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Fantasy The Plane of Atama Characters

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Name-

Age-

Gender-

Race- (
If unique from generic fantasy races, please include a short description)

Appearance- (Picture is optional but a short description is required e.g. height, weight, distinguishing marks, etc.)

Talents-

Magic
- (You can add a general ability, like Fire Manipulation, or a singular spell, ex: Polymorph, Fire Storm, etc. Make each entry distinguishable.)

Weaknesses-

Personality/ ideals-

Equipment-
(What are you currently using/ wearing? Potions, magic equipment, anything important.)

Goals- What's your character's current personal quest?

Backstory-
 
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Name- Bader Cahra

Age- 19

Gender- Male

Race- The Moon Elves are the originators of lycanthropy. They came from humble beginnings, originating as drow slaves that worked until they died in the bowels of Atama. Once a blessing, the drows subterranean gifts were turned against them by human masters. Their eye's attunement to the night made them valuable slaves for underground operations. Gradually, some of the steel they mined shaped into weapons in secrecy. These weapons were not intricate and poorly refined as the drows were only allowed a few moments with the forge; it would still be enough to serve their intentions. Years of labor have taught them when to strike and where. They sieged the mine in a fiery rebellion. The blood on their weapons was not yet dried when the drows breached the surface. Their leader was the first to prostrate before the moon. Subsequently, the men and women beneath his wing had followed. From then on, they called themselves the Moon Elves.

Appearance- Gentle ivory eyes perpetually look forward with a steadfast poise. A long wave of ivory hair falls from Bader's head to conclude just before his ears. His skin is soft in some spots but mangled in others; a deep scar lays scant across his right shoulder and another across his midsection. His hands are calloused and hard. Measuring from the top of his head to the ground, you will find that he stands at about 5'11", short for most elves. Malnutrition from his ancestor's countless hours of work in the mines is what he has attributed to his stature. He is light on his feet to match this, weighing in at about 160 lb. Typically he will wear either a tunic or a set of light iron armor.

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Talents-
  • Night Vision: His vision is not crystal clear, but he does not need a torch in most instances.
  • Sword Mastery: Bader is skilled with the sword and shield. When you are confident in your strength, there is no need for underhanded tactics. Bader takes being a Knight quite literally in his sense of honor: he is upfront in a fight, making long, swinging arcs in the determination to get a battle quickly done.
  • Healing: Under the moonlight, his wounds will mend. Bader's rate of rejuvenation scales with the state of the moon or its completeness.

Magic-
Lycanthropy is a blood-transmitted disease from another plane, brought into Atama and fathered by Moon Elves. It allows for the partial or complete transformation into a werewolf.

Weaknesses- His heavy armor hampers his movements, making him prone to relying on his enemy to attack before unleashing his own. Catching a fleeing opponent who is lithe on their feet is a nigh-impossible feat for him to accomplish.

Personality/ ideals-
  • Decisive
  • Passionate
  • Impulsive
  • Optimistic
Equipment- Light iron armor, a steel blade, 2 health potions, a sapphire pendant

Goals- Prevent his father from fulfilling his plan

Backstory- The underforge is a discreet location hidden among the mountains. It is a complex series of caverns and caves rumored to be the home of a poltergeist that kidnaps stray wanderers. There is no truth to be found within the tale. Instead, the truth lies within the heart of the underforge, where you will find the drows that have designated themselves as the moon elves. Their numbers do not even breach the hundreds, yet they have made good use of the surrounding resources to attain the semblance of civilization.

Bader was the one the next in line to lead as the son of their chieftain. The moon shape at Bader's birthnight had presented an issue. He was born in the middle of the night during a new moon. In their culture, the stance newborns have in society directly correlated with the moon. The council was hesitant to teach him and uncertain if one born under a new moon would be fit to lead. A woman with aspirations for a kind chieftain stepped forward. She taught him how to swing a blade as soon as he could lift a dagger.

