• This section is for roleplays only.
    ALL interest checks/recruiting threads must go in the Recruit Here section.

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Fantasy Warth and Glory CS

Main
Here
OOC
Here
Lore
Here

Guppy Franz

Guppy was here!


  • *Note! Before you make a decision on races, I have put the playable races and brief descriptions of them in the right tablet labeled races above.

    Name: (Pretty simple)

    Appearance: (A simple image or description will be fine.)

    Age: (18 and above thank you!)

    Race: (Now for race, full-blooded Giants and Ogres will be off limits since both are massive in size.)

    Gender: (Another simple one)

    Height: (Limit will be 8 or 9 ft)

    Weight: (Pretty basic)

    Backstory: (Here you will explain how your character came to enlist into the Eswen army and what their drive is.)

    Magical Abilities: (If your character has magical abilities then this will be where they are listed.)

    Weapons and armor: (So here our characters will be starting with the basics of gear. Leather padded armor and iron helmet along with a rucksack, but you can choose your weapon type freely, just note that if you have a ranged weapon you should at least have a single melee weapon as well.)

    Inventory: (So here your rucksack will come into play, acting as your own personal inventory space. From personal objects to essential tools for the field, this is where it will be kept and tracked.

    Talents: (What are your character's strongest traits? Are they strong warriors? Magically blessed mages? Expert hunters with keen senses? A genius inventor? There must be at least three or four traits.)

    Weaknesses: (What are your character's flaws? Are they cowardly? Are they short tempered? Devious in nature? Possibly a drunk carrying heavy baggage? There must be at least three or four flaws.)

    Hobbies: (What does your character like to do with their free time off the battlefield? Sing, cook, write, draw, ect.)

    Extra: (Whatever it is you think should be added if not added yet.)

 
Name: James Marshal

Age: 201691355848034.png

Race: Human (Giant-Descended)

Gender: Male

Height: 6' 11

Weight: 270 lbs

Backstory: Born in the new nation of Eswen, he grew up surrounded by Eswen's new promise. From his early childhood, he watched as the small farming village he was in became a town, as Elves and Dwarves and more settled the land, and in his young adulthood he watched that town become a small city. Change was the defining trait of his life, as his family turned from tilling the land to running a tavern in the heart of the new city, being borne up to higher status on the winds of change. But they didn't rise that far, and still, James found it in him to join Eswen's armies to try and find a better livelihood than the small tavern that awaited him.

Magical Abilities: NONE

Weapons and armor: Padded leather armor, Iron-helmet with leather covering, a pair of swords; one longer, one shorter.

Inventory: Rucksack. A token inscribed in the Giant tongue. Notebook. Writing charcoal pack.

Talents: (What are your character's strongest traits? Are they strong warriors? Magically blessed mages? Expert hunters with keen senses? A genius inventor? There must be at least three or four traits.)

Prodigy of the Blade: James is strikingly talented at swordsmanship. Even an elf must admit that he is remarkably adept for how little time he's spend honing his skills. He is most able in the cut and thrust of chaotic melees, but he is also fairly skilled in dueling as well.

Swift of Foot and Hand: James moves fast, his reflexes like greased snakes, his feet taking him across the ground with the wind. Which is quite useful on the battlefield.

Blood of Giants: James is much larger and stronger than your average man, a product of the Giant blood in his veins.

Charmer: He possesses a silver tongue, capable of speaking with surprising eloquence.


Weaknesses: (What are your character's flaws? Are they cowardly? Are they short tempered? Devious in nature? Possibly a drunk carrying heavy baggage? There must be at least three or four flaws.)
Tunnel Vision: In the heat of battle, James is prone to shutting out the broader tactical and strategic considered, and zero in on the business of butchering men wit his blades. A great commander he is now.

Unemotive: James is not quite a cruel or sociopathic man, but he certainly expresses the sting of loss less keenly than is perhaps healthy- he tends to come off as cold and unfeeling to others.

Daring: James is a bit too courageous for his own good.


Hobbies: In his off time, he plays the flute and indulges in bird-watching. He has a notebook with drawings of birds from his civilian life.

Extra: N/A
 
Name: Hadrin.

Appearance: White hair, pink eyes, dark skin. His ears are curiously long, narrow, and horizontal, as if spear heads.

Age: 19.

Race: Dark elf.

Gender: Male.

Height: 5'0".

Weight: 132 lbs.

Backstory: His mother died giving birth to him, or so his father Caltel would have him believe. Raised outside Lilymor in the largest forest of Eswen in isolation even from other dark elves, he was little more than the forester's son, poaching local game alongside him and a few others in his corruption.

In his ranging as far as the Cove of Maydon he encountered a witch he apprenticed to when she discovered him observing one of her rituals, showing him how to unlock his gifts in return for strange tributes of plants, entrails, and bone.

It was this that led him to Lilymor. On occasion he would venture into the town with his father to run errands with him or sell meat and hides to the wealthy, but never before did he explore it alone. He quickly learned why.

Lilymor was a playground for people like him. Running circles around the watch could only last so long though. Unable to evade the guards forever, he joined the royal army, leaving nothing worth keeping behind.

Magical Abilities: Dabbles in dark magic parlor tricks.

Weapons and armor: Iron helmet, leather padded armor, crossbow, sap, shortsword.

