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Fantasy Ulgaria Cast

swarmlord1231

New Member
Hello there!

This thread here is for you to submit your sheets! If I like your sheet that means that I accept it.

Any race/species is accepted within limits. For example your character can be a Serpentfolk warrior, despite Serpentfolk generally having a history of constant aggression and slaughter towards other creatures. Overpowered characters will not be accepted. Full Angel or Demon characters will NOT be accepted, you may play as a Tiefling or Aasimar style character instead as they are less overpowered.

The sheet below is a guideline, and I prefer you semi-stick to it. The sheet should consist of the follow:

Name:

Race: (I would prefer characters that are sentient or have some sort of goal, so while playing a normal robot is out of the question, playing a machine that has gained sentience is not. PM me if you have any questions regarding the race you wish to play.)

Age: (Your character should be 16 or older, Ulgaria is a rough world, and you can expect your characters to fight and get hurt, if your characters real age is unknown you can say "estimated to be around 30 years old" or something like that)

Description: (A picture is appreciated, though even with one, a small write up on their appearance would help)

Personality: (Info about how your character behaves, what flaws or quirks do they posses? How does their personality affect how they view the world and the events of Ulgaria?)

Gear/Assets/Possessions: (What it says on the tin, this includes weapons but may also include the clothing they are currently wearing.)

Talents/Skills: (What is something your character is good at? Do the play any instrument, do they have any innate connections to certain types of magic? Does your character have any notable abilities that they trained to learn? These are often related and overlap with ones personality)

Magic: (Ulgaria is a magical world, even martial characters may gain powers, for example a blackmailer may get the ability to terrify their opponents with their sheer willpower or a drunkard may get the skill to transfer their hangovers onto others.)

Background: (Now your background is important, how does your character fit into Ulgaria? If you have any specific questions about the setting DM me. But in general, your story should include some elements. Like your character upbringing/Homeland , a setback and/or windfall)
 
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An example character, one of the villains the party will often encounter!​


Name:
Mad Hatter (Real name unknown.)

Race:
Fae-touched Human

Age:
Uknown, he seems to be in late 20 to early 30s

Description/Appearance:
1711562998981.png


The Mad Hatter stands at around 5'6 tall. He weighs around 76 kilograms. He has pale skin, almost powdered and corpse like. Wild red hair, the color of autumn leaves, hangs from his head in a constant messy state. His eyes have red circles around them as if he has not slept, or even rested for a bit, in months. His eyes constantly dart everywhere, finding it hard to focus. An impossibly wide and disgustingly yellow smile always plays on his face.

Personality:
The Mad Hatter, true to his name, is extremely insane. Known for speaking in riddles and acting like a jovial child. Other times he acts completely serious, his smile and high pitched and often, overly so, friendly voice dropping into a calm and cruel demeanor. For the Hatter, the people of Ulgaria are nothing but sheep, led along fates path and he finds the whims of fate hilariously cruel. He will often cut into conversations with rude comments, cryptic messages or jokes.

Gear/Assets/Possessions:

The Hatters main weapons include revolvers, flintlocks, knives (and other sharp objects) and generally anything he can get his hands on. When it comes to his clothing he often wears a large green coat and tight green pants, a large hat is also always present. The hatter wears a fine suit under his coat, stitched together to near perfection. He wears no shoes and walks (and fights) everywhere completely barefooted.

Talents:

Mad as a Hatter -
The hatter has seen things beyond most peoples keen, having spend time as a victim of the faeries has hardened his mind and he finds it hard for anything to shock him, including horrific abominations tearing people in half.

Insane Acrobatic - Despite his frail, emaciated, appearance the Hatter is a skilled fighter, adept at dodging attacks and landing them, he fights by leaping, bouncing off walls and hitting his enemies again and again. His fighting style can best be compared to a chimpanzee, wild, fast and unlikely to be forgotten.

Hatred of the Fae - For years the Hatter was trapped in the Fae realm and tortured, the Hatter has developed a specific hatred for the Fae, which includes the Elven race, to him the Fae are bad memories. And the only way to be rid of them is to stamp them into pulps.

Haberdasher - Despite his apparent insanity and instability, the Mad Hatter is greatly skilled at creating clothing. Hats are his specialty, although any clothing is good for him, his own clothes are stitched together but even so have a certain charm and even high quality to them.

Magic:

Fae Magics -
He learned much when trapped in the Faes realm, between years of torture and then years of running away, he found himself listening to their words of power and learning their rituals. He can cast magical spells related to the Fae. Example include a spell that simply make an opponent trip or reflecting ones memory of a place through a pool of water.

Other Magics - The Hatters fractured mind seems to constantly remember things, he can seemingly cast any spell though he also just as quickly seems to forget just HOW, he cast it.


