​
• Being dismissed or ignored when she doesn't meant to be.​
• Bad Dwarven accents.​
Fears:
• Herself (it's complicated).​
• Being deceived, now that she can't instantly tell when people are lying to her.​
• Knowing the real truth about herself.​
• Failing to save a life.​

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Weapons & Armor
:
• A pair of knives in sheaths on her belt. Chise also has a backup set tucked into her boots. All four are capable of slashing but are plainly engineered for stabbing.​
• A small bag of ground up pepper extract for throwing into the faces of targets to blind them.​
• Caltrops, stored in a case worn on her waist.​
• A pair of leather bracers. One conceals a garrote wire she can unspool for strangulation, the other features a spring-loaded needle tipped with poison.​
• Several dozen shuriken. She's quite accurate with them but usually her last choice to use unless engaging with someone at range, or with someone trying to run.​
• She wears a light suit of chainmail beneath her clothing, which varies between 'civilian garb', 'forest work' and 'night work'. Worn over is the traditional All-Seeing Eye hooded cloak which features reversible brown and black sides.​

Items & Personal Belongings:
Rounding out her possessions are a backpack with a bedroll, 30 feet of rope, a notebook for journaling and several dwarven pencils. Chise also carries a leather bag on a sling that she can bind to the base of her backpack for long distance trips. It includes:
• Chisels, small hammers, brushes and a hand-shovel for excavation work.​
• Basic engineering tools and instruments, including several carefully wrapped glass discs used with a stand to conduct field surveys...and which can be paired with a leather tube for an improvised spyglass.​
• A roll of leather containing a small file, a set of professional lock picks, a small mirror mounted on a metal handle, a set of narrow-bladed scissors, a pair of pliers and a funnel for listening; all fine tools for a little breaking and entering.​
• Her sturdy leather boots feature hollow soles. One contains a set of simple lockpicks, the other a palm-sized punching knife, just in case​

Appearance:
Chise has a pretty face by human standards and, though she smiles often, she lacks the smile lines around the eyes and lips seen in someone as chronically cheerful as she seems to be. She has a confident stride (given how short she is) and her voice is a pleasant, soft alto with only the slightest 'Dwarven accent'. Her figure is surprisingly fit and muscular under her clothing, something she shrugs and explains away as the result of hard Dwarven work (but which actually reflects decades of exacting physical training). Even for a dwarf, she's short but she projects 'tall girl energy'.
 
Name
Rylai Laydenbath

Gender
Female

Age
35

Race
Half-Demon

Class/Role
Warrior

Godly Power
Rylai is no mage, but she has access to a magical storage house which contain powerful artifacts the Underworld has crafted. These artifacts can be summoned whenever she needs it and can even use them as projectiles when she wants to fire something at (Gate of Babylon anyone?).

How you Lost your Power
The only way to keep her connection to the storage house is to keep wearing her special necklace which is also the key. She lost it to someone who has some sort of connection to her when she fought and lose to him, leaving her with no access to the artifacts.

Starting Power
Rylai has a rather small mana capacity. She isn't capable of throwing magical projectiles or put up barriers or provide healing. The only spell she knows of is reinforcement, making anything she holds or herself tougher to withstand a hefty amount of punishment and improve efficiency.

History/Backstory
Rylai was born different from anyone else. She bears horns of a demon, ears of an elf, eyes of a dragon and an extra set of arms. People called her a freak, a monster, an abomination and even a child of the devil. It was very hard for her take that all in, but she grew up under the care of her loving mother who always assures to her that things can get better. She put those words into heart as she struggles with the daily discrimination. On her 12th birthday, her mother gives her a special necklace that she bought just for her. What she doesn't know is that her gift has something special.

A few years later, when she was 17 years old, Rylai saw a group of thugs harassing an old lady. Rylai attempted to stop them, but the thugs were too much for her to handle. That's when the true power of her necklace begins to show when she unknowingly called forth a zweihander and warded off the thugs. Since then, her life changed for good. She begins to train with her powers, learning how to use them and mixing them up to create a rather unpredictable combat form. When the time has come, Rylai begins to put her skills to the test by partaking numerous quests combating evil creatures and the like.

Things have indeed gotten better as her exploits become so synonymous that it caught the attention to the royal family and is given to her official recognition. However, all good things cannot remain forever. On a quest to figure out about the recent surge of murders, Rylai stumbles upon someone who happens to know her; a man clad in blood-stained armor wielding a huge sword who reveals himself to be her father and she happens to be part of the Underworld's royal family, therefore she is actually the princess born in the mortal realm to grow within a much safe environment unlike the hellish land which would have belonged. He also reveals that the necklace is actually the key to the storage house that has all of the Underworld's treasures and only those who bear royal blood can access them. Of course, Rylai doesn't believe in all of that and goes on her way to fight him.