Inventory: Rucksack, bedroll, yogurt, flour, lockpick, file, Lethina statuette, quiver of 20 bolts, seax, hand axe, whetstone, wineskin, cloak, pan, five snares, two dead rabbits.

Talents: Most feared pickpocket of Lilymor, a burglar rarely seen, trickster of the streets, a hunter that can live off the land alone, has a natural affinity for magic from indecipherable white tattoos that fade away and cut across his skin with the waxing and waning of his powers.

Weaknesses: Kleptomania, gambling addict, loathes resisting a pretty face, overindulges drink, suspicious of charity.

Hobbies: Hadrin loves food, 'foraging', lawfully or not, at every chance to cook. Also a tanner and fletcher.
 
Name: Targzel Pikehorn

Appearance:
Beasts-of-Chaos-500x500_c.jpg

Age: 22 years

Race: Beastmen, Ramfolk with some Mandrill blood

Gender: Male

Height: 178cm // 5'10''

Weight: 86kg // 189lbs

Backstory: Growing up in a small, nomadic beastmen tribe taught Targzel to live off the land early on. His people have been traveling along a network of rivers for untold generations, catching fish and herding mouflons. But with the rivers being polluted by Dwarven machines, the tribe was forced into conflict with neighboring beastmen and the offending dwarves. It was a pointless struggle and slowly but surely they found themselves pushed from their streams, forced to seek refuge elsewhere and eventually settling in Northern Eswen.

Targzel was starting to earn his horns during this time, showing great skill as a fishermen. He often traveled around the land for several days with a small group of companions, scouting fishing and partying. Whilst he didnt care much for politics or the borders of any realms, he realized that trading with human and elven settlers was a necessity and whilst he instinctively hated the houses and towns they build, he learned enough to understand that they would have to fight for this new home to retain their freedom.

The tribe still prefers to stay for themselves and distance themselves from other Eswerians - they dont even consider themselves part of a nation - but their nomadic routes have become shorter and they tend to catch fish at the same spot more often. Some even started to harvest grains and keep their herds on the same pastures, causing Targzel to dread what might become of their traditions. Still, the relatively new nation is their best chance at survival, so the tribesfolk will answer the call when the military needs them and send warriors as levies. Targzel volunteers for this, as he feels a strong sense of duty towards his people.

Magical Abilities: None

Weapons and armor: Warpaint and bone trophies; round shield (wood covered with hide); Javelins; Axe

Inventory: Rucksack; flint and tinder; waterskin; whetstone; small knife; larger and smaller fishing net and trap; needle and string; bedroll; dried roots and berries; natural dyes

Talents: Athletic - Will run fast and tireless over large distances, seemingly never out of breath
Skirmisher - Skilled in hit-and-run tactics and throwing javelins
Fishermen - Skilled fishermen, can also trap foes with a precise net throw
Artist - Enjoys body arts, visual arts and crafts and has a talent for those

Weaknesses: Impatient - Rarely thinks twice about a plan, prefers action over planning
The old ways - The tribes are lacking behind in technology, this one is especially keen to keep old traditions over progress
Insomniac - Suffers from sleep deprivation in irregular intervals, will be agitated and unfocused

Hobbies: Drawing intricate patterns; tattooing fellow tribesfolk; carving bone and making talismans; consuming fermented fruit with his buddies; running through shallow water; song and dance at campfire
 
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Name: Henri du Sardegna

Appearance: A clean and well kempt looking young man who walks around with an air of confidence and diligence. Not particularly good looking nor ugly, he could be described as normal looking with his short, slicked black hair, and average build and height.

Age: 24

Race: Human

Gender: Male

Height: 5'8"

Weight: 150lbs

Backstory: Henri is descended from a merchant family who in particular benefited from the chaotic times during the civil war as they found markets in devastated places. No matter how grim the situation seemed, people needed to eat. Henri's family could be called many things, opportunists, war profiteers, cold capitalists, but they never took it upon themselves to directly hurt or kill anyone, that was the job of the mercenaries, soldiers and lords of the lands. However, in the midst of the civil war, the merchant family sought some form of stability and safety, and thus they leveraged their newfound wealth to purchase land and titles from the Kingdom of Altair, hoping to quietly pass the tempest of war in a distant, remote land that they could call their own as a new land owning gentry/minor nobility.

It was their misfortune to see the rise of King Rupert whose new reign saw many of the old nobility of Altair stripped of their lands and possessions and the du Sardegna family was no exception. Their wealth and lands were taken to help fund the rebuilding of the Kingdom. The family lost much in the reign of King Rupert, but most notable was the requirement of former Altair nobility to send their first sons to serve the military as a form of insurance and political hostage taking. Therefore, to keep what little the du Sardegna family had, Henri was sent to join the Eswen military.

Magical Abilities: While Henri was said to have potential in magic since he was a youth, his family could never afford to send Henri to be tutored in magic, especially since they knew that he would likely have to be sent to the military and likely die in some god forsaken battlefield. Thus, he was mostly trained in the martial skills to fulfill his duty.

Weapons and armor: Leather padded armor and iron helmet along with a rucksack, a wooden shield with his family's coat of arms, a spear, an arming sword, and a rondel dagger.