Backstory:
One of the most feared individuals in Dalkenshir, if not the whole of Ulgaria, the Hatter is many things. Killer, terrorist, agitator, madman, with a list of crimes too long to even list. Where he came from is unknown to the public, many theorizing he may be a specter of the madness and decay that simply looms over the world. Though the Hatter himself and certain others know.

When he was but a young child, the boy who would become the Hatter was kidnapped by capricious Fae folk, and taken to their realm. The realm of the Faeries was a beautiful place, but it was also a horrific horror kingdom. Creatures that seemed like ones from Ulgaria shifted and contorted into horrible beasts, and the Faes weird minds viewed things such as love through twisted lenses. Even while being treated like a prized pet, he was subjected to horrific things and eventually his Fae "Mother" simply grew bored and left him in the realm. For years he wandered through that place of horrors, where gnarling roots of trees were large enough to host cities, and where there were places where the snow never stopped falling.

Eventually, after years of wandering until adulthood, he arrived at an exit point. A large wall of horrific brambles and twisted thorns. He did not hesitate. Screaming and bloody he arrived back on Ulgaria, but the world had changed, his mind gave in as he now saw himself as an enemy of fate, after all, why had he of all the tortured souls escaped if not to spite it's cruel hand? Dalkenshir was the city of hope, and in this city he would start his rampage. From arming random criminals to killing crime bosses and even using magics to summons monsters. Many people have died due to the Mad Hatter, many more probably will.​
 
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4GO_Neptune.jpgName:
Emma Gorsuth

Race:
Half Human and Dwarf

Age:
36
(around 18 in human years)

Description:
Emma is a 4'7" fair skinned girl with light purple eyes and a matching shade of hair. It's shoulder length with somewhat messy bangs with many strands sticking up and few framing her face.

Personality:
Emma has innocent, energetic, and impulsive personality. She is a kind-hearted girl who always tries to do the right thing, but often acts before thinking things through, which can lead to trouble. Emma is also very passionate about being a knight, and see's herself as a hero fighting for the greater good. She is enthusiastic and optimistic, always looking on the bright side of things, even in the face of adversity.

Gear/Assets/Possessions:
She uses a longsword as her weapon. She usually wears a white and blue vest mixed with a dress and a breastplate. On her arms, she wears white gauntlets and contrasting black finger-less gloves. Her footwear consists of white greaves decorated with a wing accessory on her knees that extend to her thighs.

Talents/Skills:
Swordsmanship
Hand to hand comeback
Singing
Dancing
Has a infinity for air magic

Magic:
Air Magic
- She's able to use any form of magic that is related to and based on air. She uses this to help her when fighting like different spell attacks, and enhance her movement, allowing bursts of speed and leaps of great length.
Requip - This Magic allows the her to store items in a pocket dimension so she can easily summon it at any time

Background:
In the kingdom of Dae Gur , Emma was abandon as a baby on a park bench. Viscountess Inari Gorsuth saw a cloaked dwarf woman leaving the child. Inari who was also dwarf took the child home and adopted her. Though as Emma got older it was clear that she was not full dwarf. Emma had a pretty good childhood her adopted mother was very loving, and a bit eccentric. In a normal noble family Emma would have probably been excepted to be and act certain way but her mother not caring about social norms gave Emma quite a bit of freedom though she still had learn certain things. Emma more then ever wanted to be a knight she would hear stories and read about them all the time. Inari knowing how much Emma wanted this had a knight, from a knight's guild called the Holy Order, take Emma on as his page. Emma worked very hard on her fighting skills and magic though it was wasn't easy it was clear that she had the talent for it. When she of age she was knighted and became a official member the Holy Order and started a new chapter in her life. She wants to make a name for herself, to be a heroic knight, go on epic adventures, and to be one of the legends that stories and songs are written about. She has also hoped that maybe some day she will meet her birth mother and father something that a part of her has desired. But for now she continues to work hard and live life to the fullest.​
 
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Name: Saura

Race: Human, Werewolf Descent

Age: 26

Description: Saura screenshot.png
Saura has long, black hair tied up in a wild ponytail. Across her back is a set of scars earned by a sabertooth's claws.

Personality: As someone who lived in the wilderness her whole life, Saura behaves a bit more like an animal around other people. She has no knowledge of social norms in more civilized places, let alone currency. She typically avoids direct eye contact while communicating. She's also a bit more practical, preferring function over form. She also doesn't like to show her emotions, keeping people guessing what she's feeling.

