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Fantasy The Shadow of the Mainland (CS)

Sentient Tree

What, never seen a sentient, magical tree before?
Here's the sheet. No need to copy this text. Just post it on this thread. Go ahead and use that crazy BBcode stuff. And before you ask, yes, everybody is Human.
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Name:

Age:

Height:

Weight:

Appearance:

Starting Inventory:

Strengths:

Weaknesses:

Magic (If you have any):

Personality:

Backstory:
 
Name: Mytaig Barrach

Age: 21

Height: 6’0

Weight: 150 lbs.

Appearance:
bZ4MVwjTctmNQLZ0A6pxe6j1Q-3c-GWiFAvWwIp14zR1r45oL7ORKs4CYRW5HHmY0lPJrolWry53QoPhalAroMFFLTRO32zCLxPDLY03_Y69jtbgi5u3JoHJ42tj4xLgkzilJ4U5

Tall and muscular, Mytaig has been hardened by the harsh conditions of the Highlands. Her spear is decorated with ceremonial feathers she received when she passed her initiation into adulthood. Her armor is made of thick skins, but now in the warmer Mainlands, she has short sleeved armor and lighter boots. She has piercing hazel eyes and brown hair braided into traditional highland braids.

Starting Inventory: Spear, fur armor, dried food, a water skin, the symbol of her people around her neck, a hunting knife

Strengths: Fighting, physical work, hunting, negotiations

Weaknesses: Making connections, staying loyal to someone no matter what, her loyalty to her clan, not being able to handle her emotions.

Personality: Strong, determined, and loyal. Mytaig never gives up on someone who depends on her, and will follow those whom she trusts into battle every time. That being said, she has trouble controlling her fiery emotions. One moment she could be raging like a fire and the next she is bawling next to you.

Backstory: Mytaig is the daughter of a Highland chieftain. Her father and mother had died in a blight, leaving the clan void of leadership. The clan was in danger of breaking apart and the Wise Woman claimed she was meant to lead them until Mytaig’s oldest brother, Seinn, was ready to lead. She became matriarch of the chieftain family, but their lives did not become easier. Famine became worse, and the Wise Woman feared a great danger. The sacred Giant Boars, of which many clans depended on, vanished. The once roaming herd disappeared from the Highlands forever. Then the soldiers came. They drove the ancient clans into cities and prisons to be forced to work for the king of the Mainlands. The wise woman helped Mytaig and her siblings escape, but at a great cost. Only Mytaig and her younger siblings escaped, with her two older sisters and the Wise Woman dying and Seinn being returned to prison. She was forced to care for her younger brothers and sisters, trying to find food to survive. She constantly dreams of returning home but she knows these won’t be possible. Her siblings had been left at a farm with old clansmen who avoided capture as she searches for the last of her family.
Accepted.
 