Unfortunately, her weapons couldn't do anything against him, let alone leave a scratch on his armor. Rylai was swiftly defeated by a single punch to the gut and the man takes her necklace. He declares that if she doesn't accept her heritage, he will kill her mother. After he left, Rylai vows to get him back and return the necklace from him.

Personality
Rylai is a strong and compassionate woman. Friendly, caring and an overall nice person. She can be very emotional and quick to anger when she feels something is wrong. She also happens to be kind of a tease and loves to flirt a lot if it means getting a laugh. She also loves to party around if it means getting off some stress. She just goes with the flow unless there is something that she finds off. She is not afraid to get blunt on anyone regardless of who they are.

Strengths
Because of having an extra set of arms, Rylai is capable of multitasking in a very efficient way that even a simple mundane task is nothing but a walk at the park.

Rylai was trained to wield different forms of weaponry, however not one of them is she proficient on. Instead, she can wield different weapons simultaneously to form a style that is very much unpredictable.

Lastly, Rylai is also trained to perform acrobatics, which also part of her combat style. She can wield a spear by her two feet alone.

Weaknesses/Flaws
Whenever there is a combat situation, Rylai is about attacking directly rather than thinking first. She feels that her style does not need to have thought but rather needs feeling which might put her at a disadvantage.

Rylai can get stressed easily which can lead her to lose her focus.

Lastly and this is actually something personal, whenever she hears the mention about her father, her heritage or threatening her mother, she will not hesitate to get violent on the person without any second thought.

Likes
Fights, alcohol, parties, food, women and her mother.

Dislikes
Innocents getting hurt, bullying, anyone who threatens her mother, her own father and her heritage.

Fears
She really doesn't like to lose her mother. She will lose her marbles if it happens.

Appearance
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She stands at 5'4 and bears a slender figure. Her arsenal consists of a zweihander, one handed sword, katana, spear, sickle and chain, mace, throwing knives, bow and arrows and a pair of flintlocks.​
 
Name: Gwyneffer
Gender: Female
Age: She does not know.
Race: Faunling

Class/Role: Bardic Illusionist
Godly Power: Gwyn is the sole guardian of the elderwood, an almighty tree hidden within a shimmering grove. She is imbued by the very magic of the hallowed ancestral grounds she has roamed her entire life. To most anyone it is a place that does not exist, should you come upon it you either wouldn’t know or simply not remember it. These grounds have been protected by a proud and anonymous lineage of faun veiling it via auditory magic spilling into the visual plain. Curious adventurers stumbling near would find themselves hearing things, seeing things. Led astray or scared away never to discover the core of the grove, the elderwood tree itself.

However, the tree did not seek to remain hidden for all. Those who sought out the tree were the sickly and desperate, people who came to drink from it’s sap, a substance of immense healing properties. It could repair the body and mind, resurrect memories, mend bones and even restore lost senses. However, this is where the guardian meddles. They are the ultimate judge of who might be worthy of such treatment. They can perceive and analyze the very essence of a being, animals being pure souls were of course allowed to roam the hallowed grounds freely, sentient beings were however seldom afforded this privilege. The elimination process was black and white, there was no middle ground. Either you got in, or you never found it left to write it off as a myth.

The way the guardians shielded their home was through music. It was a tool that allowed them to awaken a primordial magic that could summon the most spectacular of visions. Trees coming alive, the ground melting or perhaps absolute nothingness. Whatever the guardian could think of, they could conjure. In Gwyns case her raw magic laid in the pick she used to play her lute, a sculpted fragment of the elderwood tree itself. Guardian magic is tied to this sandbox, as they are sworn to never leave the grove unattended. Beyond the magic itself they also have the power to see through beings, perhaps not reading their mind, but the ability to pick up on a sense of morality and intention or lack thereof.

How you Lost your Power: Gwyn’s largest flaw as a guardian was always her insatiable curiosity for outsiders. Not to imply she wasn’t strict, but perhaps she took too great a chance with those who had no business being there. Cruel as it might’ve been she even took the freedom to playfully mess about with some of the clueless adventurers who encroached upon the grove.

One day an old man appeared around the perimeter. He was clearly not searching for the tree, instead taking his time collecting berries and roots. Gwyn found the man curious and stalked him as he trotted around. Hidden in a veil shielding her from his vision she felt safe, taking greater risks as she got closer. Suddenly the man stopped, turning his head right at her. He stared into her eyes and smiled, her stomach sunk. Never before had she felt such raw, malignant energy emanate from a being. Panicking she fled back to the tree, unsure of what to do. She pleaded with the tree for guidance, usually it spoke through the nature around them, but this time there was no answer.