Gear/Assets/Possessions: Barbed Throwing Spear, Stone Dagger, Bow/Arrows, Turtle Shell Shield, the little clothing on her person, a fur pelt bedroll, a pair of flints, emergency rations, medicinal plants

Talents/Skills:
- Crafting with...
• Wood
• Bone
• Stone
• Leather/Fur/Feathers/Scales
• Plant Fibers
- Hunting/Fishing/Foraging
• Archery
• Spear
• Mimicry
- Close-Quarters Combat
• Spear
• Dagger
• Blunt weaponry
• Hand-to-Hand Combat
- Mounted Combat
• "Horseback Archery"
- Taming
• Currently has a full grown Styracosaurus that she rides.

Magic:
- Aura Manipulation; Saura can mold her Aura like clay, able to temporarily manifest the attributes of other creatures. Some appear as a simple increase in her own physical capabilities such as resistance to the elements while others create a ghostly appearance of phantom parts. Ex: Phantasmal Stegosaurus tail that becomes solid on contact, Pterosaur wings allowing for flight, etc.

Background: Born and raised in the wilderness, Saura grew up with a tribe in a world apart from the hustle and bustle of cities that her parents used to call home. While both of her parents were indeed human, her father was also a Werewolf, forced to leave his family, and the rest of the tribe, every full moon.
In this community, they hunted and tamed the various Prehistoric creatures of their home. It did not matter if you were a man, woman, or child, everyone had a role to fulfill. Rather than pay with coin, if a fellow tribesman needed/wanted something from another they would instead barter for it.
Eventually, years later, Saura's father would die while hunting, ambushed and killed by a Deinonychus while he himself was stalking a small herd of Styracosaurus. Her mother was heavily pregnant and unfortunately died at childbirth, Saura's sibling not surviving either. It was a sad time for the tribe, but even more so for Saura. Eventually, Saura would leave the tribe lands with her saurian companion to explore the world beyond.

I need to add more, but here's what I got to start with.
 
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Sorceress.pngName:
Annastaria

Race:
Shadow Elf

Age:
A few centuries old, she lost count. Appears as a woman in her mid-thirties by human standards.

Description:
Gaunt, slender and standing at an impressive height of 6'5'' ft. Annastaria is a stark contrast compared to the majority of elvenkind. Elves born from the Shadowlands are said to slowly begin turning into monsters in this age, which would explain Annastaria's elongated fingers and sharp nails almost-claws.

Personality:
Annastaria is an isolated soul, preferring the company of pets, familiars and ghosts rather than suffer the incessant babbling of the common folks. It's not that she is shy or socially awkward, she just doesn't like people in general. Her cold demeanor makes her very difficult to approach and talk to.

Magic is something that drives her forward in the world. She is willing to compromise a lot in the search of magical knowledge and ways to master the arcane arts, and finds herself adventuring with curious companions (to her great dismay) to uncover new secrets.

Gear/Assets/Possessions:
As a mage of great talent, Annastaria doesn't wear much on her person, beside her magical apparel, for she makes use of her magic to conjure whatever she might need in battle. Her most noteworthy possessions would be the various crystals adorning her robes. They serve both as catalysts and containers for her most potent magical abilities.

Another asset worthy of mention is the winged snake often found coiled around her body or arms. Going by the name of Laghos, this infant monster is Annastaria's adopted familiar, serving as her eyes and ears in faraway locations. He is a loyal companion that practically considers the Shadow Elf as his own mother.

Talents/Skills:
Annastaria has a natural affinity with the spiritual world. The Shadowlands are home to a great deal of restless specters, ghosts, shadows and other incorporeal beings. The elves living in this region have made it their duty to put these spirits to rest, or even make use of them in a more dire approach.

In Annastaria's case, she is a "Spellbinder", a mage who uses necromancy to fuel her arcane might. If magic is normally wild and powerful, using spirits to augment her spells is the equivalent to throwing fuel into the fire. While she is quite adept at conducting exorcism rituals, she seems more keen at binding specters into crystals for later use.
Library.png
Magic:
As a Spellbinder, Annastaria has access to a wide array of spells, but mostly specializes in three spheres. The first is of course Necromancy, but her form of dark magic is aimed mostly towards spirits instead of raising the dead. The second sphere she masters is destructive magic, favoring especially ethereal flames as her main offensive spells. The last and least mastered array of spells she practices is Divination, focusing mainly on gaining sight and hearing on locations she isn't at.

Background: Hailing from a remote region called the Shadowlands, Annastaria grew up there to become an exorcist. However, she would reject the fate chosen for her and decided to entirely dismiss the notions she was supposed to live by. She was interested in magic and had no qualms of achieving her goals using any means necessary, so she became a Necromancer instead and departed from the Shadowlands as soon as she was confident in her abilities to brave the dangerous forest bordering her homeland to the rest of the world.