Name: Priest Asher of Gvarda

Age: 68

Height: 1.72m

Weight: 51kg

Appearance:
c6f800c085cd61c55b1d2caed0b4bc9c.jpg


Starting Inventory:
wh40k-rosarius-astartes-pendant-mocny-pion-copy.jpg
  • Clothing: The robes you see him wearing is all clothing that he is in possession of.
  • Lamp: A lamp he wears around his neck like a pendant, to lighten his way at night.
  • Keys: Keys to the chapel, for every room and hall. He is the only priest left that hasn't succumbed to the horrors and often helps passerby's in whatever ways he can, whether by providing shelter from the elements or by providing nourishment to their bodies.
  • Rosarius: Mark of priesthood in the religion of Thebanism. Technically speaking, the only item worth stealing from him, as it is made from gold and has a ruby in it. For as long as he owns it and prays while holding it in his hands, all of his prayers is worth twice the amount. (read Magic) (Pictured on the right)
Strengths:
  • Resistance to Disease: Incredibly resilient to the plagues that sweep the land. Word goes around that the deities favor the old man for his stern purity.
  • Reading and Writing: An uncommon and useful trait nowadays, the priest can both read and write. He has a fair amount of education.
  • Medical Care: Enough to help mend a broken bone, or remove infection from a wound. Either way, enough to save your life from natural and fairly inextreme causes.
Weaknesses:
  • Old age: Don't expect him going around running with high speeds, delivering bone-breaking punches, or the similar phenomena.
  • Combat: Although in his young years, fighting with a sword was his forte, he has lost his youth long ago, and with it, he lost his previous skill. He could at most, keep a bandit at bay for 1 minute with a broom, nothing above that. He is utterly defenseless in melee.
  • Diplomacy: Although genuinely kind, his people skills are rusty. "Son, I have spent the last thirty years delivering celestial intent, not drinking in a bar."
  • Senile: An old man is easy to fool.
Magic (If you have any):
  • Divine Prayer:
    • In order to achieve any form of magic, Asher calls upon Theban, the god of the religion he worships above others. This way, the priest can manifest semi-miracles. In order to do so, he is required to pray. Each prayer is treated like a point of mana. He will start out with 10 prayers already prepared. The cost of a miracle in prayers is written to the right of its name. (If you do not understand, simply ask me.)
      • Absolve: (Free) Absolves a willing target of all of their sin, ultimately allowing them to achieve a happy afterlife should their time in the material realm come to an end soon. The target must repent in some way, often via prayer to their god/s, or by spreading good and the like. Grants a miniscule, subconscious, but positive feeling.
      • Revelation: (Passive/May be forced to happen at the cost of 10 Prayers, but it happens naturally either way) At times, Asher will be granted clarity by the gods. Sometimes, he will hear a voice, telling him the right path to go. Sometimes, he will hear a voice, warning him of the bandit sneaking up behind him and telling him to run back to the cathedral. Sometimes, he will hear a voice, telling him there is a good man nearby that is in grave need of his aid.
      • Remove Curse: (10 Prayers) Removes a single curse from a target.
      • Exorcism: (20 Prayers) The exorcism allows Asher to exorcise impure, wicked, or outright evil spirits from any material place. It cuts their bonds to the material realm and allows their soul to transcend to the afterlife, no matter if they have unfinished business or the like.
        • Rituale Romanum - Daemonic Exorcism: (75 Prayers) This ritual allows to banish one demonic entity, portal, or incursion from realspace and back into the repugnant abyss they have crawled from.
      • Spiritual Healing: (30 Prayers) Cleanses a target's mind of soul and sin to the root. It greatly improves their overall mood, emotions, and morale for an extended amount of time (from 6 to 24 hours,) and grants additional protection against possession and other mind-manipulating effects.
        • Miraculous Healing: (90 Prayers) Fully heals all impediments, whether mental, physical, spiritual or otherwise and improves mood and morale for 24 to 36 hours. Has a small chance to even cure blindness, deafness and retrieve lost limbs. Grants additional protection against possession and other mind-manipulating effects.
        • Divine Healing: (300 Prayers) Fully heals all impediments of any form, whether mental, physical, spiritual, or otherwise and improves mood and morale for four to five days. It is assured to heal blindness, deafness, regrow lost limbs and can revive anyone provided they died no longer than 15 minutes ago. Grants full protection against possession and other mind-manipulating effects.
Personality: Asher of Gvarda is known, or rather, was known by many names. Those who live as long as him will know him as Asher the Courageous, while those who predate him will know him as Asher the Bastard. Whatever you may call him, he is a good man, offering help in these dark times. Asher has no particular opinion on politics, or the world overall, thinking that it should be left to the gods for what happens to this world.

Despite being faithful and benevolent, he is and thinks that he retains all of the rights and benefits of doubt. He doesn't exactly mistrust the Gods, but he is very philosophical when it comes to applying faith, as he isn't sure what they want from the world anymore. They seem to favor him, seeing as he can perform miracles, especially ones associated with Theban, however, they seem to not care about much of the worldly affairs anymore.

Backstory: Originally the bastard son of an Atlenian noble who spent one night in the wrong tavern, with the wrong woman, he was taken in by his father either way, as the man had a sense of duty and couldn't abandon a child of his own. His wife was obviously bewildered to discover that her husband spent a night with a prostitute but that did not stop Lord Gvarda from keeping the child he named Asher.

Since early age, Asher has been trained to become a Knight, more specifically; a Paladin. He was tutored in faith, duty, honor and combat, however, he never took a liking to it. He decisively settled for a more open lifestyle, of a Cleric. This was in fact a clever excuse to amass wealth under the guise a person who spreads the word of the God; Theban. Although rebellious and adventurous in his youth, Asher learned his lesson upon reconciling with his biological mother at the age of 24.

He became much more ashamed. To think that someone from a noble bloodline would in fact be the son of a prostitute? A misbegotten malcontent? Asher kept a fair amount of skepticism about her words, but his world grew bleak once his father confirmed these suspicions. Asher was devastated at first, knowing that the other sons of his father would be sure to get the family fortune that way. After another, brief encounter with his mother on her deathbed, due to a deadly disease, Asher's eyes opened up. Asher became depressed and did what he had never done; believed. He wanted to be forgiven for his previous greed, understanding that had his mother slept with anyone else than Lord Gvarda, he'd have had it far worse. He became thankful for what he already had, more than ever before. After a long, ardent and zealous prayer that lasted over an hour, he became enlightened as Theban himself made a revelation before Asher and granted him the ability to grant miracles.

Asher ventured for three more years, then at the age of 27, he sold all of his armor, weapons, personal belongings and distributed all money that he remained with among the poor. Then he traveled to the Mainlands and settled for the boring life of a priest. There, he lived all his life, but soon, the other priests and monks were taken by the disease. Asher tried to help them, but there's so much that even miracles can work against the natural order, right? Eventually, Asher remained alone and now lives a lonely, but dutiful life on a small cathedral near the road to the capital of Atlen.

And he knows what is coming, for these are dark times. And the forces of evil lurk in the dark.



Sentient Tree Sentient Tree
Tell me if the magic is too powerful and I will tone him down a bit.
 
