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Fantasy Ascent into Madness - Characters

Lyro

Errant Chronicler
Moderator
Ascent into MadnessCharacters

Uptrekkers Wanted

Looking for small group of uptrekkers for mission to Surface. Experience required. Details will follow.

Compensation: 855 000 000 shards.

If interested, submit résumé to the address below:
Dol Vzik
Otres Upwards Relations
14 Militant's Way
Loyeqris Superior, 4-19300
Otres

RaceAgeHome LevelKytrek's Comments
Aura CassidyDemifairy249Repulsively loud and irrational, even for an upper; stay away from me
Cyell UnderInfernal Human248Lackey; needs to focus
Dalamus Sluda Ke'breiDrow42510Textbook example of what unchecked use of magic leads to; if only he'd read my work
Faelen the IronflatHalf-Orc184Simple-minded brute, or terrific actor?
Kniges (Knives) BlacktoothDragonborn329A moronic version of me; in other words, completely worthless
Kytrek RhodiusDeep Human615The man with a plan
Rico BleskaHuman/Drow967Uneducated swine.
Tigi RedstarElf4109Crazy mess, but what else can you expect from the uppers?
Vaila SonataHalf-Elf366There'd better be more to you than meets the eye, because I don't like what I'm seeing
Xhin DionisFaun298Insufferably cheery
 
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Cyell Under
(SIGH-ell oohnd-AIR)

Gender: Male

Quote: TBA

Race: 'Infernal' Human

Cyell is a part of a subdivision of humans called the 'Infernal'. Infernal humans have no actual 'infernal' lineage, their namesake instead referring to the aesthetic qualities they possess and their racial heritage. Unlike standard baseline humans, infernal humans have a lessened resistance to magic; a result of having Tiefling lineage. The Infernals also share aesthetic traits of their more brutal-minded cousins; that is to say, their appearances are varied. While an Infernal human might look like a standard, blonde-haired blue-eyed human in one edition, another might have razor-sharp teeth and horns with red skin. A large majority of them practice Ra Divay. Infernal humans themselves possess no affinity toward Ra Divay magic themselves, but it's a form that is deeply enrooted in their culture.

Ra Divay is 'blood magic'; a tribal way of incanting spells that harms the user in a given way when implemented. The advantage is that the raw power of Ra Divay is generally greater, even when practiced by those who haven't an idea of what they are doing. Some blame the shorter lifespans of Infernals and Tieflings to the usage of Ra Divay, which exists in nearly every part of their societies in replacement of technology. A common form of Ra Divay includes blood tattoos; runes inscribed into Infernal and Tiefling children skin with a magical, poisonous herb during coming-of-age ceremonies that they can use into their adult lives, whether to the betterment of society or the detriment of it. Most 'civilized' societies consider the use of this sort of detrimental magic harmful, although there have been uptrekkers that have used it in success.

Infernal culture, comparatively, is viewed as 'tribal', though that is a shallow view of what actually lies beneath. Though alien to the technological constructs of the Dwarves and the lilting elegance of the Elves, Infernal scientists and mages pilfer from their own psyches to advance their culture. The rate of madness for such people is high, leading others to view them as volatile loose cannons, but the strange and unique artifacts and people that surface from Infernal society say otherwise.

Age: 24

Home Level: 8


Appearance: Cyell is an Infernal Human, meaning he possesses a deal of aesthetic traits from his Tiefling heritage. Gray skin gives off the impression of a sickly person, but it's due to genetic heritage. Pink, albinic irises compliment it as such, as well as gray-blond hair that falls to his shoulders in length. He's thin and frail, a result of the near-constant usage of Ra Divay magic in his own apprenticeship. Past that, his more human traits are a shorter-than-average height, which he alludes to the fact that he began using Ra Divay at an earlier than normal age, which stunted his growth.

His clothes bear the same cultural flair as his people's regularly do. His garb is made of Brek-leather, a token to his people's hunter-esque society. What pieces were manufactured solely by the Infernals bear integrated stone and Ambrock, making it heavier and harder to wear than what a human or elf might manufacture. He bears an armored, armless hooded piece inwoven with unsculpted ivory. The rest of his clothing is made from lightweight leather, throwing back notations to his ties to his society's hunter-esque ways. His arms are decorated with runic tattoos, with the largest being a splotched, Ra Divay symbol for the word 'Conduit'.


Weapon(s):

Fiainana Pistol
This pistol uses a charged Fiai Battery to project spellshots. The battery acts as a magazine of sorts. Useless in lower levels.

Naginata
Standard fare naginata. Keeps the distance (because having someone close enough to touch him generally means a bad time for Cy) and has a sharp stabby thing at the end.


Equipment:
Bullseye Ambrock Lantern
A lantern whose primary light source is the red Ambrock stones that Infernals are well-known for using as an alternative to technological light. It's a bullseye lantern, whose shielding narrows the point of light like a flashlight, but can be removed.
Fiainana Battery
A minor Infernal artifact that can 'hold' Ra Divay energy, allowing the user to use stored potential while they're still 'charging'. Depletes when brought to lower levels.
Blood Scrolls, Scroll Kits, & Rano
Blood scrolls are written in Rano ink - a highly-poisonous magical leeching herb that is used in Infernal and Tiefling coming-of-age rituals to create runic tattoos. Being around the concentrated Rano essence is a dangerous act for magic users, as it has both the tendency to absorb magic as well as biologically poison anything it comes into contact with.
Divay Pens
For when Rano isn't a necessity, Divay pens draw upon the internal power of the user to 'sear' the pages its used on. The pens don't work in lower levels, but the messages inscribed with them stay.
Climbing Gear
Infernal climbing gear, basically. Metallic grips lace over the hands like a glove, attaching to the waist plating of standard Infernal gear. In Middle to Upper Levels, this utilizes Ra Divay to allow Infernals to climb cave walls and ceilings like spiders. In the lower levels, it acts like ice picks attached to a harness system, with an attachment that hangs off the waist plating that can be embedded in the ground to keep the user from falling, but nothing more.
Infernal 'Potions'
Essentially herbal sludge that does the trick of modern medicine just as well, with the side effect of tasting absolutely wretched.
'Rations'
Perhaps more foul-tasting than the potions, these are last-chance rations of Cyell's own design.

Magical Abilities: Cyell has two forms of magic, but he's a novice in both. He compensates for this by Ra Divay.
Ra Divay
Ra Divay itself is the usage of the body's latent magic. Tieflings and Infernals, who reside primarily in the middle levels, absorb a fair amount of magic in their lifetime. While other magic users use the environmental ley lines to cast their spells, Ra Divay users deplete their own bodies' sources of energy. Their bodies, accustomed to being bombarded by magical energy, go through a sort of withdrawal. Their cells reach out, hungry to replace what they've used, and end up eating themselves in the process. This magical withdrawal is why Ra Divay users tend to be weaker in the lower levels and live shorter lives. However, this magic more easily harnessed. After all, it comes from within.
Cyell can use Ra Divay in several different ways, though he defaults onto his runes if at all possible.