With so much to learn and do on the outside world, Annastaria set out to see what secrets she could uncover. Over the years of travel, she had learned a great deal about magic on her own, from mages and scholars abroad. It wasn't rare for her to remain at one place for a long time, taking part of academical groups or even tutelage from various masters to learn more about the ways of the Magi.

Presently, she resides in some quiet place in Dalkenshir. She had arrived in this city a few years ago, investigating about the rumors of Titan artifacts being unearthed. In her homeland, The Old Ones were the dominant worshipped deities. Learning about these other divinities seemed like a good way to learn more about powerful magic, especially since they had actually won the war against the Old Ones in ages past. Whatever awaits there, she was more than ready to find out for herself if she could get herself something of interest in this city.

 
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Name:
Maestra Marionna

Race:

Human

Age:

24

Description:

5'7 with white hair and light red tips, she has a relatively average build. She has heterochromia with her right eye being purple and her left one being red. However, her left eye is covered up most of the time by an eyepatch.

Aa.png


Personality:

Maestra is a lonely, kind girl. Being an odd, particular girl growing up made her the target for bullying and eventual isolation. This led to her doing things by herself to keep herself occupied. Like sewing, knitting, and building small creations. Being good with her hands and having an artistic eye, the girl would eventually make her way to building dolls for herself, and clothing for them. Her imagination and creativity know no bounds and wasn't left behind in her childhood like so many others had. Besides being a little weird and awkward, she enjoys talking to people and interacting with them. But she doesn't do it much, for the childish fear of being bullied and outcast. Even if it is a more welcoming world with better people than were in her childhood, she doesn't know that. She can be socially oblivious and often misses cues and other body language others put out due to her time away from people.

Gear/Assets/Possessions:

Maestra has with her cloth and other materials to patch up clothing during her excursion, as well as an extra outfit for herself. For a weapon, she carries around what looks to be an oversized sewing needle with a few feet of string on one end. She also has some small wooden blocks and a set of blades. Not for combat, but to carve wood with. Finally, she has a life-sized marionette with her wherever she goes.

Talents/Skills:

The puppet master is skilled in all manner of carpentry, sewing, stitching, fashion, fabric, and clothing. All things required to make dolls, obviously. Being alone for such a long time, however, means she is pretty independent. She is good at cooking, cleaning, and fighting. Living just outside the city means fighting monsters. Not very often, but often enough to be more adept at fighting than most. While the girl isn't exactly medically knowledgeable, she has skills sewing and being very precise with her hands. She's very dexterous and mobile, due to where she lives.

Magic:

This dollmaker has the ability to bring her creations to life, with sentience and a mind of their own. Not only does she have the power to impart a piece of her soul onto them in order to bring her dolls to life, but she can change the size of anything she makes. Meaning she can transform a doll of her making from mere inches into a 6-foot-tall doll! Though nothing she makes can be bigger than 6ft in any direction, and it only applies to things she creates.

Background:

Maestra grew up in an okay enough family in Dalkenshir. They could get by but had no luxuries. A roof was always over her head and food was usually enough to keep them going and healthy. But it could be rough sometimes. The girl was in and out of academies in her childhood as her parents struggled to find affordable schooling for her. Though it was decided to homeschool her late into her life due to the bullying and isolation she faced. The girl would keep to herself and to her projects she was always working on. Making dolls or clothing or even patching up her parent's clothing when they got too worn out. Early into her teenage years, it was found out she has seemingly willed her magic into existence as one of her dolls was caught actually speaking and interacting with her. Months later, it was found she could alter the size of certain objects.

The girl would go on to help make her family some money by making clothes to sell, accompanied by her doll. Meaning they could make items twice as fast. Though no one wanted to buy items from her, so these clothes were sold to stores who would then sell them. It was enough to help get her family into a better position and even good enough for Maestra to move out later in life. It wasn't exactly hard to move out. She found a cabin just outside the city of Dalkenshir that seemed abandoned. After watching it for a few months and seeing no one, she decided to move in, clean it up, and claim it as her own. For the past few years, its worked great, and no one has bothered her! What luck! Though the place might be haunted, Maestra doesn't mind that! In fact, she likes the fact she might be around another person!

When she learned about the mists clearing up in the other lands, her interest was peaked to say the least! Maybe she could find a new home there, or people who would accept her! It may have been a childish way of thinking, but that was how she thought. So, she had one of her dolls stay behind and take care of the house. Maestra would look forward to exploring these lands with her 3rd doll by her side, Symphony!

Companion doll, Symphony
Doll-RS.png
 

Since the Hatter is more of antagonist, I have created this character too to be someone who can tag along with the party.