Last edited:
Name: Priest Asher of Gvarda

Age: 68

Height: 1.72m

Weight: 51kg

Appearance:
c6f800c085cd61c55b1d2caed0b4bc9c.jpg


Starting Inventory:
wh40k-rosarius-astartes-pendant-mocny-pion-copy.jpg
  • Clothing: The robes you see him wearing is all clothing that he is in possession of.
  • Lamp: A lamp he wears around his neck like a pendant, to lighten his way at night.
  • Keys: Keys to the chapel, for every room and hall. He is the only priest left that hasn't succumbed to the horrors and often helps passerby's in whatever ways he can, whether by providing shelter from the elements or by providing nourishment to their bodies.
  • Rosarius: Mark of priesthood in the religion of Thebanism. Technically speaking, the only item worth stealing from him, as it is made from gold and has a ruby in it. For as long as he owns it and prays while holding it in his hands, all of his prayers is worth twice the amount. (read Magic) (Pictured on the right)
Strengths:
  • Resistance to Disease: Incredibly resilient to the plagues that sweep the land. Word goes around that the deities favor the old man for his stern purity.
  • Reading and Writing: An uncommon and useful trait nowadays, the priest can both read and write. He has a fair amount of education.
  • Medical Care: Enough to help mend a broken bone, or remove infection from a wound. Either way, enough to save your life from natural and fairly inextreme causes.
Weaknesses:
  • Old age: Don't expect him going around running with high speeds, delivering bone-breaking punches, or the similar phenomena.
  • Combat: Although in his young years, fighting with a sword was his forte, he has lost his youth long ago, and with it, he lost his previous skill. He could at most, keep a bandit at bay for 1 minute with a broom, nothing above that. He is utterly defenseless in melee.
  • Diplomacy: Although genuinely kind, his people skills are rusty. "Son, I have spent the last thirty years delivering celestial intent, not drinking in a bar."
  • Senile: An old man is easy to fool.
Magic (If you have any):
  • Divine Prayer:
    • In order to achieve any form of magic, Asher calls upon Theban, the god of the religion he worships above others. This way, the priest can manifest semi-miracles. In order to do so, he is required to pray. Each prayer is treated like a point of mana. He will start out with 10 prayers already prepared. The cost of a miracle in prayers is written to the right of its name. (If you do not understand, simply ask me.)
      • Absolve: (Free) Absolves a willing target of all of their sin, ultimately allowing them to achieve a happy afterlife should their time in the material realm come to an end soon. The target must repent in some way, often via prayer to their god/s, or by spreading good and the like. Grants a miniscule, subconscious, but positive feeling.
      • Revelation: (Passive/May be forced to happen at the cost of 10 Prayers, but it happens naturally either way) At times, Asher will be granted clarity by the gods. Sometimes, he will hear a voice, telling him the right path to go. Sometimes, he will hear a voice, warning him of the bandit sneaking up behind him and telling him to run back to the cathedral. Sometimes, he will hear a voice, telling him there is a good man nearby that is in grave need of his aid.
      • Divine Favor: (Passive) Asher's luck overall seems to be tipped in his favor. His fortune is somewhat noticably higher.
      • Remove Curse: (10 Prayers) Removes a single curse from a target.
      • Exorcism: (20 Prayers) The exorcism allows Asher to exorcise impure, wicked, or outright evil spirits from any material place. It cuts their bonds to the material realm and allows their soul to transcend to the afterlife, no matter if they have unfinished business or the like.
        • Rituale Romanum - Daemonic Exorcism: (75 Prayers) This ritual allows to banish one demonic entity, portal, or incursion from realspace and back into the repugnant abyss they have crawled from.
      • Spiritual Healing: (30 Prayers) Cleanses a target's mind of soul and sin to the root. It greatly improves their overall mood, emotions, and morale for an extended amount of time (from 6 to 24 hours,) and grants additional protection against possession and other mind-manipulating effects.
        • Miraculous Healing: (90 Prayers) Fully heals all impediments, whether mental, physical, spiritual or otherwise and improves mood and morale for 24 to 36 hours. Has a small chance to even cure blindness, deafness and retrieve lost limbs. Grants additional protection against possession and other mind-manipulating effects.
        • Divine Healing: (300 Prayers) Fully heals all impediments of any form, whether mental, physical, spiritual, or otherwise and improves mood and morale for four to five days. It is assured to heal blindness, deafness, regrow lost limbs and can revive anyone provided they died no longer than 15 minutes ago. Grants full protection against possession and other mind-manipulating effects.
      • Legionnaire's Blessing: (50 Prayers) Hallows a chosen weapon, making it thrice as effective against all undead and unholy enemies and also allowing it to destroy immaterial beings, like ghosts, etc. Effects wear off in around a week's time.
Personality: Asher of Gvarda is known, or rather, was known by many names. Those who live as long as him will know him as Asher the Courageous, while those who predate him will know him as Asher the Bastard. Whatever you may call him, he is a good man, offering help in these dark times. Asher has no particular opinion on politics, or the world overall, thinking that it should be left to the gods for what happens to this world.