Rano Runes
Runes make up the majority of skin on Cyell's arms, offering him a quick and dirty way to cast simple spells. The largest of which is 'Conduit', a Rano rune that gives him the ability to allow other magic users to embellish their power with his own. Ra Divay Runes are useless if they're not written with Rano, which absorbs environmental magic to give them effect. That said, Ra Divay can be used for enchantment, though the language and magic type itself generally only lends to combative and utilitative abilities. When used as tattoos, which Cyell does, the runes are complimented by his own power in order to take effect. They can also be inscribed into scrolls, called 'blood scrolls' by the Infernal peoples. These scrolls absorb latent environmental energy, complimenting the spell casted with an additional boost of power. Using them can make one sick, however.

Personality: Despite being decently well-learned and traveled, Cyell still looks back to his culture, which bears a fair amount of volatility and laissez-faire attitude toward death and dying. He goes by Infernal / Tiefling code, which is a deeply enrolled honor system in his culture. The honor system itself is surprisingly tame compared to what is rumored about Infernal culture, mostly focusing on retribution and revenge only being okay when one has been seriously wronged, but also including clauses such as fulfilling debt to others as just as important as eating and breathing. Over time, Cyell has learned to curb his bluntness in favor of not getting himself into difficult situations. That doesn't mean he's not condescending; he is to a humorous point, and if he dislikes someone, he's not afraid to make it known. Underlying everything, however, is a respect for people he believes to be above him.

Where Cyell lacks, despite being a healer - and by all means, an augment mage - is empathy for life in general.

Background: Cyell is a recent addition to the Guild of Adventurers; a novice in his own right. However, what he lacks in skill, he makes up for in magic.

Cyell began using 'blood magic', as others would call it, at an earlier age than most in his society. It withered his body and stature, stunting his growth and causing him to fall ill. Sacrificing body for magic, he grew at a rapid rate in comparison to his friends. That said, before he was introduced into the Guild, he was fairly adept for his age. That didn't mean much; after all, amongst long-lived elves, tieflings, and other fae, he was still a child. A child that had a bit too much power for what he was worth, and the lack of morality that he'd displayed. Still, his knowledge was limited; his coming-of-age rune had been uniquely declared 'Conduit'; where others in his hunter society might have had an offensive rune, such as strength or fire, he had been bestowed something in the Ra Divya runic language that designated him as a glorified battery.

He took it personally.

Cyell abandoned his Infernal hometown soon after being branded. It would be years before he came back, and in the time that he had spent away, he'd discovered the Guild; a group of likeminded explorers that didn't care for the bravado of raw strength, and appreciated small magicks as they had ascended levels. He began to fall in love with the tales adventurers had brought back, and decided to attempt to integrate himself with the Guild at an early age.

Languages:
Tievel (fluent, 1st language)
Language of the Tieflings, Infernals, and second language of the societies that surround them. Harsh, but not guttural.
Dwarven Standard (mostly fluent, 2nd language)
Dyskian (broken, barely functional)
Ra Divay (fluent)
Runic (novice)

Religion: Agnostic

Morality: ??
 
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Prof. Kytrek Rhodius
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Credit: C.DEX C.DEX

"Apply yourselves!"




Basic Information

Gender: Male

Age: 61

Race: Deep Human - Humans born in the Depths tend to be slightly shorter than other humans (possibly as a result of ancient dwarven ancestry) and even less magically-gifted, but possess enhanced vision in the dark and a greater tolerance for heat. In all other areas, however, they are like other humans, though their genetic diversity is greatly diminished as a result of their comparatively small numbers.

Home Level: Fifth Level, but often moves around

Religion: Atheist

Morality: Pragmatic Hero, A Lighter Shade of Grey

Languages:
  • Dwarven Standard (fluent)
  • Dyskian (fluent) - the language of the now-fallen nation of Dysk, one of the largest human nations on the Fifth Level and a widespread tongue among Deep Humans
  • Runic (working knowledge) - traditional dwarven language for transcribing spells
  • Elvish (basic, better at reading than speaking)
(Any languages your character might know; practically everybody speaks some level of Dwarven Standard, the most widespread subset of the Dwarfish tongues, but no universal Common language exists)

Inventory

Weapon(s): Though the deep engineers have long since come out with more sophisticated weaponry, Kytrek sticks to his trusty Bolt-Action Rifle for several reasons. For one thing, it is simpler for him to repair when it breaks down in the wilderness. For another, he has heavily modified it over the years, embedding a Geiger counter that automatically activates additional enchantments when certain magical thresholds are crossed:
  • Heat-Vision (7+): The scope reveals biological creatures through walls, coloring them in red.
  • Target-Seeking Ammunition (11+): Bullets will seek out the closest target. The shot must still be aimed reasonably well however. Requires specially prepared cartridges.
  • Phasing Ammunition (13+): Bullets can phase through walls. Requires specially prepared cartridges. Untested.

Equipment:
  • Notebook and Pen: While mostly a collection of functions for his spells (see "Magic"), Kytrek also uses his notebook to write down anything that might come in handy later.
  • Scrolls: When a spell needs to be cast, Kytrek will write it down on one of these sheets of paper.
  • Pocket Calculator: One of the only modern deep inventions to have spread far-and-wide, this simple tool has saved Kytrek's life more often than he would care to admit.
  • Combat Rations: When possible, Kytrek will hunt and gather his food; however, there are times when this is not practical, and in those situations he will fall back to his rations.
  • Flashlight: A powerful source of lighting is indispensable in some of the Upper Levels.
  • Climbing equipment: Essential tools for scaling vertical surfaces, including several long lengths of rope.
Additional Information

  • Spends much of his free time preparing various spell functions.
  • Enjoys surreal humor, one of the few ways he will let others connect with him.
  • Decidedly married to his job.
Appearance

Decades of adventuring up and down the Levels have made Kytrek quite fit. Of average height among his race (166 cm), he is quite strong for his age and his reflexes remain as sharp as ever. His small, close-set blue eyes miss very little, though he increasingly finds himself reaching for his reading glasses during long reading sessions. His small but meticulously well-maintained white beard is his pride and joy, along with the sideburns leading up to his close-cropped gray-and-white hair.

When uptrekking, Kytrek favors a warm, heavy cloak over a set of high-quality leather armor. The original colors have long-since faded away, leaving only a palette of drab, earthen tones. His heavy rifle is slung across his back, along with a weathered backpack; his personal notebook is attached by a hook and a short chain to his leather belt for easier access. Finally, he wears a pair of thick modern combat boots, years of spelunking having taught him the value of quality footwear.