0_wlZQHTgCOVkHk1ip.png

Name: Gardon Titus Revsworthy Moore

Age: 43

Description:

6'1 with white hair, a broad man whose features hide his scholarly nature. He has deep blue eyes that hide behind his glasses, which nearly always are down at the top of his nose, seemingly never fitting quite right.

Personality:
Gardon is a man possessed. One of if not THE greatest explorer of the modern age, Gardon has made a name for himself across the world. A calm and collected man, fascinated by the world and the mysteries surrounding it. From a young age he explored hidden corners around his families farm, and would mark the patterns of the animals feet in his journal. Working as a professor at one of the most prestigious universities in Dalkenshir, he is constantly sponsored by the Council for missions related to exploration, often alone, and comes back with more information than they even asked for. When he speaks it is often with a tone of a man who has experienced nearly everything, often mesmerizing even battle hardened warriors as if they were students in his classroom. He is also a prolific writer, his books are best sellers across Ulgaria and the printing-presses never stop churning them out.

Gear/Assests/Possessions:
The good professor never leaves home without his armor, survival equipment, journal and hundreds of other books about many topics. His armor is a masterpiece, gifted to him by the Dwarven peoples. His Sword is a family heirloom, that had long hung in his parents farmhouse unused. He owns a pair of glasses as his vision isn't the greatest, these glasses often hang low on his face, letting his piercing blue eyes analyze his environmet and the people who surround him.

Talents/Skills:
Exploration is of course, one of the greatest skills that Gardon has. He is able to track and find nearly anything and anyone, he is able to recite the works of great authors from memory and he seems to have a knack for finding hidden passages. He is not a slouch when it comes to combat either, able to dodge and weave against attacks from powerful beasts, using his skills of analyze his opponents and find their weaknesses. A skilled doctor as well, he can patch up people with ease, and although not the greatest mage, he has dabbled in nearly every magical school.

Magic:
Gardon approaches magic as a science, he is a follower of the Zebedian school of magic, which means he views magic less as a mystical font of power and nothing more than another natural thing of the universe. He believes that similar to the steam that runs machines, magic is simply an energy that one can harvest. He has learned hundreds of spells, though he has not memorized many, and keeps most of them in his journal. Strangely it seems that time in the wilds has awakened latent magical powers and the beasts of the wild seem to ignore him, or at least are not as rabid as they usually are, when he is around.

Background:
Gardon was born on a farm, one of many, that was put into the frontiers of the wilderness surrounding Dalkenshir. The young boy spent much of his time exploring and while he was never the best worker as a boy, he was curious and inquisitive, while his brothers toiled the earth he noted the animals that would burrow from the ground, while his mother grew flowers he would note which leaves would wither first. His curious nature proved a boon when a group of Dalkenshir soldiers was lost in the dark woods near his farm, the woods were filled with animals that most men would avoid speaking of, though Gardon had learned how to avoid them. When he found the soldiers he showed them the way, knowing every nook of the forest and every trap the wild land could throw. When the soldiers told of the boy he was visited by a member of the Council. He offered the boy any reward he wanted and Gardon decided that joining the prestigious (and creatively named) Dalkenshir University would be worth more than gold.

The young boy was a prodigy and he would spend months pillaging the library of the university for as much knowledge as he could acquire. At twenty he would lead his first expeditions to the wild untamed lands, and practically always come back with some new information. He soon wrote of his journey, which became a sensation. From his tale of fighting alongside the Orc warlord Tolgir Skullmangler to the time he lived among the Gorillas of the Akolika mountains. His most prized journey returned with mysterious tomes from ancient civilizations and even artifacts from the era of the Titans.

Presently Gardon is a professor at Dalkenshir university, he teaches a variety of subjects although Biology and Archeology are amongst his favorites (though his culinary classes are said to be avoided, maggot broth is not for everyone). He is also a member of the Order of the Silver Compass, an order dedicated to preserving knowledge across the whole of Ulgaria across all the lands.

Recently his spirits have been lifted, the mists revealing the Shattered Continent are a boon to him, a treasure trove of new knowledge. But he also has recently heard rumors that under Dalkenshir itself, there hides an ancient Titan structure, whispered to be where one of the mysterious Faceless, a race of scholars created by the Titans, made his home.
 
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Name: Gourk Urz Morek Kaza Gro'erga'Naskhu
Alias(s):
Gourk the unhinged
Xaiquarkhalushche

Race: Goblin

Age: 30

Description:
Gourk is a 3'7" ft tall goblin. slightly above average for goblin standards, and weighs 52 pounds. His hair is a wild and unkept. His eyes a glowing red with a hungry look to them. His veins give off a feint blue glow.
Gourk.png
Personality: Gourk is a strange goblin who has a twisted warped view of the world. He believes the world is constantly changing and nothing is exactly how it appears. Because of this, he oftentimes changes the way he treats othere. Sometimes mid-conversation. He also talks to creatures and and anomalies that are neither real or figments of his imagination.