Despite being faithful and benevolent, he is and thinks that he retains all of the rights and benefits of doubt. He doesn't exactly mistrust the Gods, but he is very philosophical when it comes to applying faith, as he isn't sure what they want from the world anymore. They seem to favor him, seeing as he can perform miracles, especially ones associated with Theban, however, they seem to not care about much of the worldly affairs anymore.

Backstory: Originally the bastard son of an Atlenian noble who spent one night in the wrong tavern, with the wrong woman, he was taken in by his father either way, as the man had a sense of duty and couldn't abandon a child of his own. His wife was obviously bewildered to discover that her husband spent a night with a prostitute but that did not stop Lord Gvarda from keeping the child he named Asher.

Since early age, Asher has been trained to become a Knight, more specifically; a Paladin. He was tutored in faith, duty, honor and combat, however, he never took a liking to it. He decisively settled for a more open lifestyle, of a Cleric. This was in fact a clever excuse to amass wealth under the guise a person who spreads the word of the God; Theban. Although rebellious and adventurous in his youth, Asher learned his lesson upon reconciling with his biological mother at the age of 24.

He became much more ashamed. To think that someone from a noble bloodline would in fact be the son of a prostitute? A misbegotten malcontent? Asher kept a fair amount of skepticism about her words, but his world grew bleak once his father confirmed these suspicions. Asher was devastated at first, knowing that the other sons of his father would be sure to get the family fortune that way. After another, brief encounter with his mother on her deathbed, due to a deadly disease, Asher's eyes opened up. Asher became depressed and did what he had never done; believed. He wanted to be forgiven for his previous greed, understanding that had his mother slept with anyone else than Lord Gvarda, he'd have had it far worse. He became thankful for what he already had, more than ever before. After a long, ardent and zealous prayer that lasted over an hour, he became enlightened as Theban himself made a revelation before Asher and granted him the ability to grant miracles.

Asher ventured for three more years, then at the age of 27, he sold all of his armor, weapons, personal belongings and distributed all money that he remained with among the poor. Then he traveled to the Mainlands and settled for the boring life of a priest. There, he lived all his life, but soon, the other priests and monks were taken by the disease. Asher tried to help them, but there's so much that even miracles can work against the natural order, right? Eventually, Asher remained alone and now lives a lonely, but dutiful life on a small cathedral near the road to the capital of Atlen.

And he knows what is coming, for these are dark times. And the forces of evil lurk in the dark.



Sentient Tree Sentient Tree
Tell me if the magic is too powerful and I will tone him down a bit.
A little too many abilities, maybe remove one or two.
 
Name: Priest Asher of Gvarda

Age: 68

Height: 1.72m

Weight: 51kg

Appearance:
c6f800c085cd61c55b1d2caed0b4bc9c.jpg


Starting Inventory:
wh40k-rosarius-astartes-pendant-mocny-pion-copy.jpg
  • Clothing: The robes you see him wearing is all clothing that he is in possession of.
  • Lamp: A lamp he wears around his neck like a pendant, to lighten his way at night.
  • Keys: Keys to the chapel, for every room and hall. He is the only priest left that hasn't succumbed to the horrors and often helps passerby's in whatever ways he can, whether by providing shelter from the elements or by providing nourishment to their bodies.
  • Rosarius: Mark of priesthood in the religion of Thebanism. Technically speaking, the only item worth stealing from him, as it is made from gold and has a ruby in it. For as long as he owns it and prays while holding it in his hands, all of his prayers is worth twice the amount. (read Magic) (Pictured on the right)
Strengths:
  • Resistance to Disease: Incredibly resilient to the plagues that sweep the land. Word goes around that the deities favor the old man for his stern purity.
  • Reading and Writing: An uncommon and useful trait nowadays, the priest can both read and write. He has a fair amount of education.
  • Medical Care: Enough to help mend a broken bone, or remove infection from a wound. Either way, enough to save your life from natural and fairly inextreme causes.
Weaknesses:
  • Old age: Don't expect him going around running with high speeds, delivering bone-breaking punches, or the similar phenomena.
  • Combat: Although in his young years, fighting with a sword was his forte, he has lost his youth long ago, and with it, he lost his previous skill. He could at most, keep a bandit at bay for 1 minute with a broom, nothing above that. He is utterly defenseless in melee.
  • Diplomacy: Although genuinely kind, his people skills are rusty. "Son, I have spent the last thirty years delivering celestial intent, not drinking in a bar."
  • Senile: An old man is easy to fool.
Magic (If you have any):
  • Divine Prayer:
    • In order to achieve any form of magic, Asher calls upon Theban, the god of the religion he worships above others. This way, the priest can manifest semi-miracles. In order to do so, he is required to pray. Each prayer is treated like a point of mana. He will start out with 10 prayers already prepared. The cost of a miracle in prayers is written to the right of its name. (If you do not understand, simply ask me.)
      • Absolve: (Free) Absolves a willing target of all of their sin, ultimately allowing them to achieve a happy afterlife should their time in the material realm come to an end soon. The target must repent in some way, often via prayer to their god/s, or by spreading good and the like. Grants a miniscule, subconscious, but positive feeling.
      • Revelation: (Passive/May be forced to happen at the cost of 10 Prayers, but it happens naturally either way) At times, Asher will be granted clarity by the gods. Sometimes, he will hear a voice, telling him the right path to go. Sometimes, he will hear a voice, warning him of the bandit sneaking up behind him and telling him to run back to the cathedral. Sometimes, he will hear a voice, telling him there is a good man nearby that is in grave need of his aid.
      • Remove Curse: (10 Prayers) Removes a single curse from a target.
      • Exorcism: (20 Prayers) The exorcism allows Asher to exorcise impure, wicked, or outright evil spirits from any material place. It cuts their bonds to the material realm and allows their soul to transcend to the afterlife, no matter if they have unfinished business or the like.
        • Rituale Romanum - Daemonic Exorcism: (75 Prayers) This ritual allows to banish one demonic entity, portal, or incursion from realspace and back into the repugnant abyss they have crawled from.
      • Spiritual Healing: (30 Prayers) Cleanses a target's mind of soul and sin to the root. It greatly improves their overall mood, emotions, and morale for an extended amount of time (from 6 to 24 hours,) and grants additional protection against possession and other mind-manipulating effects.
        • Miraculous Healing: (90 Prayers) Fully heals all impediments, whether mental, physical, spiritual or otherwise and improves mood and morale for 24 to 36 hours. Has a small chance to even cure blindness, deafness and retrieve lost limbs. Grants additional protection against possession and other mind-manipulating effects.
        • Divine Healing: (300 Prayers) Fully heals all impediments of any form, whether mental, physical, spiritual, or otherwise and improves mood and morale for four to five days. It is assured to heal blindness, deafness, regrow lost limbs and can revive anyone provided they died no longer than 15 minutes ago. Grants full protection against possession and other mind-manipulating effects.
Personality: Asher of Gvarda is known, or rather, was known by many names. Those who live as long as him will know him as Asher the Courageous, while those who predate him will know him as Asher the Bastard. Whatever you may call him, he is a good man, offering help in these dark times. Asher has no particular opinion on politics, or the world overall, thinking that it should be left to the gods for what happens to this world.

