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Fantasy World of Methan [Character Sheets]

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DarkianMaker

Pope of the cheese god Kambert
This is the character sheet thread for World of Methan. The following is a bare bone format.

Name:

Age:

Race:

Gender:

Description/face-claim:

Personality:

Abilities/gear:

Bio:
 
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Name: Nirva Wruk

Age: 17

Race: Orc

Gender: Female

Face-claim:
761f236fd7246bd6a2b349f772471f00.jpg

Personality:
Nirva is a shy girl with a heart of gold that can still be a little naive. As a squire under Ser Arrick she turns out to be quite the brave and ferocious warrior who goes through great lengths to protect what she cares about. Being of Orcish descent she of course does things with a bit more passion than people of other races would do, specially when it comes to fighting she gets really passionate about it. She knows little about Orc culture and Orc religion since she has been raised by humans most of her life.

Abilities/gear:
Is quite capable of fighting with swords and spears. Has a sword, a spear, a suit of light metal armor pieces over her gambeson and a backpack with camping/survival gear and spare clothes. Buppy.

She can see quite clearly at night and in low-light environments. Also her Orcish strength and ferocity make her quite stronger than any other race when she let's her Orc side truly take over.

Bio:
Nirva was found in a basket on the river by soldiers in the employ of Lord Ackingma when she was a toddler. Blood on the basket indicated something terrible had happened but investigations upriver didn't amount to any clues. All she had with her were her clothes, a simple, ragged stuffed animal and a small note in Orc script stating she was named Nirva Wruk. The soldiers had promptly taken her back to Lord Ackingma's estate where she was taken care of by the Lord's servants. Lord Ackingma never really let Nirva be raised as one of his own, he'd let his servants raise her like one of her own and he'd just make sure the servants didn't neglect her. She grew up mostly thinking and playing like a regular human kid although she got told off many times because she forgot her own strength. Despite their best efforts the servants couldn't get Nirva to be more girly and wear more proper dresses but she preferred the big ones that allowed her to move freely or just straight up trousers and shirts.

Her life turned around a bit when Ser Arrick came into Lord Ackingma's employ when she was 14. He was a young knight without a Squire and she was a young, strong girl who was a bit too rowdy and wild to be a servant all her life. He took her on as his Squire with Lord Ackingma's blessing. It felt great for Nirva to finally let her strength and energy loose on something more than a heavy bag that needed to be carried up a set of stairs. She felt awoken after her first trainings like a sleeping bear had been awoken within her. Her new master taught her discipline though in both combat and life. Around this time her female features started to get really developed as well and she faced attention from guys she wasn't used to and didn't know how to respond properly to. After a few mishaps and some guys with bruises and sometimes a broken arm she was told to stay away from guys in general.

When years later the call for help came from Mitteland and her master asked Lord Ackingma for permission to go to Mitteland to help she nervously agreed to join him when Lord Ackingma approved Ser Arrick's request. She packed her bag with her most important possessions and grabbed her gear before joining Ser Arrick for the travel to Mitteland.
 
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Name: Y'Deviuna Mardone

Age: 23

Race:
Human

Gender: Female

Description/face-claim:
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Personality: Being the raised in the shadow of her "golden child" elder brother has left Y'Deviuna incredibly insecure about her place in the world and her abilities. She is incredibly empathetic to those that she perceives to also go unseen by society and will do more for the common man than she might a noble. That isn't to say she spurns courtiers, just that she finds it more challenging to connect to them on an emotional level even if they have had roughly the same upbringing she did. Y'Deviuna's sympathies are also her fatal flaw. So eager to please, to connect with others, and to help the downtrodden, she can be blind to their ulterior motives and machinations.

Abilities/gear: Besides her basic clothing (all cloth), Y'Deviuna possesses a staff with a crystalline blue ball to represent her affinity to the element of water. She is able to weave healing spells and water spells, and had dabbled in frost spells. Fire spells she considers to be outside her expertise and she will not attempt them at all. With guidance, she is capable of any spells that do not deal explicitly with fire.