He is prone to randomly rage out in fits of paranoia, laughter, crying, singing and confused screams on a whim.

Gear/Assets/Possessions: He wears old ragged leather armor covered in bones, coins, and non magical jewelry built into the armor.

He also carries a strange staff. Was once a staff belonging to a dwarven priest, has now been defiled and made a mockery of as it had been used in all sorts of goblin rituals and decorated in such a way that one would hardly recognize it. Gourk had customized it further by fixing a dagger on the tip and several shards of bone, sharp glass and jagged pieces of metal to the sides.

Talents/Skills: Mystic Sight. Because he can see things that others cannot, he can occasionally see clues and hints. Uncover secrets that are well hidden. This however is a double edged sword, as not everything he sees is helpful.

Because of his magical sight, he can see traces of magic in the world and potentially track it down to its source which may lead to treasure or a dangerous magical creature.

Skilled spear fighter

Magic: Aetherial Walker - Gourk's body is completely infused with magic. Pure magic flows through his veins where blood would normally be found. Magic regenerates damaged and broken parts of his body whenever he is hurt or injured as well as prolong his life.

He can choose to become one with the magic that courses through his body thus becoming temporarily immune to physical attacks however this is an extremely unstable form of magic. Whenever he returns there Is a high chance his body will mutate upon return. The effects vary

Change color (1-2)
Teeth become larger (3-4)
Speaking backwards (5-6)
Scales cover body (7-8)
Grow an additional pair of arms (9-10)
gains a foul putrid odor (11-12)
His body becomes extremely warm to the point of steaming (13-14)
He becomes extremely intelligent (15-16)
Become a twelve foot tall ogre (17-18)
Portal form within his mouth which spews fourth confused angry goblins. (19-20)

All of these side effects are temporary as his body will eventually adjust itself. Each effect lasts roughly a minute. Until he returns to normal, he cannot become aetherial again.

He can also perform an ability known as aether leaps. He can teleport wherever he can see. However this ability requires a charge and he always appears two feet from his intended destination. If he overcharges this ability he creates a small explosion within 5 ft around him.

Background: Gourk was a lowly goblin shaman. Not a particularly bright one at that. He was also paranoid and ambitious. Gourk wanted to as many magical trinkets as he could get and he did not like sharing. Out of fear of thievery, he would eat anything he could swallow whole. Rings, necklaces, and one time a ring with the finger still attached to it! He had most notably swallowed a strange transparent gemstone made of pure magic with a brilliant piercing blue glow.

The gemstone did something unexpected and became inseparable from Gourk's magic. Twisting it and changing it. Absorbing the magic from all other magical artifacts that were still within his belly giving his magic a strength. The effects of the stone had greatly altered Gourk's already disturbed mind.

Gourk occasionally speaks of something known as Eulc, and when questioned on the subject is completely flabbergasted and does not understand why anyone wouldn't know what it is. When asked to describe Eulc, Gourk has never given the same description of it twice. Surprisingly, there are several ancient cults that have long since died out which worshipped a strange entity that shares the same name, but none share the same description. It is uncertain whether there is truly a mysterious entity or the imagination of a mad man.

Gourk grew up in a goblin village within the outskirts of Mount Kharne. A mountain named after a dwarf king of old. Gourk was strange even for goblin standards, though that was often expected of their shamans. Gourk spent a lot of time in goblin raiding parties and had joined various scouting groups. It was around this time he was given the notorious nickname Gourk the Unhinged.

For the most part, Gourk was relatively incompetent at his duties, however he occasionally had his random moments where he would pull off unbelievable feats. Each successful haul, they pulled in, Gourk became a little more unpredictable. Sometimes he'd disappear for a couple hours or in a few extreme circumstances days. However he'd always return home worse for ware as per usual. After having swallowed the gemstone that forever changed him, he would oftentimes leave on his own and would be gone for days or weeks even. Though by this point, he was old enough that most did not question him. Either due to rank or lack of concern.
 
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__rose_and_valkyrie_elsword_drawn_by_ress__sample-9363f9ff748e99d78485496f46f075b8.jpg

Name: Rose Gelbe (formerly Lightning Heart)

Race:
Animate doll

Age:
Created roughly 15 years ago, active for 5

Personality:
In contrast to the character she was made to represent, Rose has a sassy, standoffish personality that generally refrains from outright cruelty, but doesn't hesitate to put herself and material rewards first. Vain, she doesn't take affronts to her appearance or person lightly.