Inventory: A tinderbox, a hatchet, a signet ring, a tarp, rope , a bedroll, a journal, some rations, and a small pouch of coins

Talents:

Knightly Training: While the du Sardegna family has little land to speak of, they are still a "noble" family and were expected to provide homage to the new King. Thus, much of the limited, but available coins that they had was spent on getting Henri knightly training to serve as one of the King's sworn men.

The Art of the Deal: With the impoverishment of the family, they had to turn back to their roots as a merchant family. While it was degrading for nobles to partake in such activities, Henri was trained in the art of trade and negotiations to help the family maintain its remaining lands and titles.

Social Chameleon: Combining his experiences in the world of nobility and the world of merchants, Henri has learned to be a social chameleon and get along with many people of all types of working class and high society of many different backgrounds.

Weaknesses:

Greedy: Due to his upbringing, Henri has grown to become a largely self-serving person who focuses primarily on him and his family's fortune first before anyone else.

Vengeful: While not a malicious person, Henri, when wronged, will not take an eye for an eye. If he bleeds, then the offender must bleed more.

Hobbies: Chatting with other soldiers and officers about recent events. Writing in his journal.
 
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  • PLACE HOLDER...
 
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Name: John Smith

Appearance: see image

Age: 32

Race: Human

Gender: Male
Kroland.jpg
Height: 5ft 10

Weight: 190lbs

Backstory: John's father was a smith of exceptional skill that travelled from town to town in the north training his art and studying with the dwarves. When John was around 5 a fever struck both him and his father. His father did not survive and John was taken in by Kroland Rocksinger, a dwarven smith based in Kugarum.

John was raised by Kroland despite many protests from the Rocksinger family, Kroland had given his word to John's father on his deathbed that he would raise John as his own and his honour would not allow him to break the oath. John was raised as a dwarven smith and life was difficult being an 'other' in the family but his affinity for finding rare ore in the mines and skill in the forge helped lessen the general disdain directed towards him in his later years.

At the age of 18 he set out from Kugarum and became a journeyman smith. As he was an adult Krolands oath had been fulfilled and he was under immense pressure from his family to expel John. John agreed to leave and thanked Kroland. Kroland gave John a necklace with a grain of adamantite ore, a rare and some say magical material. Eventually John found his way to Eswen. John worked where he could, travelling around villages in the area and soon found himself helping in the castle forges. John soon grew frustrated with simply making weapons and armour to be handed out to brave soldiers that risked their lives and so decided to sign up and place his own life on the line. He hoped that with some luck and determination he could rise through the ranks and perhaps one day gain enough notice to open his own armoury and build war machines of his own.


Magical Abilities: Earth magic:
1. Ore sense: when concentrating John can sense metal ore in earth or rock a short distance away or sense impurities in metal when touched.
2. Minor hardening/softening - John can spend an hour infusing metal or earthern/ stone structures to make them more durable or weaker. Effects are minor and only in small area from point of contact. The infusion has to be re-applied periodically or it wears off.

Weapons and armour: Leather padded armour and iron helmet along with a rucksack. Warhammer, handcrafted pistol.

Inventory: Rucksack, smithing tools, smiths apron and goggles. grain of adamantine ore in a necklace.

Talents:
(1) Long days at the forge: John has incredible stamina and can swing his hammer tirelessly hour after hour whilst keeping a level and focused mind.
(2) Iron hands: John's skin is calloused and used to working with raging fires and high temperatures of the forge. He can handle incredibly hot objects with little sign of pain and is more resistant to heat and fire.
(3) Raised by Dwarves: John has learned many of the dwarven smithing secrets and is capable of forging dwarven war machines and firearms if given the resources and time. He also knows the secret of making dwarven black powder but guards this carefully.He is also highly skilled in smithing.
(4) Affinity to earth magic: John has had a strong affinity to earth magic but has had little opportunity or need to pursue it outside of very minor abilities that helped with his forging.

Weaknesses:
(1) Honour bound: John has an ironclad sense of honour and will not back down from any direct challenge or break his word once given.
(2) Defender of the weak: John will not abide smallfolk being lied to or mistreated and will fight to defend them and their rights.
(3) Straight talker: John does not use fancy words or talk around the truth. He is honest and direct even when a situation can more easily be solved with honeyed words.

Hobbies: designing or tinkering with weapons and armour, making or solving dwarven puzzles.
 
"I like your outfit! Checkmate."
Malidy Sharpclaw
Female | 25| 5'7"| 127 lbs
Race: Beastmen| Hair Colour: Black and Red| Eye Colour: Amber
Equipment: Leather Padded Armor| An Iron Helmet She Doesn't Use| Steel Gauntlets| "The Claw Shot"| Mace
Rucksack: Flint| Hammock| Pen and Journal| Several maps| A small whetstone
History
It's hardly a surprise Malidy joined the army, even with her rebellious streak her entire life was practically leading up to it. A first generation Eswen immigrant, her family wasn't exactly assimilated yet, though she is much moreso accustomed to the mixture of races and cultures than her parents. Her parents had traveled to Eswen only recently before having her, with her father Etrian Sharpclaw having previously been a warmaster for their tribe, her mother Malina a fierce hunter. They both took similar roles after their journey, Malina remaining a hunter while her father became a drill master and trainer for the Eswen Army. From even a young age she took after both parents, being groomed into a fine warrior and an even better hunter, but by the time she was a teenager, she began pursuits neither of her parents quite approved of.