Bio: Born to the noble Mardone lineage in Aduria, Y'Deviuna was well-provided for and educated with the finest tutors in her youth. With an ancestry of strong spell-casters tracing back generations, her future was written out for her before her birth. Y'Deviuna was to follow in the footsteps of her elder brother T'Dorin, they would establish themselves as the new leaders of the Mardone family, wed other spell-casters of renown, and both continue the familial line with magically adept children.

Unfortunately, Y'Deviuna found her brother to be stiff competition for the attention and favor of her parents. T'Dorin excelled in all of his studies, both mundane and arcane, was good-looking, charming, and everything that they could want in a son. Worst of all was that he was incredibly doting on Y'Deviuna. Because he was so loving towards her she found it impossible to hate him, yet she perpetually was second to him in every endeavor, walking in his figurative shadow as he could do no wrong. As the years crept on she become more and more estranged from her family, retreating to the forest to practice her spells, or going to town to find people to converse with that would see her for who she was and not compare her to T'Dorin. Many of the locals knew T'Dorin personally or by reputation, but the most impoverished could not care less about her sibling and thus they were the ones to whom she became most attached. It did not take long for her brother to hear that she spent copious amounts of time with the poor but he was astute enough to know she was withdrawing from the family and needed a place of her own, so he let her be.

In the past few years, both brother and sister have reconciled slightly. Y'Deviuna loves her parents but finds them difficult to be around and similarly needs to have 'small doses' of her brother lest she become jealous. Though she believes herself still inferior to T'Dorin, factually she does excel more at both water and healing spells than he does. All attempts to point this out to him have been dismissed as she believes him to just be placating her and her parents are still relatively blind to her achievements. Additionally, T'Dorin has begun to seek a wife, which both elates the older Mardones, shines the spotlight on him once more, and yet offers promises that once he is wed attentions might shift to Y'Deviuna to do the same. It is not the sort of discussion she truly wishes to have with her parents, yet any interest they might have in her would be welcomed.

It was a shock to all when there was word sent for Y'Deviuna's aid rather than T'Dorin's. Both her mother and father were certain that there was an error but T'Dorin gave her a large bear hug, a kiss on the cheek, words of encouragement, and sent her off with confidence that she was the best for the job. Her skeptical parents were not won over with T'Dorin's reassurances, but his faith in Y'Deviuna has bolstered her belief this is her destiny.
 
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Name:
Ser Arrick of Felwood

Age:
24

Race:
Human (Adurian)

Gender:
Male

Description/face-claim:
Ser Arrick Felwood.jpg

Personality:
Arrick is a knight who holds chivalry, loyalty and patience in high regards. He is often described as calm and peacable in his behavior and stance. In his usual daily life he serves as a knight to Lord Ackingma and spends most of his time training some of the Lord's men and his own Squire Nirva he also often functions as a personal bodyguard to Lord Ackingma's second daughter with whom he shares quite a warm friendship over the years. He is quite content in life and tends to enjoy the little things where others just trudge along to get that big ambition they want to achieve. The only thing he really misses in his life is someone to grow old with.

Abilities/gear:
Arrick is well trained in wearing all kinds of armor and using various weapons like swords, axes, spears and lances. He also speaks a fair share of foreign languages. He carries a combined armor composed of a gambeson and a set of chain mail. Weapon-wise he carries a sword, shield and spear.

Bio:
Arrick was born as the fourth son of a flax farmer and spent most of his youngest years playing around and working in the fields of his father until one day he was drafted as part of the Lord's levy for a war between counts. After the war he remained in service to his lord and was eventually knighted after participating in a commoners tourney which he won. He became known as Ser Arrick of Felwood and served his Lord after that ever since.

During his time as a knight he took on the young Orc girl Nirva Wruk as his squire and the two became quite the tight bunch of friends although he spent more time than he wished he'd have to to clean up Nirva's mess. Throughout the years of training though his fear became greater that Nirva will outgrow him in strength and mastery so he tries to keep up with her by training more and more.