Personality

An arrogant man, Kytrek holds most people in low esteem, considering them sloppy and unreliable; only a few of his dwarven peers have managed to earn his respect. He believes his practice of magic to be the most noble form there is, and while he concedes the necessity for other, faster methods, he considers them beneath him. Consequently, he often prefers to work alone, and has sometimes signed up for months-long missions simply to catch a break from the tedium of company.

Despite this, on the rare occasions where he has worked in a group, he is a dependable and trustworthy ally who will not back down from danger, so long as he thinks the odds are surmountable. Authority figures and leaders leave just as much of an impression on him as anyone else, but he will still obey orders given to him, albeit with some complaining when he disagrees with them.

Background

Before he became an uptrekker, Kytrek was a famous professor (at least, famous within his narrow field of expertise; to him, this is the only kind of celebrity which matters). Raised in the company of dwarves, his passion for mathematics and logic led him to a research career into magistics, the scientific study of magic. He quickly specialized into a branch of magistics that had seen few developments over the last century: formal magistics, which seeks to create a completely systematized approach to magic leaving no room for error. After completing his doctorate on the semantics of spellscribing, he was offered a teaching position at his local university, which he accepted in order to continue his research.

By age thirty, he had become the lead researcher on the subject at his university and frequently corresponded with other scholars from all around the world. Despite this, he was becoming increasingly frustrated with the lack of empirical data to support and inform his theories, and sought out ways of travelling to higher Levels, where the magic would be sufficiently strong to conduct his experiments. Being a citizen of the rather conservative nation of Lirqin, outbound travel requests were not handed out easily; only by joining the army or the Guild of Adventurers, Inc. could he hope to be able to travel quickly. He decided on the latter, and one year later he set out on his first mission to the Eighth Level.

Since then, Kytrek has been on dozens of missions, having even travelled to the Twelth Level once. His rigor and innovations slowly became renown throughout the Levels as he was tasked with increasingly complex and ambitious projects. To this day, his crowning achievement remains the construction of the Halcyonic Spire: over three years of work to produce a single, one-hundred-and-seventy-two pages long spell which brought the magical structure into existence. On the day of his forty-fifth birthday he was offered a professorship by his home university, whose magistics department had since become world-famous thanks in part to his contributions; he accepted it on the condition that he be allowed to continue his uptrekking duties, which the university granted.

Nowadays, Kytrek's fame and status precede him in universities throughout the world, and he is often invited to give guest lectures when he passes through the general area. He is comfortably wealthy and, while he is starting to consider his retirement plans, he believes he still has time for one last adventure, one that could push his theory to its breaking point.

Because, if he is correct, logic itself will break on the Surface.

Magic

A researcher in the budding field of formal magistics, Kytrek's abilities are centered around a rigorous and demonstrably correct approach to spellcraft. By applying a mathematical process to a domain that has traditionally been rather intuitive, he is able to create perfect, extremely powerful spells of any level of complexity. Whenever he wishes to cast a spell, he breaks it down into several component functions, derives them through a slow but thorough process, then strings all the functions together to create the desired spell, which is guaranteed to be fully-functional if the method was followed properly.

The crucial downside to this method is that it is an incredibly time-consuming process. Most magic users will be content with a "good-enough" approach which allows for magic to be used in combat quickly and intuitively, such as the classic fireball spell. An equivalent spell constructed through formal magistics could take two or three days to prepare, but would produce a significantly more potent and precise fireball. As such, Kytrek's talents are mostly used for missions that aren't time-critical, where precision and correctness are more important than speed.

Despite this, Kytrek can still cast some spells relatively quickly, as his notebook is filled with commonly-used functions he can use to build rudimentary spells faster. This is still a slow process, as the functions need to be transcribed to a separate scroll of paper in order to build the spell; in addition, since this is a more generic approach to problem-solving, the resultant spells are less optimized for specific situations and are thus usually weaker.

While he can cast his spells non-verbally, this is incredibly difficult and slow; Kytrek prefers to simply read them out loud.
 
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James Huewes
156-16022q5553055555 (1).jpg

Human | Male | 43
"You're one of those self-proclaimed 'good' guys, ey? ...That's... great..."



Home Level:
Born and raised on level 4. Lives on level 5 currently, but frequently visits level 6, and occasionally 7 and 8.


Appearance:
James stands at roughly 5'10. He has a sturdy build, and his weight alone is quite impressive for his age, though he is mobile enough despite his bulky shape. He keeps his ashen hair short, and he also tries to keep his facial hair to a minimum. His eyes are of a pale blue which many associate with ice. It's not surprising that he was also gifted with a chilling glare. His skin is also quite pale due to the lack of natural light that hits the depths of where he lives, and there are a plethora of "battle scars" covering his body, mainly scattered around his arms and hands.

He prefers to arm himself with lighter gear like leather when he's on the job. Can't be too heavy when running around magical hell-scapes and climbing up and down rocky walls all day.


Weapon(s):

  • A scoped, semi-automatic rifle. Runes have been embedded into the design to allow for shots to be infused with magical energy. The rifle is capable of shooting lightning infused rounds which electrocute targets.
  • A revolver that was embedded with a rune that infuses the weapon with the element of wind. If it misses, it is still capable of knocking back targets within a limited range of weight and size.
  • A hand pistol that was infused with the power of fire. Capable of not just penetration, but further burning the target. Some shots may even be set aflame while in the air.
  • Lastly, a wavy short sword for the worst of scenarios. The sword was also infused with the power of lightning. Those that get stabbed with this are electrocuted as well.
Runes will only activate with enough magical energy in the air. ( Generally 7+). Though effects may be extremely weak on the 6th level. Any level below and there will be no magical effect at all.​


Equipment:
  • The weapons listed above along with ammunition for each firearm.
  • Talismans for quick minor spell-tossing.
  • A book detailing the different officially recognized languages and providing simple means of translations.
  • Matches, a flashlight, and extra batteries.
  • Journal and pen. Inside are various notes on various things.
  • First aid kit and a basic guide, along with various healing salves and potions.
  • Dry food rations & stored water.
  • Changes of clothing/gear, "spare everythings."
  • Your average climbing gear for ascension.
  • Roughly sketched maps of the higher levels. Certain points are marked on the tenth level, revealing how far he's gotten in his exploration of the area (He hasn't gotten very far).
  • A few scrolls, incantations of protective and supportive spells are written down.
  • two extra daggers, though they are pretty much only used for practical purposes.

Magical Abilities:
James relies heavily on the effects of runes and enchantments in the upper levels. The guy isn't really a big magic user, but he also possess magically enchanted/infused items that aid him. The runes in his weapons are also proof of his reliance on magical items. He also knows of a few spells that serve supportive or protective uses, but he is very conservative of their uses. James also remembers a couple of very basic offensive spells, but it is unlikely he would resort to using them instead of the weapons that he already has at his disposal.


Personality:
James is a generally friendly guy. He can get along with just about any personality type.
"And there are types, mind you. Learning how to deal with each one gets you places. ...What type am I? Ehhh- Nice, suburban family man?"