Chief Cahra held the hatred of his ancestors on his shoulders. He thought of how humans enslaved, beat, and mocked his people for decades. Unknown to all, the chief ordered his hunters to capture any humans who came too close to the underforge. Reading old scriptures taught their leader of an ancient power called lycanthropy. He planned to kidnap humans in secret, transform them into werewolves and unleash them on the small villages on the outskirts of the mountains. The chief told his son vague details of his plan and even invited him to what the chief called a spiritual ritual.

A woman who appeared to be starved and terrified appeared at the foot of an altar. Surrounding her were a handful of mages. At his hand, he held a knife imbued with moonlight and dripping in wolf's blood. The chief worked it through her chest and transformed her into a deadly killing machine.

The chief invited his son to these rituals regularly until he was the one doing them. Bader knew it was wrong, but the pursuit of his father's happiness kept him from disobeying. One born under a new moon was cursed; he would do anything to make people think otherwise. When it weighed on his heart too much, Bader could no longer continue. He had refused to do the ritual, causing a round of displeasure from the surrounding mages. One of them swiped the dagger from his hand and attempted to drive it through their next victim. Bader was quick in his attempt to protect them. As the two struggled, Bader found the dagger sinking into his shoulder. The boy was quick to flee the scene as the reality of the situation hit him. He departed further still, with the blade embedded into his shoulder and a crimson trail beneath his step. He was not even aware of the moment he left the underforge, not until the amber hue of the sun jolted his body into awakeness.
 
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Name- Hermione Bluedream

Age- 18

Gender- Female

Race- Half human half mermaid

Appearance- She has light green along with long white hair that she sometimes ties up into a ponytail. Her clothing normally consists of dresses but puts pants sometimes too. Her hands always have bracelets on them to match the accessories on her head. As a mermaid her tail is blue and grows a few blue and white scales on her skin. She stands at a height of 5'6" and weighs 130 lbs.

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Talents-

  • Mermaid form: She turns into a mermaid when underwater
  • Night vision: Has a slightly better vision in the dark, it works better when underwater
  • Healing harp: An item passed down from her adoptive family, only few could use its abilities. It can slowly heal wounds and illnesses but most of its potential has not been discovered yet.


Magic- Water creation: She can manipulate water, making it take shape into fish of different sizes. They are strong enough for attacking.

Weaknesses- She is physically weak with nearly no muscle for close ranged attacks. Those who manage to get close enough to her can easily beat her.

Personality/ ideals-

  • Kind and friendly
  • Wants to find out more about the world
  • Shy
  • Naive

Equipment- The small healing harp, small health potions

Goals- Explore the world and be free, use the harp to the fullest to help those in need

Backstory- In a town located by a big lake said to be inhabited by aquatic elves and mermaids, Hermione was found abandoned by her real parents close by. She was taken in by an orphanage but soon got adopted by a rich, well-known family of artists or musicians.

Despite their good reputation they prioritise their wealth above everything, even lifes. They taught her about music so she could become like them and have a successful future but barely allowed her to do anything else other than studying. She rarely went outside and had little to no friends, them being kids of her parents' friends.

After growing up more they taught her about the harp that was passed down in the family but only a select few could use its magic. It hadn't been used for years because no one in the family managed to unlock its abilities again. While Hermione wasn't blood related she had exceptional talent in music like her parents so she was given a chance to try awakening it. Her attempt was successful and her parents felt like the luckiest people in the world, unlike their daughter.

Everything became worse for her, she wasn't allowed to go outside or do anything else other than learn how to use the small harp. She felt trapped and couldn't stand being locked up in a room for days. Her parents wanted her to use the harp for their own wealth and success, not caring about her own wishes in the slightest. They thought it was for her own good as well, so she had a successful future as well but she felt otherwise.

One night when her parents were away a burglar with excessive power managed to break into the house. He had destroyed the front door giving her an easy access outside. She took as much money as she could and sneaked away from the building.