Gear/Assets/Possessions:
Rose travels comparatively light, lacking the needs that many organic beings have, as well as the need for much specialized equipment. Everything she owns is kept in a chest about as tall as her, which she moves between her bases of operations when she relocates. Contents include a pair of revolvers, a blunderbuss, explosive devices of varying sizes, and a rifle that is several inches taller than she is when assembled. There's also a selection of tools for infiltration and movement such as a grappling hook and lockpicks, scaled to her as much as possible. On top of that, she owns several pieces of fine jewelry and doll clothes made of exotic materials, seemingly just to have them; she rarely changes her appearance in any way.

Talents/Skills:

Rose's body gives her a natural immunity to all disease or deprivation that would harm most organic life forms, as well as invulnerability to most toxins. Her light and small body makes her a natural acrobat and climber, skilled at infiltration for the sake of her work. In addition to being a skilled marksman, she is also experienced in basic mechanical repair in order to maintain her own equipment and body. Equally pertinent is the fact that she is a licensed member of Dalkenshir's bounty-hunting guild.


Magic:
While the wild magic that keeps Rose animated at present has few external manifestations, it is exceedingly vigorous in her own being and allows her to assimilate solid pieces of inorganic material to restore any damage to her body. While pretty much anything will work, steel is favored for her "skeleton" and resin, wood, or paper for everything that surrounds it. Furthermore, if she holds perfectly still for around a minute (which is not hard for her to do), she becomes exceedingly difficult for most life forms to notice, as if she is an ordinary object that fits perfectly wherever she is. This effect only concludes if she intentionally moves again, or under magic specialized to search for any single object or person (which she will be identified as).

Background:

There has never been a day when Ulgaria has truly been at peace, though one particular time of great upheaval was a little over a decade ago, in the industrialized nation of [REDACTED], which then went to war with its neighbors as longstanding border disputes came to a head. In times of war, the support of the people is essential if one does not wish to be undone and overthrown by discontent from within. Part of the multi-pronged [REDACTED] propaganda effort for the masses was the production of several state department artists.

"Lightning Heart, Valkyrie of the Airways" was a comic book and film serial produced to depict the fictionalized efforts of a plucky young airship captain on the frontlines of the war, battling foreign armed forces, spies, and even supernatural threats for the glory of [REDACTED]. It was a hit with the kids. Or depending on how you looked at it, patriotic parents doing their best to...instill their children with the appropriate values.

The war eventually concluded on...tense but cooling terms, and while Lightning Heart became a globe-trotting adventurer, her popularity eventually waned. Attempts to produce merchandise such as a figure sold decently, but not enough to justify further expense, and eventually much of the stock was destroyed. One of the units to be disposed of ended up in the hands of a collector of antiquities, locked into a vault still in her box, fated to languish until she'd be the ninth or tenth item on sale at the auction of the collector's estate decades later.

But one fateful night, a group of magical miscreants slipped into the vault, apparently targeting some other far more valuable artifact. The group was not as cohesive as expected, and when one raised their hand against the others to claim all the loot, a free-for-all broke out, and a stray hex cast by a sorcerer with a poor grasp of the chaotic magic within them hit the unassuming doll.

So animated, Lightning Heart escaped in the middle of the skirmish.

Blessed with the gift of life, she wandered, pondering what to do. An animate Lightning Heart would be a true novelty, but she had no aspirations of being a show piece. Frankly, she found the character and the idea behind her quite laughable. No longer a toy or a trinket, she'd take on a new name and a new purpose. But the sound of gunfire and the smell of smoke WAS rather appealing...

Eventually, rumors surfaced in the lands beyond of a figure barely a foot tall, striking at wanted criminals and hunted beasts amidst hails of gunfire, delivering their heads and arranging for the rightful reward to be dropped off at other locations. Speculation was rife within the underworld. Was it a halfling? A dwarf? Even a human child? Impossible, they weren't THAT small.

But the newly-christened Rose Gelbe persisted. And now she's put down roots in Dalkenshir, though she can pull them up just as easily if need be.
 

They're down and dirty...

'Shanti' - Magia Kiani Chanter - "The Tinker Pilot"

Mage.jpg


Mage, 'Talkie-Talkie', Motor Mouth, 'Mantra'

She/Her ○ 25yrs ○ 5'0" ○ 100lbs ○ Cherrry Black Hair ○ Blue Eyes ○ Green Skin ○ Petite, toned build
Lesbian ○ Elf/Orc/Dwarf ○ Mercenary/Mechanic (Former Military Ace) ○ Hellfire Caster

This is Shanti...