Despite being faithful and benevolent, he is and thinks that he retains all of the rights and benefits of doubt. He doesn't exactly mistrust the Gods, but he is very philosophical when it comes to applying faith, as he isn't sure what they want from the world anymore. They seem to favor him, seeing as he can perform miracles, especially ones associated with Theban, however, they seem to not care about much of the worldly affairs anymore.

Backstory: Originally the bastard son of an Atlenian noble who spent one night in the wrong tavern, with the wrong woman, he was taken in by his father either way, as the man had a sense of duty and couldn't abandon a child of his own. His wife was obviously bewildered to discover that her husband spent a night with a prostitute but that did not stop Lord Gvarda from keeping the child he named Asher.

Since early age, Asher has been trained to become a Knight, more specifically; a Paladin. He was tutored in faith, duty, honor and combat, however, he never took a liking to it. He decisively settled for a more open lifestyle, of a Cleric. This was in fact a clever excuse to amass wealth under the guise a person who spreads the word of the God; Theban. Although rebellious and adventurous in his youth, Asher learned his lesson upon reconciling with his biological mother at the age of 24.

He became much more ashamed. To think that someone from a noble bloodline would in fact be the son of a prostitute? A misbegotten malcontent? Asher kept a fair amount of skepticism about her words, but his world grew bleak once his father confirmed these suspicions. Asher was devastated at first, knowing that the other sons of his father would be sure to get the family fortune that way. After another, brief encounter with his mother on her deathbed, due to a deadly disease, Asher's eyes opened up. Asher became depressed and did what he had never done; believed. He wanted to be forgiven for his previous greed, understanding that had his mother slept with anyone else than Lord Gvarda, he'd have had it far worse. He became thankful for what he already had, more than ever before. After a long, ardent and zealous prayer that lasted over an hour, he became enlightened as Theban himself made a revelation before Asher and granted him the ability to grant miracles.

Asher ventured for three more years, then at the age of 27, he sold all of his armor, weapons, personal belongings and distributed all money that he remained with among the poor. Then he traveled to the Mainlands and settled for the boring life of a priest. There, he lived all his life, but soon, the other priests and monks were taken by the disease. Asher tried to help them, but there's so much that even miracles can work against the natural order, right? Eventually, Asher remained alone and now lives a lonely, but dutiful life on a small cathedral near the road to the capital of Atlen.

And he knows what is coming, for these are dark times. And the forces of evil lurk in the dark.



Sentient Tree Sentient Tree
Tell me if the magic is too powerful and I will tone him down a bit.
Accepted.
 
Name: Kan Béloth

Age: 47

Height: 5 feet 11 inches

Weight: 200 lbs

Appearance: Has a wide, rectangular face covered in salt-and-pepper facial hair. Two narrow, brown eyes beneath an arched forehead. Medium-length, dark brown hair, slicked back with oil. Lean, but not underweight. Fairly free of scars but wrinkled with age.