When the word arrived that the king of Mitteland required assistance from whoever would come to his aid Arrick volunteered and asked his Lord for permission. Lord Ackingma approved on the condition that Arrick would request as a reward that the unmarried crown prince of Mitteland marries Lord Ackingma's daughter Shera. Arrick and his Squire packed their bags and traveled with great haste to Mitteland.
 
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Name: Isne (‘Ees-nay)

Age: Unknown

Race: Kolo

Gender: Female

Description/face-claim: Isne looks like all the other members of her tribe, whose pale skin and hair resemble the frozen wasteland that surrounds them. Icy crystals form along her bonier parts: shoulders, spine, collarbone, knuckles, etc. and have glossed over most strands of her hair, giving it an eerie, motionless sheen. Also like the other members of her tribe, she is tall, reaching nearly ten feet/three meters high. She is relatively thin, especially in proportion to her extreme height, and looks quite unnatural while walking. Though her tribe has little need for clothing, being adapted to and comfortable in the bitter cold and wind, she wears the headdress befitting her tribe’s shaman, consisting of the horns of the snow-ram, and a skirt of banded steel scales. Her skin is marked with even paler designs which she cannot decipher, as the meaning has been lost to them, but that ultimately determined her role as shaman among the Kolo.

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Personality: Isne is of the serious type, having lived more or less in isolation as far as she can remember in order to learn the ways of the shaman. In her older years she’s been able to get to know her people somewhat, but most of her ability to connect with them has not been developed and is incredibly lacking. She used to detest her calling as shaman, but has accepted it and is happy to be able to serve her people. Those who know her describe her as kind, gentle, and intelligent, though cold and distant, like the mountaintop she lives on.

Abilities/gear: She has the ability to heal wounds of all types of severity, though the more serious the wound, the more difficult it is, and the lower the success rate becomes. She also has a natural affinity for cold and ice magic, and is naturally susceptible to fire and heat magic. She can enter trances in order to see things unseen, but her success in this is more the will of nature than her ability. She carries a long, ice-steel staff that acts as both a secondary power source and bludgeon.

Bio: She spends most of her time healing the sick and attempting to learn about her tribe’s past, since none of them, even herself, can remember beyond a certain point in their lives, even though their lifespan is considerably longer than most other species. She lives on a high mountaintop beside a large crater that is sacred to her people, though they don’t exactly know why. During one meditation session in which she was, yet again, trying to determine the crater’s importance, she heard a loud, dull blare, like a distant but powerful clap of thunder that woke her subconscious and pounded in her mind, shaking it to the core and filling it with a cloudy mist. She didn’t know what it was, but she knew where it was, and that it held a key to her tribe’s past. Against the wishes of her people, she decided to leave her mountain, find the source, and discover what secrets it held.
 
Name: Banshee

Age: 23

Race: Orc/Dwarf

Gender: Female

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Description:

Banshee stands tall for a Dwarf, but very short for an Orc, only coming up to chest-height on the human-sized races. But she shares the robustness of the Dwarves and Orcs, packing 100 pounds of muscle and compacted curves onto a very aesthetically-pleasing body (if you’re into that sort of thing).

Though her height seems to come more from the Dwarf side of her lineage, Banshee’s face is mostly Orc. Her mother must have come from a tusked subrace, for Banshee’s most odd features are the two long teeth that stick slightly out through the corners of her lips despite her best efforts. She didn’t end up with a terrible underbite or the greenest of hues, though her color is dull and pale and somewhat sickly compared to human-like complexions.

Banshee’s black hair is kept in a state of controlled chaos, braided into cornrows on one side and allowed to flow freely in voluminous waves down her back and over her shoulder on the other, in keeping with some perversion of punk Dwarf styles and what she imagines Orcish hair might look like. She first had the style forced on her by some sisters who thought it would make her look fierce and exotic, and has kept it because it turns out she thinks it does.