~Looks

Biker.jpg


Shanti is a little bouncing ball of energy and smiles. She has green skin and mouth with filled with sharp little tusks like an orc. Her eyes are like sparkling blue gems and she is short like a dwarf. And she is lean and has facial features of an elf. She is very expressive with her movements and her facial expressions always reflects how she feels. She is quite fashionable wearing the latest trends of the humans in the cities but normally likes to show off her tight round booty, little legs and ink on her body. She loves scarves and gloves and has a large selection of them.

Piercings/Tats/Scars:
Ears, tongue, navel and hood pierced. Ink done on back, arms, left hip and thigh, ankles and feet. Scars all across her arms and belly. Major one one her left arm.

Possessions:
Goggles, Scarves, Locket and chain, Pocket watch, multi-tool, thigh dagger, Twin pistols, extra bullets, purse with specialty tools and bobs and bits for tinkering, tool chest, motorbike (named Shader), helicopter (named Aura).

~Acts:


+ | Easy-going, Very Playful and Light-hearted
+ | Quick Reactor, Perceptive, Sly
+ | Confident, Daring and Very Flirty
+ | Glib, Chatty and Witty
+ | Strong-willed, Creative and Smart





- | Petty, Snarky and Holds Grudges
- | Impulsive/Random and Lacks Filter
- | Talks too Much. No, like really Talks Too MUCH
- | Needs Quiet Time 1x/day or gets Fiery and Aggressive
- | Adrenaline Junkie but Cowardly in Physical Combat



Talents / Skills
Military training (basic, firearms, field training, field driver, combat training), Helicopter Pilot/Ace, Airship License, Navigation, Motorbiking, Dancing/Singing, Mechanic (tinkers on everything machine related), Street Smarts, Military Contacts.

Magic
○ | Hellfire - Shantl has a fire demon inside her that powers her fire abilities. She is able to ignite things on command and can create massive gouts of flame from her hands. She can even focus the tips of her fingers to such a hot temp that she can actually weld with it. The demon is aware and acts like a 6th sense for her. It allows her to see in the dark and be immune to the effects of extreme heat and smoke. And then there is the Hellfire itself. When she uses it, it has more of silvery colour to it and it may burn like a reg fire. It is the demons preferred form of locomotion and she may apply it onto the wheels or propeller of her vehicle and they will ignite and give her vehicles ridiculous speed and agility.

And on command she may use it to not sear the body of the target, but sear the soul of the target. This is the cost of harbouring a fire demon within; the pain and screams of the target, she will also experience as she 'feeds' the demon the torment of the target. It is something of a ritual Shanti must perform to sate the demon, lest her own soul be claimed by it and burned eternally. This is the reason why Shanti has her quiet time, meditating at least once per day. If not, she takes on the persona of the demon and will give in to possession in time. The demon wants to light everything on fire.

~Bio:

○ | Magia was raised by her single Elf/Orc mother along with her half-sister, Sugar. The grew up poor in the slums of Selunari, a huge capital city.
○ | Her mom called her 'Mage' and back then everyone in her neighbourhood knew her as 'Talkie-Talkie.'

○ | As youths the sisters could not help but get caught up in the criminal activities of the Mordren District and so the pair started up their sidehustle dealing illegal substances; Magia the brains and Sugar the brawn.
○ |
After a bad run in with the local law, both were caught and tossed in youth prison. This was where Magia earn the nick; "Shanti". It was a play on her last name and told
she stories and sang ol' shanties to keep others off her and her sister's backs. After a year of incarceration, they were given a bargain they couldn't refuse; join the military and get outta jail free. Both took it.
○ | They kissed their mom goodbye and took to a life in the military; Magia to serve in the Air Force, Sugar in the army and soon, as a Marine.

○ |Magia went through basic and earned an education as a mechanic. She earned her pilot wings to fly an airship but was at home as a helicopter pilot; call sign "Mantra." And she became a damned good one too earning her spot as an Ace.
○ | And then came the day she flew rescue into the field. As fate would have it, she was there to pick up her Sister's squad. Well, what was left of them. Upon reaching the infirmary, they told her Sugar was not gunna make it. Magia made a deal with a demon to ensure that she did. Sugar woke up and healed. Magia was damned with this cursed demon. But it was worth it.

○ | After her superiors found out that she was cursed, they tossed her with a dishonourable discharge. But she had a back up plan brewing all along.
○ | Magia has signed onto an 'off-the-books' airship called The Prestidigitator. She is now part of the Mercenaries known as the WingSlayers. They call her 'Motor Mouth' here but she has their respects ever since she 'acquired' a helicopter for them.
○ | And so now she just does jobs with this outfit, plays mechanic, rides around on her motorbike yet all the while, despite being timezones apart, she keeps an eye for her Marine sis out there in the field.



 

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