Starting Inventory: Wears a dark, leather jacket with long sleeves that reaches to about the knees. Underneath his jacket he wears an iron breastplate with a cotton shirt underneath that. He wears linen trousers dyed grey and leather boots that match his jacket. Wears a red handkerchief around his neck. Has three brass rings, two on the ring finger of his left, one on the ring finger of his right. Has a satchel slung around his right shoulder, currently possessing a few coppers, a clay idol, alchemical ingredients hand picked from reliable sources, a journal filled with arcane writings, a silver locket and the calyxes of at least twenty devoured strawberries. Possesses one weapon, a steel shortsword.

Strengths:
Stamina:
Can travel a long time before getting tired.
Quick Tongue: Can persuade people and use his wit to get out of difficult situations.
Knowledge: Has a deep understanding of magical theory beyond that which he practices.

Weaknesses:
Possession:
Magical practices bear the risk of being possessed by malevolent spirits
Forgetfulness: Is capable of forgetting his own memories after performing magic
Greed/Lust: Has a tendency to get into trouble in pursuit of wealth and women

Magic (If you have any): Kan is a Necromancer, and has mastered the art of summoning and controlling spirits of the dead. By commanding them Kan can have heavy objects moved, enemies killed or frightened away, see beyond walls or across great distances, and control the spirits who reside within the elements of water and air, to perform feats such as freezing a lake solid or causing great gusts of wind to send enemies flying.

Personality: Very cunning, gracious to his friends and ruthless to his enemies. Lives for personal pleasure and profit, but is not amoral. Has traveled far and wide, and enjoys telling stories of his exploits to all who will hear.

Backstory: Born the Seventh Son of a Seventh Son, Kan always attracted the attention of Spirits and for this his family was banished from their village in the Mainlands and force to make their way west. Life was hard, and when he was sixteen years old, Kan was told he had to leave for there was not enough food for them all to share. Kan traveled back to the Mainlands and met up with his older brother Toph, who was a mercenary guard for a caravan. They worked together for many years, until Kan was possessed by a demon and nearly killed his brother. Kan decided he had to learn of his power and traveled to the Academy of Sorcerers, where he was trained in his powers. However, they were against the use of them so Kan left. Kan began a business of dealing with reckless spirits and dispelling them so they would not bother normal everyday people. Kan made decent money and began traveling across the lands looking for supernatural problems to deal with, as well as mundane problems like pirates and highwaymen. Though he wanted gold, sometimes the people were too poor to pay him so he would often capture a spirit, hold it within an enchanted item, then release it in an area of wealthy people. As times became harder and harder he hoped to finally save up enough money to retire but the prices of food, shelter, and women grew higher and higher...
 
Name: Kan Béloth

Age: 47

Height: 5 feet 11 inches

Weight: 200 lbs

Appearance: Has a wide, rectangular face covered in salt-and-pepper facial hair. Two narrow, brown eyes beneath an arched forehead. Medium-length, dark brown hair, slicked back with oil. Lean, but not underweight. Fairly free of scars but wrinkled with age.

Starting Inventory: Wears a dark, leather jacket with long sleeves that reaches to about the knees. Underneath his jacket he wears an iron breastplate with a cotton shirt underneath that. He wears linen trousers dyed grey and leather boots that match his jacket. Wears a red handkerchief around his neck. Has three brass rings, two on the ring finger of his left, one on the ring finger of his right. Has a satchel slung around his right shoulder, currently possessing a few coppers, a clay idol, alchemical ingredients hand picked from reliable sources, a journal filled with arcane writings, a silver locket and the calyxes of at least twenty devoured strawberries. Possesses one weapon, a steel shortsword.

Strengths:
Stamina:
Can travel a long time before getting tired.
Quick Tongue: Can persuade people and use his wit to get out of difficult situations.
Knowledge: Has a deep understanding of magical theory beyond that which he practices.

Weaknesses:
Possession:
Magical practices bear the risk of being possessed by malevolent spirits
Forgetfulness: Is capable of forgetting his own memories after performing magic
Greed/Lust: Has a tendency to get into trouble in pursuit of wealth and women

Magic (If you have any): Kan is a Necromancer, and has mastered the art of summoning and controlling spirits of the dead. By commanding them Kan can have heavy objects moved, enemies killed or frightened away, see beyond walls or across great distances, and control the spirits who reside within the elements of water and air, to perform feats such as freezing a lake solid or causing great gusts of wind to send enemies flying.

Personality: Very cunning, gracious to his friends and ruthless to his enemies. Lives for personal pleasure and profit, but is not amoral. Has traveled far and wide, and enjoys telling stories of his exploits to all who will hear.