Banshee’s current attire is a self-made priestly garment that covers her rather completely, but is fit such that her curves are still obvious. As Sister Marith says, “Don’t let clothes make you look fat! If you are fat, fine, wear a sack. Otherwise, flaunt those curves!” Sister Marith was often doing penance for flaunting her own curves a bit too much; she wasn’t a very good example for Banshee.

The latest addition to Banshee’s appearance is a strange scar in the middle of her forehead, shaped like an eye with a solitary, symmetrical tear dripping from its center. No one’s really exactly sure what deity it’s supposed to represent, but it does appear to be related to one in some way.


Personality:

Banshee is rather stereotypical of her upbringing most of the time. She’s pious and kind. She has an ear for those who need one, and sayings passed down from old when one needs a bit of advice. She favors the poor to the rich, and the troubled to those who have had all good things in their lives. She can find sympathy and common ground with even the most treacherous and horrible people, breaking down their emotional walls with great compassion and understanding. Many people count her as their most dependable and empathetic friend.

But she’s also severe when certain lines are crossed, almost shockingly two-faced when she decides to stand for something. She’s stubborn and suspicious of those who disagree with her religious views. She even has a hint of that Orcish rage when she becomes impassioned about something, and those who have earned her hatred will find that it runs deep and malignant.

And recently, she’s not seemed quite herself. Her views on certain things are changing as she comes to know the deity that has chosen her, and she is at least as stalwart in her new beliefs as she was in her old. It’s becoming easier to step on her toes, since they’ve become a moving target, and who knows where her morals will end up when all is said and done.


Bio:

Banshee could not tell you very much about her parents. She never got to meet either of them; her father was a disreputable sort about whom no one had anything good to say, and so quickly forgot; her mother was only with the Dwarves for a very short time before giving birth and giving up the ghost. Sure, Banshee has vague memories of people telling her that her mother was very beautiful and gentle (for an Orc, that is), but nothing concrete or worth talking about.

Now, she could tell you a lot about the nuns of Dunhammer Abbot. When she was orphaned, they were the ones to take her in, to change her diapers, feed her, shush her when she cried during prayers, and teach her the ways of a proper child dedicated to the gods. They were the people she could watch every day, to find out the little things about them, like how Sister Connis would only ever chew on the left side, and how Sister Tonkin always wore scandalously colorful and mismatched socks, though she thought no one knew, and how Mother Amity was quite doting on Father Dowhisker and spent an unholy amount of time concocting love potions to attempt to win his attentions.

These were her playmates, her teachers, her family. And though they had their issues, as all families do, Banshee grew up well-loved and happy. Nuns and monks and parishioners alike delighted in the big child, and she grew in stature, and in the favor of the gods and of men. And oh, how she grew.

It took Banshee a while to understand the new attention she started to receive as she matured into a tall, half-Dwarven young adult. Her first attempted suitors failed due to her ignorance, but soon the Sisters took it upon themselves to educate her on all things love, and the later suitors failed due to her stubbornness. Once on to their tricks, Banshee would have none of it.

For she had decided she would dedicate herself wholly to the gods and to the Sisters, to the general good and to those in need of what comforts and assistances she could provide. And at all of this, she was very good: she was devout as one could wish, strong and kind as the most lovable of Dwarves. Her tusked smiles brought joy to many, and her strong arms and high spirits bolstered those in need.

But such minor contributions were not enough for the gods, it seems. For one night, Banshee awoke suddenly from a vision, marked, enlightened, and empowered by a god that none at the abbey recognized. Perhaps it was an Orcish god, they surmised, and tearfully bid Banshee a safe trip across the expanses of Grotham, where she intended to pilgrimage to find out more about her deity.