James takes it upon himself to be cordial to just about everybody. And this is because he believes in the whole "Treat others how you wish to be treated," thing. Except- he also gives people what he feels they deserve. An eye for eye, if you will. If you act like an asshole, you'll get treated like one. Simple as that- you get what you give. And so, he tends to believe that by being a nice guy, he'll get treated like one.
"Lucky for me, people tend not to do bad to the people they perceive as friends. Of course, it happens though."

As a general rule, you should keep your amount of allies greatly above your number of enemies. That is- unless that's all part of your plan for something greater. A bit risky though to be disliked by everybody, he thinks. People who don't like you aren't gonna share with you. People who do like you are more inclined to help you when you need it. And that's survival.
"And that's a fact, ain't it?"


Background:
James was born to a father who was coincidentally also an uptrekker. His father was lesser known and did not venture above level 9, but managed to receive jobs that still paid fairly for less risky work. With him also being a member of the Guild of Adventurers, James was introduced to the concept pretty early on in his life. And while his surviving siblings went on to pick more "refined" pathways in life, James was always interested in the thrill and mystery of what was uptrekking.

In his teen years, his father would take him on trekking trips to level 7 to give him a feel for what trekking was, but he took him no higher. Eventually, as James became more and more interested in the trekking business, his old man decided to pass down the offspring of his raven to James and the four of them, both their ravens and them, would eventually reach level 8 together. That little raven gifted to James soon came to be known as Fredrick.

At the age of twenty-three, James's father had passed naturally. And it was his death that inspired James to join the Guild of Adventurers and decide to call himself an uptrekker. And only two years after taking up this new profession, James married to Fiora Velaeris, a childhood friend. And a couple years after that, they had two sons, Direni and Mikael.

After trekking for twenty years, James has grown fond of his career and he's been on many different jobs. Being more daring than his father was, some jobs included high amounts of risk, which always worries his wife to death, and some were on the milder end of the spectrum. This new job though, might be his riskiest.


Languages:

  • Dwarven standard. Fluent. James can also understand other variations of Dwarven, but will only be able to answer back in Dwarven Standard. He is able to read most Dwarven variations without any problem as well.
  • Dyskian. Fluent. Can read without problems.
  • Arkovian. One of the few human languages spoken around level 6 and up. He can fluently speak it but has trouble reading it, although minimal. It's one of the strange languages that his mother-in-law taught him.
  • Elvish. He is able to understand the Elvish language to an extent, but can only speak it brokenly. He is able to read it at a decent level though.
  • Runic. Can only understand certain characters. Very basic.


Companion:
A lovely jet black raven affectionately named, "Fredrick" follows James around. Despite the name, the bird's gender is female.

Fredrick is one intelligent bird, being smart enough to comprehend a multitude of commands in several different languages and even understanding some phrases of casual speech, her magical prowess is also quite impressive.

Thunder and ice are her elements with thunder being her dominant. The bird is skilled enough to absorb and channel energy through herself and then manifest it into elemental magic which she then releases in bursts and blasts. Her accuracy with her favorite skill, "doom bolt", practically just a bolt of lightning summoned to strike from above, is beyond deadly and her ice magic can inhibit movement and trip up foes. Though she will never be as dangerous as a magician, her support is valued highly by her holder.

Fredrick has been as high as level 10 with her partner, but for a very short amounts of time due to the intense radiation of mana, and the offensive power of her magic there thrives. However, because of her lack of experience with such high amounts of raw energy, any level above and she would likely not be able to control her magic without some difficulty. There are also risks being made on her mental stability above level 9. Fredrick has never been lower than level 3, but her trips to the depths are mainly just for sight-seeing. Any level below 5 where she resides with James, and her magic is just about useless.


Religion: Atheist.


Morality: Neutral Good.


Additional Information:
James additionally carries a small box full of letters and pictures of his family.

Theme:

 

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“The most tragic event is the death of curiosity.”




NameEvgeniya “Eva” Dawnswing

GenderFemale

Age116 years old

Home LevelLevel 7 born. Currently living in Level 8.

LanguagesFully Fluent: Avirean, Dwarven, Selkie-speak
Mainly Literate: Elvish, Highland Fairy


WeaponsA pair of sturdy arm guards and single-edged short swords.

Equipmentbooks | steel-enforced terrarium of glow worms | heavy duty boots | notebook and pens | first aid kit | extra pairs of heavy duty gloves | goggles | grooming kit | magic powered lighter

ReligionAgnostic

MoralityAbove Good and Evil

RaceAvire. A race of avian shapeshifters who have evolved to adapt to the climate of lower levels away from magic. In these times, most Avire cannot shift fully into their avian form without a good use of magic involved. Instead, the Avire tend to stay with their “human with bird wings” appearance. Their most notable trait is, of course, their large powerful wings that allow them to take flight (though some, like Peacock Avire, cannot take flight). How long they stay in flight purely depends on how active they are with their wings. Some of the Avire who have more labor intense careers like to collapse their wings tightly against their backs and under their clothes to protect them. Those of this race have a higher natural body temperature than humans and tend to have around the same lifespan as many of the fae and elven races. Their native tongue is Avirean.

PersonalityEva, though relatively friendly (if you ignore her moments of snark), does not believe in the concept of good and evil. She believes there isn’t really a clear line in morality and sees the world in a more “I have my needs and wants and you have yours” kind of light. In fact, she’s more likely to try to pick apart someone’s brain than actively participate in a double-sided war. Or just have a good laugh about it (because, let’s face it, some wars and fights start for really stupid reasons). Or make off with their library as the two sides set each other fire.

Other than her strange morals, Eva is your typical bookworm who has an adventurer’s heart. She’s perfectly fine with tucking herself away with a new book on hand. She’s also fine with crawling to mud and sand to get to where she wants. And as friendly as she is, she’s not above taking advantage of someone to get where and what she wants. She most likely doesn’t have anything against you. You were just in her way...



Magical AbilitiesCan shapeshift into a primarily brown-feathered gyrfalcon | Can harden a handful of feathers into deadly points with magic and launch them | Knows a little wind-based magic | Knows how to cast ONE fire-based spell (she cheats with a magic lighter)

AppearanceLight skinned and standing at five foot six inches, Eva is gyrfalcon Avire who looks like she could pass off as someone in her mid to late twenties if she was of the human race. She has brown and black hair that have some feathers mixed in towards the nape of her neck. Like many gyrfalcon Avire, Eva has golden yellow eyes that are often described as sharp and assessing, like they’re always measuring something or someone up. However, this is usually offset by her habitual and often bemused smirks.

Also common amongst her race, she has large wings that have the pattern of a brown gyrfalcon which are usually shrunken down in size and neatly tucked under her clothes when not in use.

Though she is a scholar as well as an adventurer at heart, with her pragmatic attitude about her appearance, Eva looks more like a stereotypical explorer rather than the bookworm that she is.