She should have despised dwarves, both her parents did, they had both killed several and had friends killed by them. Perhaps it was because of that, and a desire to turn away from her parents, that she took an interest in dwarvern culture and engineering. Perhaps it was instead simply her xenophilia, or maybe that too was due to a rebellious note in her soul. She made quick friends with elves, dwarves, humans, and fae alike, and anyone else she encountered. She genuinely enjoyed learning about them and their culture. She in many ways embodies the Eswen promise and goal, though she follows no true ideology besides her own. When she was 16 she willingly entered the military, where she's served as a scout for almost a decade. The one thing she truly can't stand about Eswen though, is its church, a center for bigotry and xenophobia she can't help but notices goes against nearly everything the nation stands for.
Talents
Sharpclaw: From a young age she's treated her retractable claws with a closely guarded family secret, an alchemical concoction, strengthening them to the point of high grade steel, and elongating them. She has trained to use them to deadly effect in battle, and is quite skilled at martial arts even without them.

Exceptional Athlete: Both from natural ability and somewhat harsh training she has excellent stamina and agility, and is especially good at jumping and climbing.

Keen Senses: She has the senses of a cat, plus colored vision, she is partly by extension, also an excellent hunter and tracker

Tinkerer: She has aptitude for invention and technology rarely seen outside of dwarves. While not knowing how to produce black powder (guns hurt her ears anyway), she is an excellent woodworker and craftsman, though she is in no way a blacksmith.

Tactical Mind: Due to her father's mentoring and her own talent, she has an impressive mind for tactics and strategic thinking, and more than capable of keeping her cool in stressful situations, she is an excellent chess player, as well as a few other strategic games.
Weaknesses
Keen Senses: Both a blessing and a curse, her keen senses leave her more vulnerable to sensory overload and she doesn't deal well with bright lights or loud noises.

Rebel: Malidy has an ever present rebellious streak, and rarely trusts authority, being more than willing to disobey it as well.

Loudmouth: Malidy rarely keeps her mouth shut, outside of stealth at least. When she wants to say something, she does, often with little regard for potential consequences

Stubborn: When she has her mind set on something, she rarely changes it.

Hobbies
Malidy enjoys woodworking, walking through nature, camping, cooking to a small degree, wargames including chess, reading or otherwise learning about various cultures, semi serious flirting with people.


The Claw Shot

Malidy's weapon of choice is a hand crafted self designed version of a crossbow, resembling a traditional if scaled down arbalest at first glance, but containing two separate bow strings stacked essentially on top of each other, several locks and some metal hinges, various alchemically treated sections of material, a strange and seemingly unwieldy crank mechanism and various other modifications, including a rudimentary scope.

The crossbow is partly collapsible, the middle section opening up, for sake of transport and clearing jams as well as loading magazines. These custom designed magazines contain 15 bolts, and when loaded, sticks vertically outside the design to the right of the center. A mechanism located near the trigger acts as a fairly simple lever which pushes the bolt forwards into the lower "chamber" and then proceeds to release the string, propelling the bolt, and also releasing a string that causes the mechanism to slide forwards, which then can be pulled back to reset the bowstring. Firing in this method makes aiming essentially impossible, and shoots with relatively little power behind it, but can empty the entire 15 bolt magazine in just 20 seconds. If however the string is not reset and another bolt is placed in the chamber, the chamber rises to meet the upper, notably longer string, where a trigger press will release it with power similar to a typical small arbalest, and at which point it must be reset with a crank on the side of the device which utilizes the leverage of a specialized curved steel device, or more accurately for Malidy, her claw, to spool back the string. Firing in this method allows proper aiming and accuracy, but the spooling process takes much longer, able to fire roughly once every 15 seconds.

Due to the intricate nature of the device and its many complex moving parts, it jams somewhat regularly and requires constant maintenance. While Malidy is happy to provide this, it does mean its design is wholly impractical for any widespread use.

KANE
CODE /
SEROBLISS
Art from Peakpx
 
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1b9c5c59e05ccd9d4051b6e023e41676.jpgName:
Honeybell

Age:
40

Race:
Fae

Gender:
Female

Fae Height:
4.7in

Human Height:
5'6"

Weight:
No idea she's a tiny fairy. Though in her human form she's around 125.

Backstory:
Honeybell lived a pretty typical fairy life she never had any thoughts on leaving the forest what else might be in the world until she met a human girl traveler. Her name was Samantha though Honeybell just called her Sam. Sam had interest in the other races and their cultures. But the one thing she found the most fascinating were religions. She was convinced that everything was connected that maybe just that every religion had truth to it. Honeybell learned a lot from her and they became fast friends. When Sam decided it was time for her to keep moving she asked Honeybell if she wanted to join her on her travels. Honeybell agreed to go with her.

Honeybell had been excited about their adventure but unfortunately it would come to a end way to quickly. While camping one night they were ambushed by bandits and left for dead. Honeybell and Sam had been found by two Xin siblings unfortunately though it was to late Sam she had died. Not having anywhere to go Honeybell ended up traveling with twins and along the way ended up becoming close to the two. When they reached Eswen Honeybell had the choice to go her own way now but because had become attached to the twins she decided to stay with them and ended up joining army along with them. She is magical support and a messenger. She can also be helpful in the entertainment department for moral.