Being used to living a human life, she has become a traveler trying to find a comfortable place to stay working sometimes as a bard or "doctor".
 
Name- Lord Theodorne Rosenbelt XVI

Age-
19 (~28 in human years)

Gender-
Male

Race-
Giff, also known as Hippofolk. Bipedal humanoids roughly 8-9' in height, their powerful and massive stocky frames combined with their face and tusks make them identical to the species known as Hippopotamus Amphibius. Remarkably strong and have a fierce love of combat, their most unique cultural traits is their love of exploration and following orders without question. Giff also have a latent resistance to magic and cannot use any as a species. They live to around their seventies.

The Giff are not of Atama, and instead arrivednot but five hundred years ago upon their mystical Night Ships as their nomadic fleets flew by the planet. The closest thing to a Giff government, 'The Admirality', designated Atama to be possibly the most interesting planet they have ever come across in terms of fighting and other pursuits do to the overwhelming presence of magic both arcane and divine. Now, many Giff come and go to experience what the world has to offer by acting as mercenaries do to their terrifying strength, experience in war, and most of all their complete loyalty to their employers as Giff do not think about silly subjects as right and wrong, simply following the orders of their superior and doing their job well (That being said, breaking your promise or refusing orders is a sure fire way to enrage a Giff).

Fun Fact: While the Night Ship technologies are little understood even by the Giff, it is known that the Giff sold their own homeworld to an unknown race for knowledge of how to build them and theyve accidently been expanding their empire by traveling around ever since.

Appearance- Looks like the picture, except also wears a Pith Helmet and the whiskers on their upper lip are lick enough to form what can only be called mutton-chops.

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Talents- Theodorne is an exceptional warrior, with the strength of a small giant (like all Giff) and a love for combat. He is an exceptional hunter and tracker, and is an excellent shot with black powder weapons. He is a veteran military commander with a speciality for shock troops and tactics. His loyalty is also never in doubt.

Magic
- Like all Giff, Theodorne has a strong latent resistance to all magic (Harmful or otherwise), but this comes at the cost of not being able to cast any himself.

Weaknesses- Theodorne has a hard time connecting to people despite his boisterous personality, and can come across as impersonal to many. Theodorne also cannot use magic, and prefers head to head fights to most other strategies or diplomacy with a 'musket-first-words-second' attitude. Most of all, Theodorne will not question any order given to him no matter how callous or cruel. He may object for material and logical reasons, but if his words cannot sway his commander then he has no problems carrying them out.

Personality/ ideals-
Atama is a magical place rife with danger, and Theodorne wishes nothing more than to find the biggest, nastiest, most dangerous animals and beasts of this world and kill them. He loves fighting and combat like any good gentleman would, and loves bragging about it and telling stories of his exploits so far. He is a very practical and focused individual when on the job, and is very confident in his abilities. Like all Giff, he has little understanding of Idea of good and evil, focusing instead on following the law, rules, and orders given to him (LN). He loves explosions and collecting trophies.

Equipment-
He weilds a common Giff weapon known as the Battle-Blunderbuss, a small cannon weilded like a musket who's stock is replaced with the head of a battle axe. He wears a smart officers uniform, with a crimson red coat. He also has a monocle, steam pipe, officers saber (Roughly the size of a broadswoard), and an over-sized repeating pistol.

Goals- Find dangerous animals. Kill them. Catalogue most/least dangerous/fun. Get enough money to buy that Death Moon he's heard about so much. Turn it into a nature preserve that other Giff will flock too to hunt the dangerous game. Profit (As in, retire semi-peacefully hunting down dangerous and probably endangered species).
 
Name- Nader Sarkis

Age- 22

Gender- Male

Race- Desert Elf: Like many of their ancestral cousins, Desert Elves were once slaves. The few that escaped made their home in deserts. With time the Desert Elves grew to great power and affluence when they displayed their ability to acclimate to the desert and manipulate it. The sight of a Desert Elf is extremely rare as they are reclusive. Using illusions, winds, heat, and the earth the Desert Elves are able to keep their home undiscovered.