BackgroundEva grew up with a moderately-sized town of Avire in Level 7. It was within her hometown that she learned to fly. And it was there that she eventually went the extra mile and learned how to shift fully into her gyrfalcon form. Soon she reached adulthood and thought about what she wanted to do her life, dabbling in languages here and there to satisfy her love for knowledge and literature. However, this and reading did not do much to satisfy her curiosity and wanderlust. Eventually, she left her childhood nest and joined Guild of Adventurers, Inc.

After joining the Guild, she permanently moved to a city in Level 8 but still occasionally visits her family during her rare bouts of homesickness. A couple of decades with the guild proved to do well with her, as she learned much and gain just as many opportunities to gain more and more knowledge and stories. And though, she’s not particularly famous, she’s a well-accredited scout with a good memory. She’s often recommended for requests that require detailed surveying of an area.


Extras
  • Is completely willing to learn a new language if it’s a language barrier that’s preventing her from getting her hands on a book she really wants.
  • Is pretty acrobatic, especially with her fighting style.
  • Elvish and Highland Fairy are languages that she can read very well. However, even she admits that her accent is horrendous and her pronunciations are often VERY off. She’s better off just sticking to her books in this case.
  • Highland Fairies are just the big fairies that don’t live in and/or sleep in plants.
  • Is fine with flying for long periods of time but prefers speed over length.
  • Can shapeshift fully into a gyrfalcon but is too cautious to use the ability often.
  • Her fully spread wingspan should be around 14 to 16 feet wide if you consider her height. Birds of prey tend to have ridiculous wingspan compared to their length to be able to scoop the air (enough for flight) with their wings. >->;;; But folded and resting against her back, it's the bulk of her wings that is the problem rather than the length of her wings. Like bird wings, the majority of her wings (specifically her "wrist" section of the wings) would be resting around her shoulders.
  • Folded, her wings take up the space of two people. One half of a person on each side and one person behind her.
  • “Stop thinking so hard. I heard that it’s very bad for your health. Maybe that’s why you’re bald?”
  • “Good night. Elvish is bad for my throat. So is Pixie.”
  • “Well, you’re annoying enough. To be honest, I’d push you off this cliff if I didn’t know that I would have to scrape your body off the ground after.”

 
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Tigi Redstar

Gender: Male

Race: Elf

Age: 410

Home Level: level 9

Appearance: Tigi is quite tall, standing at 6'2", but is abnormally skinny for his height, only weighing 120 lbs. His skin is quite pale, and his hair, which goes down to his waste, is a mix of jet black and gray strands of hair and is also a pain in the neck. He has thin eyebrows and long eyelashes that rest above small, pale green eyes, and a small, sharp nose. His smile is pearly white. He has a small, angled chin and high cheekbones.

Most times, Tigi's hair is tied together in a ponytail. He wears a light green tunic and brown trousers and dons a stylish black cape.

Weapon(s): An enchanted steel dagger. Tigi cannot remember how exactly he made it, but the edge if the blade itself is coated in an ethereal energy so that the blade never dulls. He somehow made it so that it requires little magic energy, so it works in the lower levels as well (although the enchantment fizzles out in the lowest levels, where there is little to no magic radiation)

Equipment: One of Tigi's most important possessions is his collection of journals. Not only does he recount his daily endeavors in these books so he can remember them the next morning, but it is also how the separate personalities communicate with each other. As they cannot speak to each other directly, they have developed a system using these journals to have casual conversations and make decisions. So far, he has ten journals full of entries and conversations.

He also carries a few other trinkets:
A pack full of herbs for brewing tea
A small teapot to brew said tea
A pair of sunglasses (you never know)
An acoustic guitar



Background: Tigi was born in a small town on level 9, to a woman who was quite proficient with magic. She didn't know who the father was, as she was a bit of a... loose cannon. She was also an uptreckker, and instead of settling down to raise her child, she decided it would be a better idea to bring him along with her on missions (and nearly killing him several times). This decision probably set him up for failure in the long run, but it made him a brilliant uptreckker and mage. Because of his early exposure to magic, though. he was a bit flighty and unpredictable as a child. The first portion of his life was spent moving back and forth between levels, whether it was him being shepherded around by his mother or carrying out missions on his own. While they had a home on level 9, they rarely visited it.

Tigi excelled in his magical abilities, due to both his genes, his constant exposure to danger, and his interest in the art. Most would say that he became obsessed with the stuff. And they would be right. Unaware of the damaging nature of magic, he let it consume him. People looked at him and saw a man deluded with mana-lust. He always had to find something stronger; something more potent than what he already has. And this drove him to leave the uptrekking business. For one, he did not believe that his abilities should be wasted on some messenger jobs. For another, he felt that uptrekking did not provide enough combat opportunities so he could test his new spells. He became an independent mercenary.

It was here he thrived. His skill with magic was unrivaled. He became a legend for his time. The power went to his head, and so did the fame. He became a real asshole. But all that magic had a cost, that was no apparent until one fateful mission. There were two small elven kingdoms on the ninth level, Donnigan and Azarath, that had gone to war over a political scandal. But he and a few other mages were hired to destroy the royal place of Azarath. To achieve this, they were to travel through the tenth layer and use the stronger magic to obtain more destructive power.

It was during his time in the tenth layer that Tigi started to fall apart. It was amazing how he was able to resist the effects of magic for so long, but this was inevitable for a mage. He became irrational, paranoid, he was forgetting things and started to lose control of his magic. But they eventually made it over the capital. They cast the spell and vaporized the entire city. It is safe to say that the war ended that day.

The casting of that spell triggered He had increasingly bad mood swings, he started to hear voices, and worst of all, he was forgetting how to use magic, which only made him more angry and depressed, which increased the speed at which his mind declined. Not only was his memory of magic fading, but his memory of his life was too. Soon he would only have a vague idea of who he even was. He wasn't the only person who was forgetting him, as the world was forgetting him as well. He lost all the respect he had, and slowly faded into obscurity (Most people probably don't even recognize him now).

Tigi went back home, to live out the rest of his days. His mother was still alive, although she had retired from uptrekking, as she wasn't doing too well either. They stayed home and took care of each other until his mother's unfortunate death.

Tigi's condition continued to deteriorate, and his memory continued to fade, until one day he woke up, saner than he had been in a long time. While he still couldn't remember much, he was feeling much better than he had before. Feeling productive for once, he went up to the local office for the guild of adventurers and applied for a job as an uptrekker. He couldn't figure out why, but he felt like he had a connection with the job. He eventually got the job back, but that next morning he had another problem. For he woke up, saner than he had been in a long time. While he still couldn't remember much, he was feeling much better than he had before. Feeling productive for once, he went up to the local office for the guild of adventurers and applied for a job as an uptrekker. But he was told he had already applied for a job the day before.