Magical Abilities:
She can create, generate, shape and manipulate Fairy dust. She's also suppose to be able to cast spells but she is still young and learning just what her powers are capable of. But for now she can be helpful as magical support.
Can Transform into a human, though she can still use her magic she can not fly.

Weapons and armor/Inventory:
She has light armor and a dagger she carries with her.
images (4).jpg

Talents:
Magic, Singing, Fast Flyer and has good stamina which makes her perfect for delivering things or important messages.

Weaknesses:
She can be quite the curious fairy which tends to get her into trouble. Her somewhat devious nature can be troublesome. She is also very afraid of spiders and thunder and lighting. She'll probably be mostly likely hiding somewhere if there is a battle happening during a rain storm. Terrible cook don't let her near the kitchen.

Hobbies:
Depends what mood she's in. When in the forest she use to do a lot of exploring.

Extra: Her Human form.
39134-295103138.jpg
 
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  • The Raging Flame
    Feng Honglong 凤鸿龙
    ★★★★★
    Male / Xin / 32
    Xin Knight / Eswen Soldier
    6'2'' / 187lbs
    Overview

    Hair Color: White
    Eye Color: Gray ordinarily. Yellowish gold when angered.
    Inventory:
    Collapsible Hammock, small knife, foldable fishing rod, a small pendant that holds a tiny burning fire that originates directly from the Eternal Flame which also has a string around it to wear as a necklace.
    Talents:
    Chef:
    Ever since he and his sister left the Xin's hometown, they were forced to fend for themselves on their journey. Because of this and their difficulty trusting strangers, they were forced to take care of one another. Feng ended up learning how to make do with anything he hunted and could gather with the help of his sister to cook meals that would fill both their stomachs. With failure after failure and success time again, he would eventually become an expert chef to be able to cook nearly any delicious dish with limited resources.

    Xin training: Being known amongst his people as one of the greatest warriors of the Xin, Feng is highly skilled in the art of combat when it comes to close combat as well as ranged combat when using his flames. His skills have been shown time and time again to his people after defeating even the General of his people's own military.
    Hobbies: Performing fire dances with his sister for civilians' entertainment, reading, meditating, sleeping, training, woodwork
    Extra:
    • He wears the Eswen military logo on the shoulder pads and on the chest plate of his leather armor.
    • Even though Feng is part of the Eswen military, he has little trust for the church or its religion, simply because he still follows the religion of his people and the history humans have with trusting one another still has him suspicious.

    Background
    Being raised with a mother who was a scholar and a father who was the current General of the Xin military at the time, Feng was forced to study day in and day out with his mother by getting homeschooled while on the few days that he did have off, he was being treated physically by his father to become the greatest warrior of their people. The first few years that this had started were unforgivably difficult for the young Feng, however, as the years passed, he began to grow used to his training and studies to the point that any task he was given came to him as though it were second nature.
    Eventually, when his sister Yun was born, rather than have her given the same treatment as Feng did, she was treated with much difficulty, and rather than have a strict life, she was treated almost as though she were a princess. While she was also homeschooled just like how her older brother was, she was taught to take things slowly and one at a time rather than to rush through everything and to be as quick and agile as he possibly could be.
    At first, growing up knowing his sister had the seemingly better life, Feng grew to somewhat hate his younger sibling. Finding that it was unfair how they shared the same parents but yet it almost seemed like their parents favored her over him every day.

    It wasn't until the day when the entirety of the family had gone out to the beach did Feng's feelings towards his sister finally change. When he had the chance to possibly drown his sister in the ocean water, it was here where his sister had shown him what she had found in the sand and admitted that she wanted to give him the pretty shell she had found because she found him to be the 'greatest' brother ever and that she knew that he worked hard to protect her and their family. After realizing how his sister felt, from that day forth, Feng began to come to a decision that no matter what it meant, he would protect his little sister from any and all harm forever.

    Years passed and eventually, the news about Civil Wars spreading throughout the land reached the ears of the Xin. The elders of the Xin had informed their people that for the time being, there would be no Xin that was allowed to leave the safety of their hometown, and only once the conflict outside their walls had calmed that any contact with outside folk would be allowed. While this did not affect Feng or his sister in any way, it did get both of them curious to the point that they would question their family consistently only to receive answers about how it was the job of the adults to worry about such things and that they were too young to understand at the time.

    Even more time had passed and finally, once the fighting had finally come to an end, a representative from the new kingdom of Eswen had arrived, offering out a hand to the Xin people to join the Eswen only for the offer to be declined. Even though the offer remained open to the Xin, none of the elders wished to join this new kingdom considering the humans fought one another and showed little trust in one another, causing the Xin to have difficulty even trusting them. However, even while the elders and other Xin had difficulty trusting, Feng found that it might've been too harsh to judge the humans so quickly for actions of what some acted like. When trying to address this with the elders and even his family, Feng was slapped and told never to disrespect his elders or his people with such words ever again and that he was still nothing but an ignorant child who knew nothing of the world.

    Being told this, Feng marched off, his sister being the only person to follow after him and admitting that she felt the same as he did. In the end, it was her idea to leave the Xin hometown and head to the human kingdom of Eswen. She knew as well as Feng that if they were to leave their home, they would be deemed exiles for the rest of their lives, but the hope was that if they could show that the Xin could trust the humans, then possibly the rest of their people would eventually follow along.