Backstory: Born the Seventh Son of a Seventh Son, Kan always attracted the attention of Spirits and for this his family was banished from their village in the Mainlands and force to make their way west. Life was hard, and when he was sixteen years old, Kan was told he had to leave for there was not enough food for them all to share. Kan traveled back to the Mainlands and met up with his older brother Toph, who was a mercenary guard for a caravan. They worked together for many years, until Kan was possessed by a demon and nearly killed his brother. Kan decided he had to learn of his power and traveled to the Academy of Sorcerers, where he was trained in his powers. However, they were against the use of them so Kan left. Kan began a business of dealing with reckless spirits and dispelling them so they would not bother normal everyday people. Kan made decent money and began traveling across the lands looking for supernatural problems to deal with, as well as mundane problems like pirates and highwaymen. Though he wanted gold, sometimes the people were too poor to pay him so he would often capture a spirit, hold it within an enchanted item, then release it in an area of wealthy people. As times became harder and harder he hoped to finally save up enough money to retire but the prices of food, shelter, and women grew higher and higher...
Accepted.
 
Name:
Cesca Agrena
Age:
28
Height:
6'1
Weight:
173lbs
Appearance:
image.jpeg
Starting Inventory:

Steel Sword
Steel Dagger
Crossbow (25 arrows)
Iron Armor
Warm Clothes (under the armor)
Strengths:
Combat Skills
Strong
Good Aim
Weaknesses:
Ignores Wounds
Fear of Spirits and Magic
Personality:
Cesca is genuinely a nice yet 'greedy' guy, helping strangers with their problems but usually expecting a reward. However, when in danger or on the battle field he becomes cold and merciless.
Backstory:
Born in the capital of Mainland, his father was a soldier in the royal army. When not on the battlefield, Cesca was mentored by his dad since he was 12. However, when Cesca became an adult his father passed in battle, and so he decided to follow in his footsteps; not as a soldier but as a mercenary, earning a fortune on the battlefield.

Years and years of battle had made him much more skilled and earned him more money, and at the age of 23 he decided to settle in a village to the north of Mainland. There he started a family with his wife and had a kid. He also wanted his kid to become a warrior, but his child didn't, wanting to be a blacksmith, aspirations that Cesca frowned upon. 5 years later, at the start of all the chaos, the plague started. His wife died in merely a week, and his kid ran away from the village during a bandit raid.

He and his child were one of the only survivors.

Now Cesca travels the land in hopes that his son is still alive, for they are all that is left of his family.​
 
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Name: Hugo Steel-Sword

Age: 24

Height: 5.5

Weight: 136 lbs

Appearance: Male,he tries to to keep his hair out of the way keeping it in a small ponytail. His eyes are light brown which match his hair. He tries to shave whenever he can but mostly ends up with some facial stubble. He wraps himself in as much leather as he can find wearing thick leather tunics, gloves, and boots. All of what he wears is salvaged. He looks younger then he is. He is tough not scrawny but not muscular.

Starting Inventory: Makeshift Leather Armour. Long Sword.

Strengths: High risk taker, Hugo knows hesitation will get you nowhere. low morals, Huge has no pride or honer he'll do whatever it takes to survive. No sense of empathy, Hugo never was taught about love or friendship or family.

Weaknesses: Never had any education, would have a hard time against someone a lot bigger and muscular then him.

Magic (If you have any): None.

Personality: Hugo is a creature of impulse acting only on personal gain. Anything that will lead him to joy or pleasure he'll pursue. He would much rather learn what kind of person you are though the color of your guts then let you explain it. They nothing more he loves then a challenge he'll know he'll win.

Backstory: Born into a band of bandits Hugo had a tragic upbringing. From the day he was born he would endure harsh beatings and training, never making one happy moment or friend all his childhood. After every battle and raid he would be insulted by the rest of his kin ''Huh still alive? Why wont you die already'' Theses are the words that kept him up at night as a child.

One day him and his band of bandits tried to attack some travelers on the road. Sadly for them that would be the last sunrise they ever saw. Ambushed by some hired help for the travelers they slaughtered ever last one of Hugo's bandit brethren, Hugo was knocked unconscious. He awoke to the dead bodies of everyone he had ever known his whole life, he was 20, he didn't bury there bodies.

Now on his own he had to raid and survive by himself. One day as he was about to kill a old man,the old man offered him a job working for him as his
bodyguard. Hugo still doesn't know why he agreed to that old man propose, perhaps he was broad. He event-surely killed that old man when he out lived his usefulness. Now having a taste of civilized life though he took sword whenever that was money to be had becoming a mercenary.


Sentient Tree Sentient Tree
Is that enough?
 
Name: Hugo Steel-Sword

Age: 24

Height: 5.5

Weight: 136 lbs

Appearance: Male,he tries to to keep his hair out of the way keeping it in a small ponytail. His eyes are light brown which match his hair. He tries to shave whenever he can but mostly ends up with some facial stubble. He wraps himself in as much leather as he can find wearing thick leather tunics, gloves, and boots. All of what he wears is salvaged. He looks younger then he is. He is tough not scrawny but not muscular.

Starting Inventory: Makeshift Leather Armour. Long Sword.

Strengths: High risk taker, Hugo knows hesitation will get you nowhere. low morals, Huge has no pride or honer he'll do whatever it takes to survive. No sense of empathy, Hugo never was taught about love or friendship or family.