Tigi soon found out that he was not one being, but three. The time was not exact, but around every 24 hours, his personality switched, with no memory of the things a previous personality had done. While it isn't accurate to call them three separate people, as each being is just an exaggerated aspect of Tigi's original personality, they act as separate beings, their lifestyles are quite different from each other, and they even decided on separate names for each other, which convinces others that they are indeed three different people. While he was able to obtain somewhat of a stable lifestyle as an uptrekker, he was never going to be the same again.



Tigi's mind has split into three different personalities. Each one basically functions as a sperate person, so they have decided on separate names for each other. As I said earlier, every day, most times during his sleep, his personality will switch. There is a specific order that the personalities cycle through. Shigi was the first to manifest, then Figi, and finally Tigi. After Tigi, Shigi comes back.​
ShigiPersonality: Shigi is calm, compassionate and forgiving. He is never in a rush, and always has time for a nice chat. He does not like rushing through with things and prefers to go through every detail of a plan before acting. Shigi claims to be a pacifist, but in reality, he has no problem with violence. Although actually killing is another matter. He has a strong sense of morality and will try to do what he believes is right. Shigi does not eat much, and only drinks tea he has brewed himself. He believes that the tea calms the nerves and connects one with their inner self. Feels and acts older than he really is.

Languages: Shigi is fluent in Elven and Dwarvin Standard

Religion: Daadism. This is the belief that one can leave their body and ascend into godhood and reside in the spirit world. The process is very difficult and requires one to give up all bodily needs and desires, and constantly meditate in order to discover and negate all of one's flaws.

Morality: Thou Shalt Not Kill, Greater Need Than Mine

Magic Abilities: Shigi can create magic barriers that are quite difficult to destroy (although the durability ultimately depends on what level it was created on). Shigi generates these barriers by writing out spells. The utensil used to write these spells and what they are written on do not matter, but if the spell is erased, the barrier dissipates. The writing of these spells is much like coding, as by writing keywords and phrases, Shigi can control several aspects of these barriers. Using this "code" he can control the size, shape, color, and more complicated things like what triggers the barrier to spawn., the location of the barrier, and how long it takes to appear. Of course, the more complicated spells take longer to write down.

This is the only magic Shigi remembers, and he has no desire to learn any more.
FigiPersonality: Figi is probably the closest to Tigi's original personality. Figi is selfish and narcissistic, always believing himself to be right. He does not pay much attention to others. Really, he only acknowledges them to make sure that they see how cool he is. He cares about his public appearance and must prove that he is better than everyone else. He normally fails at this because he is not better than everyone else. Figi is a compulsive liar, weaving tall tales to put himself in a better light. Figi feels and acts younger than he actually is.

Languages: Figi is fluent in both Elven and Dwarvin Standard.

Religion: Agnostic

Morality: It's all about me

Magical Abilities: Figi recalls a few of his abilities. The one he remembers the strongest is the spell that lets him dissipate into a cloud of smoke. He cannot move in this form, though, so its usefulness is limited. He can trigger this spell with a wave of his hand.

Another spell he remembers was one that turned his saliva into acid. This acid is particularly strong, and while it does not burn through his mouth, it can do a bit of damage to a stone surface and can burn straight through the flesh of a human being. This is also triggered with a handwave.

He remembers one last spell. Turning his pointer finger and his thumb into a sideways L, he can shoot a beam of light out of the end of his pointer finger. This beam has the same effect as a bullet, so it is his weapon of choice. Although this spell takes the biggest toll on his mind.

Other: Is quite skilled with a guitar.
TigiTigi is unstable. The reason why he has taken up the original name is that he could not handle the though of himself not being the original. The other two personalities did not object to this. Tigi is quite emotional, often breaking into tears or going into a rage for reasons others would consider small. He has no control over his emotions; rather, he lets his emotions control him. Because of this, Tigi is prone to random bouts of violence. When he is calm (which is a rarity) Tigi prefers to spend his time alone, brooding and thinking about the meaning of his existence. He is quite skilled with a dagger, and is not afraid to kill, although his physical strength is lacking. He feels and acts younger than he actually is.

Languages: Tigi is fluent in Elven and has a basic understanding of Dwarvin Standard. He can read a fair bit of the language, but speaking it is another matter.

Religion: He flip-flops constantly. But right now, he is an athiest.

Morality: Straw Angst

Magical Abilities: Much like his emotions, Tigi does not have much control over magic. Which makes life a bit difficult, as his body is basically infused with the stuff. So his magic is tied to his emotions. When he feels something strongly, he screams, and something comes out. It is never constant, but it is generally destructive. Elemental magic is common, although other things have manifested.

 

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Xhin Dionis
"Look! Look at this this, this, this... uh... thing!"



Gender: Female

Age: 29

Home Level: Born and lives on Level 8

Companion: None

Languages:
  • Dwarven Standard - Basic
  • Elven - Fluent
  • Faenn (language of the fae, satyrs, nymphs, and faun) - Fluent

Morality: Chaotic Good


Race: Faun - A light-footed race of half-human, half-deer figures. Faun are noted for their large dark eyes, deer-like ears and variety of antlers, which both male and female faun possess. Young faun start growing their antlers when they hit puberty, and they are shed every few years. Their other most notable feature is their furred lower bodies, which include small tails and sturdy hooves. Their cervine legs give them great speed and agility, and as such they are widely employed as couriers, messengers and scouts. They also have a reputation for mischief, and while not as stigmatised as satyrs they are still regarded with slight suspicion by the non-fae races. Faun tend to age around the same rate as humans, and are considered adults in their society at 16. However, they are considerably shorter than humans - five feet is considered quite tall for a faun.

Appearance: Standing at only 4 ft 3 in and weighing 68.7 pounds (a point of contention for her), Xhin cuts a curved, if diminuitive, figure. Although a little plumper than others of her race, her brown-furred, lightly-speckled legs are more than capable of giving her the speed and jumping abilities her people are known for. Her antlers add just under a foot to her height, poking out from long, dark auburn hair that contrasts with her fair skin. Her dark eyes are large and innocent, and freckles adorn her face in a wide stripe from her cheeks across her nose.

Personality: Xhin is an exuberant soul who has fun and tries not to upset anyone, preferring to leave as polite acquaintances if a friendship cannot be struck up. A passionate faun, she earnestly loves and is intrigued by many aspects of the world, especially magic. Having grown up surrounded by the magics of the upper levels, she is more than used to experiencing and using magic in many facets of her everyday life, as many of the fae do. Unfortunately this means she becomes frustrated on the lower levels where her magic deteriorates, as she feels weighed down and as if part of her is missing.

Her other passions include weaponcraft, which she has taken upon herself as a hobby and side-profession, and intricate or grand machinery. The artificers of the lower levels fascinate her, and while she doesn't understand the complexity and craft that goes into their machines, she marvels at their rocket-lifts and other gadgets nonetheless. However, that is where her admiration for the lower levels ends - she has little interest in what she calls the "humdrum" inhabitants of the lower levels and their drab, non-magical day-to-day existence. If she gets bored of anything she will try to leave and find or do something that interests her, otherwise she gets fidgety and her mind wanders.