    The journey was long and hard, but soon enough when the duo had reached Eswen, they were welcomed in with open arms. Since Feng at the time had combat experience, he offered to join their military and fight for the kingdom. Luckily, with him proving his skill, he was accepted into the ranks of their knights. All the while, not wanting to be left alone and away from her older brother, Yun also signed up, but because she did not possess the same amount of combat experience, she was given the role to be a medic and even more, a medic in her brother's unit.
    Combat Arsenal
    Abilities:
    Flame Control:
    Just like every other Xin, Feng is capable of conjuring flames out of thin air through the use of his life force flame that each Xin has running through their veins. Just like every Xin, Feng is able to manipulate the flames to bend to his will, whether it means to create weapons/armor or other objects. With his proficiency and years of training, Feng is able to also control the intensity of the heat of his flames.

    Flame Control (Cerberus): Something that makes Feng and his sister, Yun different from the other Xin is that on top of being able to conjure flames just like any other Xin, they seemingly have a 'contract' of sorts with a strange creature that many mages would consider being a 'familiar'. While only one of the two siblings can summon the beast at a time, when summoning the creature, only parts of the beast can be summoned at a time; whether it be one or multiple of its heads, a paw, or a tail. No matter how powerful either one of the siblings are, neither one of them can summon the full beast by themselves.

    Weapons/Armor:
    Phoenix's Bane:
    A katana that was forged in the hometown of the Xin. Forged from the flames of the Eternal Flame, the weapon was handed to Feng long before he had left his hometown. The sword can be used by anyone, however, when in the hands of a Xin, their life force flame is circulated between the blade and their body to allow them to conjure flames with the use of the weapon itself, allowing them to use it as a ranged weapon as well as melee.

    Xin 'Armor': Since the Xin pride themselves in the use of their ability to conjure flames and bend them to their will to turn them into both weapons and armor if needed, they tend to prefer not to wear any form of overly heavy armor that might restrict their movements. Because of this, even their most seasoned warriors tend to wear the most leather armor straps that cover from their elbows up to their shoulders, leather hip guards, and thick top leather guards that protect their upper bodies. This allows them to protect most of the most vital parts of their bodies while not restricting their movements to be able to create their flames.

    Weaknesses:
    Water/Cold:
    Just like all Xin, Feng is unable to handle going into low-temperature waters for extended periods of time nor can he withstand cold temperatures for very long. While it does not mean that he will die in either of these conditions, he is much more susceptible to frostbite than others. On top of this, he is unable to use his flames if the temperature gets too low or if he is completely submerged underwater.

    Life force flames: A negative trait that all Xin suffer through is the fact that to use their power of fire, each Xin must use their Life force flames. While when using to do simple tasks such as lighting a campfire or a stove takes little to none of their energy to do so, when creating a child or conjuring a weapon/armor, it takes time and focus to be able to create enough of the flames. If a Xin is not careful, it is possible for them to overexert too much of their Life force flames and eventually cause them to pass out or even possibly die if they push themselves too far.

    Overprotective Older Brother: Since Feng has always been around his younger sister Yun since they were born, Feng has always looked out for his little sister and made sure to protect her from nearly everything. Even when the situation seems harmless, Feng might end up viewing it as dangerous and overreact if even the slightest intention of harm could come to his sister at any point.

    Exiles: Being one of the few Xins that actually left their hometown, Feng is considered an exile to his own people. Because of this, he is technically no longer allowed back to his hometown and it is stated that if any Xin warriors that travel the land see him or Feng's sister, they are meant to be killed on sight.
    CODE /
    SEROBLISS

 
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Pierce Shilbrouk


Age:
28

Race:
Human

Gender:
Male

Height:
6ft

Weight:
198lbs

Backstory:
Raised in a small logging village called Jule, Pierce was raised by his aunt and uncle after his birthplace was raided and razed to the ground by raiding Orc parties, his family was unable to survive before the closest Eswen army was able to drive back the attackers. Due to his young age, Pierce remembers very little about that day, only able to recall roaring flames with the silhouettes of horrible creatures storming through the streets, terrible screams, and the thick scent of copper in the air. The clearest memory he has is when he was atop a knight's horse, bundled in warm fabric and held closely as the faceless knight rode along the quiet dirt road in the night to a distant village.

It had taken three years for Pierce to utter a single word to his new guardians or anyone in Jule, but at the age of 7, he would slowly begin to emerge from his shell. His life was quiet and simple. As a child he helped around the home doing chores or running errands in town, attended mass with the rest of the village at the small church in Jule, and found comfort in the Divines teachings. As he grew in age and size Pierce would join his uncle as a logger, venturing to the nearby woods and working away chopping down trees and hauling them onto carts to return to the village. It wasn’t the grandest of life, but it was a life he found happiness in, surrounded by friends and family. However, the nightmares from that night still haunted him, a fire slowly building up within him over the years that would soon become his drive in life.

At the age of seventeen news of raiding tribes to the south and Dark Elve sightings to the east would spread to their corner of Eswen, telling of villages being sacked, informing of the army's movements, and what those in power intended to do. It wasn’t the first-time news like this had come their way, the conflicts that plague the world were common knowledge even amongst the less informed, but on this day, Pierce couldn’t stomach it anymore. He loved his life, but the thought of enjoying this life while others had it stripped from them or suffered made him sick and angry. With this growing feeling of shame and anger, Pierce would leave his home and make his way to the nearest town that had a stationed force willing to accept young souls like him.