Once more, this god seemed to have different plans. The caravan lost its way, traveling far south of its intended route, and fell victim to strange shadows that attacked them in the night. When Banshee awoke, she was alone, surrounded by a dense mist that blotted out the sun. She would have perished as well, but the mark upon her forehead awoke and showed her the way back out of the mist. She emerged in a trance, receiving a mission which she undertook at once: she was to follow her intuition to a town, where a great gathering of heroes would be preparing for a hazardous mission. She was to join and aid them, for they would need all of the help that they could get, and their fates were entwined in something far greater than they knew.


Traits:

· Nightvision: Beyond what is normal for a Dwarf or Orc, since she was marked by a god, Banshee can see in pitch blackness as if during the day

· Orcish Savagery: Like her Orcish ancestors, Banshee will find that she is a combat powerhouse when cornered

· Stout Constitution:
Orcs and Dwarves share one thing in common: an incredible hardiness that makes them great pack mules and resilient fighters. Banshee can use oversized weaponry and heavy armors same as her Dwarven and Orcish counterparts.

· Tiny Fierce Warrior: Though she is small and perhaps cute, Banshee has an intimidating aura when she wants it, and can cow larger creatures about as well as any Orc


Domestic Perks:

· Musician: Banshee learned a variety of instruments, including the use of her own voice, for performance during services.

· Part of the Priesthood: Banshee carries the paraphernalia and licenses of a Dunhammer Priestess, potentially giving her an in with religious folk, the poor, and the pious rich.


Abilities:

· Spellcaster: Banshee has elementary-level access to the spells of a battle cleric, with a focus on wrathful smiting

· Construction:
Assisting people in practical tasks is part of the work of a Dunhammer Priestess. Banshee has learned her way around many tools, and is generally more help than hindrance if she’s assisting someone who can take the lead on a craft

· Cooking: Similarly, Banshee has a lot of experience around cooking apparatuses

· Mount training:
Few Dwarves will tolerate a horse, but the Dunhammer Abbey oversaw clerical duties for a large swath of Deephold, so efficient transportation was a necessary evil. Banshee actually loves riding, so got more errands and more-effective training on riding.


Gear:

· Lyre

· Enough food for a long journey across Grotham

· A great deal of money

· Religious paraphernalia (prayer books and beads, incense, etc.)

· Tent

· Cooking utensils


Banshee is currently not well-prepared for a venture of a combative nature, but has proficiencies with many combat-related tools:

· Blunt instruments such as hammers and clubs

· Armors from light to heavy

· Crossbows and other similar aimed weaponry

· Gear and tackle for mounts
 
Name: Naelyn Shorwick

Age: 25

Race: Halfling

Gender: Female

Description/face-claim: 1519842385332.png at her proud 2'6" she's short, even for a halfling, she weighs a bit less even but it's perfect for companion/mount. She has a cute face although there runs a scar over the side from her temple to her lower jaw.

Personality: nice if you're nice to her, usually civil but easy to anger, especially when you joke about her height. Expect a dagger or crossbow bolt cutting your hamstrings. She has trouble really opening up to people.

Abilities/gear: she has various small knives she can cut with, but also throw. She has a crossbow and her clothes are leather, with a leather chest-piece for protection. She can climb trees and rocks easily and she has extremely good eyes. She needs those as a gamekeeper.

Bio: Her family came from Hempu but she's lived in Mitteland all her life. She's got a huge black panther companion she uses as mouth called Bane and they work closely together as Lord Atius' ranger and gamekeeper. She still has great contact with him and the master-at-arms. She lost her lover due to a Shadowmonster attack and Grae, the local monastry's uptight nun, who prevented them to see the actual healer Maer. Aels, Naelyn's lover told her to run and she reluctantly did. After she had left and put some distance between herself and the monastery, the whole thing went down in flames. She knew instinctively her lover was dead and she went to his father to tell him everything and to bid him goodbye as she left to let the Lord know what had gone down on his grounds, how her friend, a halfwit Pood, and her lover got attacked and how her lover didn't survive that. After that, she asked lord Atius for permission to find out what had happened and to investigate the strange fog and shadowmonsters. He granted this and now she's on her way.
 

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