She chooses to opt out of other people's personal conflicts, as such things interest her even less than non-magical life, which can lead some to view her as uncaring. However, she is not naive - she knows full well that others will dislike her for not getting involved or not choosing a side, or simply because of her race and disposition. If she must interact with such people, she will try not to offend, but her fidgeting and restlessness can make it painfully obvious that she wants to leave. She also has a chip on her shoulder about looking so much younger than she is, and will brusquely admonish anyone who comments on her spots or age.

Religion: Atalysus - Faun Goddess of Adventure, Revelry and The Hunt - many faun revere Atalysus, a woodland goddess who promotes living life to the fullest through adventure and joy. Worship of Atalysus is casual, not requiring churches or gatherings, but instead embracing a lifestyle that honors her tenets. Her followers engage in occasional hunting for meals, usually heading out once a year for such a practice. Using animals parts such as bone and leather for furniture, clothing and decoration is commonplace, and most followers carve their own idol from the bones of a beast they have hunted to show their faith. More devout followers decorate their antlers with bone jewelry and charms.

Background: Born around one of the bizarre little woods of Level 8, Xhin grew up in a typical faun lifestyle. Her parents taught her to use the natural magic that pervaded their homeland, and her inquisitive and passionate nature meant that her magical talent expanded and grew quickly. The woodland elves that lived nearby taught her their language, and she was also taught basic dwarven to help her along in the world, although her understanding of dwarven is quite basic compared to her elven.

When she came of age, she decided that a life as part of the Guild of Adventurers sounded fun and exciting, so she signed up at the first opportunity. They taught her to better use her magic for fighting and defense, as well as how to effectively use a sword and, eventually, her daggers. It was during her first few years in the Guild that she started crafting her own weapons, selling a few at local markets to make some extra money.

Although she favoured courier missions during her time with the Guild, after six years of membership she was conscripted into a few small conflicts; her skills in magic and her prowess in battle had long since been proven as she traversed the eighth level and its resident threats with growing confidence. It was during her conscription that she received her first basic training in vertical transit, as she was deployed across the seventh, eighth and ninth levels. She took a liking to the freedom of movement and seeing exciting new things across the various levels, and decided that after being a member of the Guild for nine years, she wanted to be an uptrekker. Soon after, she applied and was accepted into their ranks.

During her time as an uptrekker, Xhin acted as a courier and escort to people and goods between all manner of levels, and became a fairly known face amongst the larger settlements and businesses therein. But, after four years, she spied an opportunity for the greatest adventure of her life - a journey to the surface.

Specialization: Runner - in the Guild, Runners are an amalgam of scouts, couriers and messengers. They are valued for their discretion, observational skills and speed when delivering information or good, or scouting out new, undiscovered, or dangerous areas. After all, a slow, clumsy scout is a dead one.

Weapon(s):
  • Bone Sword - Taken from one of the larger beasts that patrol the ninth level, a bone was magically shaped into this blade by some arcane hunters. Laying eyes on it in a market, Xhin immediately fell in love with it, and in turn she began a passion of crafting her own weaponry.
  • Antler Daggers - Xhin didn't take long to start making her own armaments, and these two light-weight daggers are proof of that. Forged from her own shed antlers and magically reinforced, these daggers are quick and deadly when weilded in each hand. She does not name them, as she enjoys creating new, better ones each time she sheds.
  • Hand Cannon - An ornate hand cannon that she bought from dwarven merchants on one of her excursions to the lower levels. She only ever carries a handful of non-magical fire-shells in her pouch (usually five - she likes the number), preferring to use the hand cannon as a conduit for her spells. She only resorts to using the ammunition if she's in the 'humdrum' levels where her magic is weakened - her fire-shells erupt in flame wherever they strike.
Equipment:
In her bag:
  • A whetstone for sharpening her sword and daggers
  • A small bound writing book and a charcoal pencil
  • A collection of ragged maps and scribbled notes concerning various locations in the nine levels
  • Some dried meats and snack treats
In her pouch:
  • Five fire-shells for her hand cannon
  • A crystal that glows brightly upon being touched, used as a torch
  • A small, bone idol of Atalysus, faun goddess of adventure, revelry and the hunt

Magical Abilities: Xhin's daily use of magic and further training from the Guild of Adventurers have provided her with a mix of enchantments and spells. She specialises in fire and arcane magic, and uses natural magic in its raw form, rather than using the rituals or runes of the lower levels. Although talented, Xhin must use a focus for her more powerful magic, often her swords, daggers, or hand cannon, or even herself, which presents its own dangers:
  • [Enchantment] Speed - One of the first spells she learned from her parents, Xhin enchants herself to give her temporary boosts to her already remarkable speed. She uses this in tough fights and to escape from danger, and sometimes just for the thrill of speeding across the subterranean landscape.
  • [Enchantment] Flame Blade - Xhin causes her sword or daggers to set on fire, causing terrible burns on contact with her foes. These can also act as impromptu torches.
  • [Enchantment] Arcane Blade - she focuses raw arcane energy into her sword or daggers, imbuing her strikes and slashes with much greater force than is natural. However, using raw magic like this is unstable and can result in dangerous blasts of energy that damage Xhin and anyone around her.
  • [Spell] Flamethrower/Firebolt - she casts either a continuous gout of fire or an explosive fireball from her hand cannon.
  • [Spell] Arcane Blast - she focuses raw arcane magic into her hand cannon and fires a powerful shotgun blast of arcane energy, damaging many enemies in front of her. However, using raw magic like this is unstable and can result in dangerous blasts of energy that damage Xhin and anyone around her.
  • General Magic - simple day to day things like lighting a torch or levitating a pen to her hand come naturally to Xhin, and she misses these abilities greatly when she's in the lower levels.

Additional Information:
  • Xhin's understanding of dwarven is rather basic, and she often stumbles over and repeats words while she searches for the correct one.
  • She also tends to repeat words when she isn't paying attention, so it's sometimes difficult to know if she's looking for a word or if she's just bored.
  • She favours hit-and-run tactics in battle when using her sword and daggers, using her speed to get around and behind her enemies and darting back out of reach when they attack.
  • She wants to move to the higher levels eventually to enjoy a life full of magic and wonder. She has even been slightly envious of the folk who left for the tenth floor and never returned.
  • Faun usually lose the speckling on their fur during puberty, but every so often one retains them into adulthood. Xhin is one of these faun. She hates it, as she is often mistaken for a youngster, or ridiculed as one. People often exclaim that she has "such big antlers for such a young girl."
  • Xhin loves running and jumping. This is natural for a faun, but Xhin wears the dumbest, happiest grin when she is cavorting around for no reason other than to cavort around.
  • She has a collection of her own antlers at home. She plans to use them to make more weapons, but at the moment it's just this weird, macabre pile of bones in her bedroom.