In no time Pierce would be enlisted into the army of General Carter, a new and upcoming general of Eswen that had the love of both the common people and nobles. It had truly felt like a dream for Pierce, to be allowed to fight under such a strong general that was fair to all races and social classes. During his time training and learning how to fight, Pierce would meet all types of faces, mainly new races. In Jule, it had only been made of Humans and Dwarves, but in his basic training, he would meet all of the races that had integrated into Eswen. It was an interesting and fun door to open, coming to call many of different races brothers and sisters.

When Pierce had left the basic training, he was enlisted into the unit under First Lieutenant Irons as a simple light footman, patrolling the borders and engaging in skirmishes with any invaders. It would go on this way for years, bloody skirmishes, long days of patrolling the edges of Eswen, and the constant marching from region to region. At the age of twenty-three, with a decent amount of experience under his belt, their unit would receive word from General Carters, recalling all forces to return to the main army and prepare to march to the West and prepare for battle. The news had boggled many of the soldiers among the ranks, fighting the West on a rare occasion in recent years. Soon it would be revealed that a neighboring human Kingdom, Dullhorn, had marched their forces across the borders and raised several small villages in their path.

The battle against the armies of Dullhorn was a gruesome battle and Pierce's first official great battle. The first memory that comes to him to this day is mud and blood, the hectic and brutal fighting nearly taking his life. At the end of the battle Peirce stood with only a handful of his remaining comrades, surrounded by thousands of corpses either stacked atop one another or buried under the muddy earth, having been trampled deeper into the muck in the chaos of the fight. Too many lives had been lost under General Carter, even Lieutenant Irons had fallen in battle. The victory was theirs, but many saw this great cost as a defeat for the General and blamed poor strategy and preparation. Pierce and those who survived the battle under their general think otherwise, believing their General was the reason they survived the madness due to his shining leadership.

After this battle, General Carter would remain in command of his army but would be mocked and lost his good reputation within the military. Pierce would remain in his army, not rising from his rank, but serving loyally for the coming years. There would be times though when he would miss his home, his aunt and uncle, his friends, and even the hard laboring work cutting and hauling trees. But the fire in his chest to fight for his country still remained and burned on even stronger than before. This was where he was meant to be for now.

Magical Abilities:
None

Weapons and armor:
Leather padded armor, Iron helmet, iron knee guards, round wooden shield, iron arming sword.

Inventory:
Five ration bars, rope, knife, mirror, flask, Divine church bible and pendant, a few books, handheld pickaxe, a hammer, and a shovel.

Talents:
Seasoned fighter:
With many years of fighting and training under his belt, Pierce is a trained fighter that knows plenty of tips and tricks when it comes to combat.

Bold soul:
Pierce is a determined man, his bold nature making him face whatever trials or dangers come his way without taking a step back.

Physical endurance:

After many years of training his body to remain fit for service, Pierce is able to endure a great deal of strain on his body, be it fighting for long periods of time, running extended lengths, or even taking damage.

Weaknesses:

Faithful:
Having become a faithful follower of the Divine church, Pierce is loyal to his faith, relying on his past teachings and bible for times when he is in his darkest times. Most things that would seem heretical to his faith will sit unwell with him, but due to the diversity among the army, he holds his tongue.

Short tempered:
After years of being surrounded by conflict, Pierce's temper has become a bit of a short fuse. He does his best to take his frustration out on the battlefield against his enemies, but he has dragged his foul moods through the main camps on a few occasions.

Unquestioning soldier:
In Pierce's opinion, orders are orders, never to be disobeyed. To disobey orders is the greatest sin any soldier can commit.

Workhorse:
Even when off the field Pierce will work himself to the bone, finding whatever activities need doing and working until his bones grow close to numb.

Hobbies:
Enjoys reading from his bible or any form of literature, telling stories, exercising, singing, and star gazing.​
 
Name: Tantra (Sharpclaw)

Appearance:
ayo.png

Age: Immortal? (Or however long an undead should be living for)

Race: Undead

Gender: Female

Height: 5'6

Weight: 111lbs

Backstory: Tantra's final living acts were travelling to the lands of the Elven and Fae on her own for inspiration and some new direction on where to take with her life and desires. She was passionate with both literature and art, and the lands of said races may have cultivated some fascinating and marvellous sights to give her new consideration and insight as well as a potential place for anyone who would understand and give a little tutelage on her own passion. In an attempt to make discovery of something fascinating to her, she stumbled off the safe road to where the lands between that and the Undead bordered. Curious about the juxtaposing lands neighbouring, she was caught by a most rather peculiar toxic gas in the air that wasn't intended for her to stumble across. The toxin was unbearable, and she was too far from any help or even having anyone around who would know. Caught up on bad undead-sourced gas in her system, she eventually passed out from the inability to breathe and the toxic fumes in her system.

The one who had ended up collecting the body was one of that who created such fumes, a living dead 'alchemist' of sorts. He was aged and experienced, and was experimenting with some concoctions that could be used in his sneaky business. He was on the border for easy access to foliage and life in the neighbouring region that made decent test subjects for experimentation, as well as good insight for real-use application for such dangerous things, albeit this was not information he shared to Tantra. Realising that such a body left lying around would be both indecent and cause problems, he took it not only to hide but to test potential ideas with.