Weaknesses: Never had any education, would have a hard time against someone a lot bigger and muscular then him.

Magic (If you have any): None.

Personality: Hugo is a creature of impulse acting only on personal gain. Anything that will lead him to joy or pleasure he'll pursue. He would much rather learn what kind of person you are though the color of your guts then let you explain it. They nothing more he loves then a challenge he'll know he'll win.

Backstory: Born into a band of bandits Hugo had a tragic upbringing. From the day he was born he would endure harsh beatings and training, never making one happy moment or friend all his childhood. After every battle and raid he would be insulted by the rest of his kin ''Huh still alive? Why wont you die already'' Theses are the words that kept him up at night as a child.

One day him and his band of bandits tried to attack some travelers on the road. Sadly for them that would be the last sunrise they ever saw. Ambushed by some hired help for the travelers they slaughtered ever last one of Hugo's bandit brethren, Hugo was knocked unconscious. He awoke to the dead bodies of everyone he had ever known his whole life, he was 20, he didn't bury there bodies.

Now on his own he had to raid and survive by himself. One day as he was about to kill a old man,the old man offered him a job working for him as his
bodyguard. Hugo still doesn't know why he agreed to that old man propose, perhaps he was broad. He event-surely killed that old man when he out lived his usefulness. Now having a taste of civilized life though he took sword whenever that was money to be had becoming a mercenary.


Sentient Tree Sentient Tree
Is that enough?
Accepted. The RP's started, but at the very beginning, so jump right in.

(P.S: Man that guy's short)
 
WIP (Obviously)
7e2865054f34202f2d82466c5848475a.jpg
Name:
Azure
Age:
25
Height:
5'6"
Weight:
143lbs
Appearance:
Azure is an interesting looking woman. With and average height, curvy yet athletic figure, striking deep purple eyes, and firey red hair. She's rather attractive, dispite also being covered in many scars and other wounds.
Starting Inventory:
  • Armor: Hardened Black Leather with red and golden metal accents.
  • Wepons: Two curved short swords, light and durable, causing decent damage. Her gauntlets have small, poisoned, metal studs, which is great for burst damage. And a collapsableBlack Yew Bow, with 40 steel arrows.
  • Tools: Lock pick kit, 30 feet of rope, basic healing herbs, 100 ball-bearings. The rope is attached to her belt, along with the lock pick kit, and a small leather pouch holding the herbs and ball-bearings.
  • Other: She also carries with her a smallish lether rucksack. Inside, a bedroll, a small journal, her money, a map, and info on whatever job she's working. In a hidden pocket, is a silver and emrald necklace, something of sentimental vaule.
Strengths:
  • Strong: Unlike most rouges, theives, and spys who rely on their speed and cunning alone, Azure is strong. Which in turn, is a rather useful trait to have of one is to become out numbered.
  • Risk Taker: While she isn't one for huge risk, Azure is more than willing to take the risk others won't. Because of this, she has come out of many situations where she should have died, lost unharmed.
  • Determined: She's determined to prove herself, show she's not just some girl with impossible dreams. Because of this, she rarely backs down from a fight.
  • Intelligent: A particularly useful trait not many posses, Azure is rather smart. Which helps her make decisions on the battlefield and the streets in order to keep herself alive.
  • Sharp Tounged/Good Liar: While she is rather rude, and blunt, Azure and wesal her way out of many unwanted situations. Or talk to someone while she steals something to distract them.
  • Fast and Agile: She's quick in her feet. And rather good at dodging melee and long charging magic attacks.
Weaknesses:
  • Stubborn: Because of her determination, this leads to Azure being downright stubborn. She often doesn't want to agree with people, especially religious, prideful, or smartassed people.
  • Woman: Her gender causes people to underestimate her, which in some cases, can be rather useful. But it's humiliating. She's had to work harder than anyone together where she is today, and even still, people think she'd be better off in a brothel or tavern.
  • Quick To Anger: Azure is rather easy to anger. One wrong word, move, or even look can send her over the edge and ends with you having a busted face.
Magic (If you have any):
  • Stealth: This Magic allows the user to completely conceal their own presence, see what cannot normally be seen by others, and make what can normally be seen now unseen. This is, howevere, limited to a very short window of five seconds. Those who are more sensitive to their surroundings, might be able to detect anything that goes under this spell.
  • Shadow Magic: The user has access to the power of the shadows, allowing them to perform tremendous feats of destruction. Users can create and control wicked creatures, cast powerful eldritch spells and harness dark magical energies barely touched by other mages. Azure's abilities with this type of magic are at a rather novice level, but can still be deadly. Though what she can do is greatly limited by how much energy she has. When low on energy, Azure can only form basic attacks.
  • Energy Magic: The user is able perform a legendary form of magic that allows the user to cast magical spells feats through electricity and lightning. Azure focuses the magic to her hands to somewhat charge her weapons when sheswgoing in to attack, so her for is caught of guard. And like the Shadow magic she possess, what she can do is soley based in her energy. If she's low on energy, Azure cannot use this magic at all.
Personality:

Backstory:
 
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