The same night, just as she was about to succumb to her tiredness she heard far off voices. They whispered to her directly. The grove grew unusually dark, devoid of the blest light usually present. She felt the presence of something rivalling the very power of the grove. She picked up her instrument and began playing, her fingers trembling too much to even hit the right notes. Whatever had come upon her did not relent. No matter how hard she tried to ward it off it crept closer and closer. Figures appeared around her, her playing hastened. Whispers turned to shouting, her strumming quickened. All light faded, her picking accelerated. Her eyes closed as it pained her to abuse the wooden lute as she frantically plucked and pulled its strings. Suddenly her pick shattered, only then her magic seemed to take effect. Reality warped and tore around her and in a spectacular show of light it all turned to null.

Gwyn woke up on a forest floor lute in hand. It’s strings were frayed and broken, her pick nowhere to be found. Realizing this was not her grove she was overwhelmed with emotion and scurried off into the darkness of the night. She had failed her sacrosanct duty.



History/Backstory: Gwyn does not know her predecessor, nor what relation she might have to them. She has vague memories of waking up in the grove many years ago, intuition guiding her to action. What little advice and guidance she got came from praying to the tree that expressed it’s will through the movements of nature and a small pixie-like companion that follows her to this day. She learned her instrument by trial and error, conjuring many a strange illusion as she practiced.

Personality: Gwyn is naive, curious and driven by intuition. She has never learned through the pages of a book, instead by hands on repetition. This has forged her to be a resilient and free thinking person in terms of solving a problem. Still she struggles with socialization, especially with those she deems not “pure of spirit”. This black and white frame of mind might’ve worked within the security of the grove, but out in the real world it forces her to confront a lot of uncomfortable truths. Even so she is easily fascinated with people and things, to a somewhat unhealthy degree. However, as many things as she finds interesting scare the life out of her.

Strengths: Quick and effective learner, great judge of character and very strong willed.
Weaknesses/Flaws: Easily scared, judgemental and very inexperienced facing real world situations.

Likes: Those she perceives as “good people” (Very select few), learning and observing new things, nature and animals.
Dislikes: Those she perceives as ill willed people (Very broad spectrum), attention/large groupings of people and noise.
Fears: Most things she hasn’t yet encountered face to face, without the veil that had always shielded her she struggles with actually exposing herself to the things she so easily could observe from a distance.

Appearance: Gwyn is... faunlike. Big floppy ears, ruffled hair kept in line only by braided ends and silky smooth pelt covering most of her body. Unlike most faun she has all but a tiny pair of horns jotting out from her hairdo. She is fairly small, coming in at about 4’9 with a lean and somewhat frail stature that allows her to be nimble and quick. Importantly to her she also wears an assortment of handcrafted trinkets and adornments. (There will be an eventual picture)
 
Name:

Yugo Saluzar (Lightning Flash Healer)

Gender:

Male

Age:

32 Years Old

Race:

Beastman (Tiger)

Class/Role:

Cleric

Godly Power:

Eden's Grace (Once per battle, can revive and heal all party members to FULL HP/MP)

How you Lost your Power:

Yugo got stupid drunk and slept with a Succubus by mistake, got robbed of both his equipment and power.

Starting Power:

Blessing (Heal a small amount of an Ally's HP)

Light Shot (Shoot an arrow of light at foe)

History/Backstory:

Yugo was born in the city and thus learned how to manipulate the personalities of the nobles who came to laugh at him. He learned how to use his body, (which was claimed to be incredibly sexy by several people), and gained money and power. He had no problem fighting against the oppression of the world for his sexuality and race. He wanted to preserve the legacy of his mother and father.

Personality:

Yugo is often shy and flustered when it comes to big men, often unable to speak around them. He will react with surprise or scorn to situations he is not familiar with.

Strengths:

Yugo is very good at keeping track of his teammates, planning escape routes and persuading men of the same sexuality.

Weaknesses/Flaws:

Yugo is incredibly shy and anxious, often fumbling over dumb things and making a fool of himself. He doesn't always think of others and also has a short temper.

Likes:

Yugo loves to cuddle, eat sweets and loves to be pet/praised.
Dislikes:

Yugo dislikes getting dirty, sour food and being woken up early.

Fears:

Yugo's is DEADLY AFRAID of Spiders or any type of bugs.

Appearance:
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