Tantra wasn't informed on any of the details after she died, much less given a few lies to hold her over and get her to stop asking questions although it was likely assumable that the older undead man who had found her wasn't the one who gave her whatever sort of curse or plague had returned her to a living yet dead state. He was reluctant to give a name, only allowing her to refer to him as Doctor until she managed to eventually get from him a filler alternative name of Cadwell. Since she was lost in the confusion and shock of being brought back from the dead and in a place completely alien to her, Dr. Cadwell took the opportunity to forge a story for Tantra to give her an excuse to do things for him. He was a 'cunning genius' who had expressed his hand to give her a second chance at life, and he would teach her his knowledge and methods for her help as his protege and assistant. Saying yes was a likely answer, considering she wouldn't have anywhere else to go if she said no, but once she was threatened with the potential fact of eternal torment, suffering and being subject to experimentation as a living dead person she felt forced into saying yes.

Time would pass, with Tantra becoming less like who she was before she died as she picked up bits and pieces of Dr. Cadwell in her own personality and actions, studying and picking up on all his shifty and sneaky actions trying not to consider or think about the applications he needed them for. At some point, Tantra picked up his truly selfish cunningness and had an internal plan to use it against him: she knew how to escape and just go anywhere else if she just had enough time. And so, she waited, running little errands and tasks as she knew what he would teach her yet not allowed to stray too far or see any surroundings in case it gave her ideas that Dr. Cadwell didn't know she already had.

Her plan wasn't a very creative or memorable escape, but she was aware he still had to be somewhat close to the region's border. With enough time, his back would be turned and all the blind spots and opportunities would fall into place where she had thought out her exits with the tricks and techniques the person she was ditching had taught her. She even exploited his own weakness of not considering how far with her learning she was willing to go in order to use it against him, for she learned herself every countermeasure he has placed and every trapped escape route that was in place just in case. Although with the right timing and everything where it needed to be, she was gone.

Attempt to just simply 'go back to her old life' proved suddenly more difficult than she realised. Most people didn't take kindly to seeing her, and thus she just adopted the lifestyle of the country and skulking about to avoid people in an attempt to make it back to Eswen. The reason was simple: If she was to be treated like a weapon, then maybe she could be given a better outlook as one if she was to join something militarial that would enjoy using her potential. Clothes and rags to hide herself so she could feel more at ease and treated more normally was stripped from whatever she could get her hands on, although the bold blue glowing eyes usually caught the questioning of strangers who weren't used to the sight. At least with whatever support being part of a combat force gave her, it would give Tantra an actual place she felt comfortable as well as the time to work on her own passions she didn't get as much time to attend to under Dr. Cadwell's tutelage.

Magical Abilities
: Before death, she had none. With being risen from the dead, she has a few tricks up her sleeve from manipulating the curse that brings her dead self alive. She has access to Death and Dark related magics, but being able to use them isn't one of her strong suits yet. She can shift her throwing knives to recall back to herself if she knows exactly where they are, and with a little more effort her kusarigama too. The only other thing she'd know how to do is a Drain Touch but only somewhat, as it would only feel like a very cold touch that makes the applied area feel somewhat weaker with no real other affect or benefit even to herself. She'd need practice to learn magic.

Weapons and armor: Light leather padded armor, iron helmet, rucksack, kusarigama, a few throwing knives.

Inventory: Notebook, blank scrolls, poetry books and gothic novels, pencils, quills, ink, bandages, sewing threads and needles, spare paper, a small amount of lockpicks.

Talents:
A Grave Robber
- Knowledgable and skilled in the arts of thievery, pickpocketing, lockpicking and all sorts of cunning and conniving acts to do with stealing.
Dead-ly Assassin - A skilled assassin, great at sneaking around and dealing with issues in a stealthy and clean manner. Also helps with locating and striking at critical locations and weakpoints.
Ink Mastery - Highly enjoys writing and drawing as pastimes, and is very good with both of the sorts. Partakes in all sorts of literature and arts that go along with it and is usually how she spends any free time she gets to herself to improve and work upon it even if there isn't an obvious purpose. Although, it makes her very good at portraits, being a sketch artist from descriptions, and copying the handwriting and ways of wording of others.

Weaknesses:
Baby Bones
- Although swift-handed and skilled, not entirely physically strong. Muscles are degraded a little because of the curse of undeath and they're weaker and slightly more fragile than any normal person.
Dead-weight in Water - Doesn't go well when in the water. Not good at swimming and in her undead state, probably won't ever be very good at swimming or floating.
Ugly and I'm Proud - She's not photogenic or fit for the public. She's not the best at actively getting people on her good side nor looking like she has good intentions or plans. She gives the complete vibes of a stereotypical selfish and shifty rogue in which she doesn't do an amazing job at dissuading.

Hobbies: Writing, drawing, poetry, reading, taking investigative looks around and curiosity. Partakes an interest in woodcarving and fletching, and a secret interest in fashion and dress-up but wouldn't dare admit anything about it.
Extra: buug.gifHas a pet Cockroach (his name is Bavaahl)
 
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  • Hello! I am Jae :) And I play the pair Masami and Melne! Both of them can be found in here. Have fun reading suckers~

    My Name's Dean Winchester_ I'm An Aquarius on We Heart It.jpg
 
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