Appearance- Nader stands at a simple 6'4 with a gymnast's build, weighing in at around 195lbs. His eyes are a striking gold with his shoulder-length hair framing his face perfectly. Nader usually hides his ears behind his black hair as to not bring too much attention to himself. The most noticeable thing about him, other than his eyes, is the slave tattoo on his wrist. Nader typically wears decent clothes and golden accessories.

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Talents-
  • Mercenary - Nader has worked as a mercenary for years and has acquired a few skills from this line of work. He has mainly worked as a thief or assassin, but on occasions, he has worked as a treasure hunter.
  • Escape Artist - Over the years Nader has learned a few tricks to slip out, and in.
  • Keen Eye - Nader has the natural talent to pick up qualities for his next mark, or in combat, creature's blind spots.

Magic- Sand Manipulation: Nader is able to create, mold, and manipulate sand for a variety of effects. He can manipulate powders and dust with a little bit more effort, but he can not create it or shape it to the same degree as sand. Nader is able to dissolve his body into sand, but this is not an automatic defense he has to actively think about. Over the years, he has learned how to heal within natural sand. It does take Nader time to do this, but the more sand there is the quicker his healing is.

Weaknesses- Nader's main weakness is his immense ego. He will never turn down a challenge, even if he knows he is at a disadvantage. Nader can manipulate sand, but water can actually counteract this. Extreme heat can melt his sand into glass.

Personality/ ideals- Nader's personality and ideals have been completely shaped by his life, leaving him to be very callous. He tends to be pretty selfish only taking pity on children. Now, Nader knows how to butter people up and use his charms for his benefit, but for the most part that is just him manipulating people.

Equipment- Nader does not carry much to remain inconspicuous like his main weapon is a set of claws that appears to be extended nails. When he is in a more serious fight Nader will summon his double-bladed spear, Nethersong. This spear was a special mark for Nader, he decided to keep it rather than hand it in. The spear acclimates to the user's magical affinity, allowing the user to apply their magic to a greater degree.

Goals- He wants revenger for his mentor and gang, but he also wants to find his original home.

Backstory- Nader's earliest memory was him being dragged out of his home, the Danakil Desert. He was out adventuring outside the limits of the city and he just happened to adventure a little farther than usual. Captured by slavers traversing the desert. Nader was stolen and sold on the market for a high price. He was lucky enough not to get dissected, but he was marked with a magic seal that stamped him as a slave. Day in and day out, Nader was worked to the bone, beaten bloody, and stretched mentally, leaving him a husk of a former person.

Nader's owner was a noble, from Osnos, who had multiple slaves, but he had his favorites that he would take with him everywhere. The noble, Abelin Vinac was a narcissist that couldn't see the problem with his actions. He couldn't see that his lack of action was leading to an increase in bandit activity. On a regular migration to his weekend mansion, Abelin brought his favorite doll, Nader, along for the ride, but it was cut short by bandits storming their vehicle. They massacred Abelin's guards and were on the verge of killing the noble. Nader watched as his owner ordered him to sacrifice himself for Abelin's sake. The slave mark tortured Nader as he glared at Abelin, but it stopped as the young boy charged at Abelin and drove a blade deep into his former master. In a mix of fear, joy, and anger Nader continued to stab at Abelin's body. Taking pity on the boy, one of the bandits took him in.

Nader was taught how to steal, how to escape, how to talk, and how to survive! He was the closest thing to a father Nader had, but he always told the child to never trust him, because he was a bandit moreover anyone in their gang could double-cross Nader. Eventually, they were betrayed and Nader's mentor was killed. Everyone in the gang was murdered. Alone, Nader steeled his heart and struck out for the world on his own, leaving everything behind and only going by his alias, Sand Dancer.
 

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