 

Astaroth Blackfang
"The surface is just another level I shall venture to, I will be the first to use it's immense power"

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Gender: Male

Quote: T.B.D

Race: Elf

Age: 246

Religion: Atheist

Morality: Chaotic Good

Home Level: Born on Level 7, Lives on Level 8

Appearance:

Astaroth is never seen without his black-grey cloak, his long brown hair and knife edged ears a common trait of his people. He has a fairly light skin tone and a sharp nose, his white pupils are also a very prominent feature. He weighs an approximate 86 kilograms (189 pounds) and is no taller than 1.93 metres (6ft 4in)

Around him is a satchel filled with herbs, parchments of paper, ink and quill, and of course maps of different levels, albeit some may be unfinished. A one-handed sword is also secured onto his belt, together with a small dagger and a small vial.

Weapon(s):


UC1386a.jpg
The greatstaff of Blackfang, it is made of enchanted wood, turned pale from exposure to magic. The staff acts as a medium for magical energies to focus on a point, resulting in a more potent spell


c1677ed424cf54ec15981cd912152012.jpg
A fine elven short sword indeed, Solitude is made of steel hardened with magic. Similar to Dwarven hardened steel in some cases, it is much stronger than any regular iron sword.
Languages:

-Elven (Fluent)
-Dwarven Standard (Fluent)
-Dyskian (Basic Understandind)

Companion:

Beside Astaroth is his trusty stag, Fable, both his mount and true friend. Being with Astaroth since he was a little doe, Fable is extremely loyal to him and will follow wherever he goes. This specific stag has evolved to have glowing antlers, making him an excellent companion when venturing into the darkest depths of the earth.

Equipment:

- A small dagger for non-combat purposes
- Herbs, for mixing concoctions when needed
- Maps, they detail mainly levels 6 through 10 but some most of them are incomplete.

Personality:


Guided by his conscience, Astaroth does whatever he believes is right with little regard for what his other guildmates expect of him. He shows kindness to those that that are kind to him, an eye for an eye. Respect, some might deem, is one of his most likable traits, though at times he can be a bit arrogant (like all elves). However, there is a much darker side to Astaroth, a nihilistic one. Though he has morals, that's pretty much all there is. This contradicting side makes him a little 'weird' at times, so most are cautious around him.

Background:

Born on the 7th Level, Astaroth Blackfang grew up in one of the many Elven settlements there. As a child, he was shown to have an affinity for the magical arts, something very common among Elves. Swordsmanship was also taught to him there by one of the guards.

Being raised by a single father and never knowing the love of a mother Astaroth was deeply affected as a young child. He began exhibiting signs of depression and for a period, he did nothing but stay at home and read up on magic. A nihilistic worldview began forming around him and would not pass for a long time, and even though he has gotten over this mindset, a part of him still stays as a nihilist.

A while later, after sorting out the various problems in his life, Astaroth went ahead and moved to Level 8 to further his magical studies. Taking only his staff and sword, he ventured upwards. Over there, he had heard of a guild of Uptrekkers, and took an interest in them. Perhaps he would be able to become an even more powerful mage?

The guild was everything he imagined it to be, a group of highly skilled, competent adventurers, some with the same lust for magic. Though he is relatively unknown, some have heard of his skills as a mage, garnering him respect and reverence. Even till now, Astaroth's loyalties lie with the guild and hopes to work with more people to gain knowledge and power.


Magical Abilities:

-Photomancy:
This form of magic seeks to manipulate the light around the user, be it providing illumination in the darkest depths of the earth, or blinding his / her enemies. The user is also able to convert light into a form of matter, hence changing it's state.

[Illuminate]
Astaroth conjures a ball of light, illuminating the immediate area. It can also be used as a sort of flashbang, blinding anyone looking at it.

[Enchantment: Light]
A layer of light is applied to Astaroth's blade, giving it the properties of a pseudo-plasma cutter. The edge heats up to approximately 750°C, roughly the temperature of charcoal fire, and the sharpness of the blade increases.

[Refract]
Astaroth bend's the light coming into his eyes, allowing him to see farther, as if looking down on a pair of binoculars.

-Shadowmancy:
Unknown to most that do not practice this form of magic, a dimension filled with pure 'darkness' exists which practitioners call the Shadow Realm. Shadowmancy is the art of drawing power from that dimension and controlling it's volatile energies. This so called 'darkness' is able to be shaped into a multitude of things, solid or otherwise.

[Bind]
A portal to the is conjured at the target's feet, causing black tendrils to shackle him.

[Shadowflame]
Astaroth brings forth shadows in a fire-fire like form, these flames appear black as night and act like normal fire. However, the fires do not burn, but instead cause bone atrophy.

[Descent into Madness]
Astaroth creates a portal to the Shadow Realm and submerges himself into it. While in the shadow realm, he is unable to be seen or heard, see or hear. He is trapped in complete isolation until he chooses to return, staying for prolonged periods can cause insanity.
 
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Faelen the Ironflat
“Better hop to it before I make ya, Hahaha”
Name:
lenaric (Formerly)
Faelen the Ironflat

Gender:
Agender
(ze/zir/they/them/their)

Race:
Half-Orc

Age:
18
Home Level:
Raised on the 4th layer.

Languages:
Dwarven Standard (Fluent)
Luiric (Working Knowledge)

Religion:
Theist. Believer of Yahweh. Acknowledges the Triad, especially Ilmater.

Morality:
Chaotically Good


Appearance:
Faelen the Ironflat has a wide square jaw that slightly protrudes from the bottom. When closed or smiling, zir bottom tusks sticks out from their mouth. Their hair is black. It is coarse and thick and in bad weather, their long hair frizzes terribly. Often, Faelen will braid zir hair to get it away from zir face. Zir eyes are sunken deep in their skull but are the only thing that stands out to be considered “nice”. It is a wonder how an ugly mug has a pair of brilliant purple eyes. If one is not staring at Faelen for their face, he or she would be captivated by the colour in ze eyes.

Faelen may not be pretty, standing gnarly at 6’ 5” tall (or nearly 200 cm) and has greenish grey skin, but ze smells great. Ze is rigorous about their hygiene and whenever ze can, Faelen will do their best to be clean. Daily baths and using soaps are a must whenever possible. They have tried softening their orcish feature by adding flower ornaments made out of metals and precious stones into their hair. Ze is not sure if that does anything, but ze feels pretty, so that's what all that matters.

As a uptrekker Faelen has to be quick and flexible but having to fight up close to their enemies, ze has to find a balance of being well defended but also light. Faelen dons on a heavy chest and a right arm armours. The rest of their clothes are flexible and durable. To bring everything together, ze has a weatherproofed cape that they often wear during travel.
Personality:
Faelen is a very down to earth kind of fellow. Ze is raised like a humble halfling and likes to flaunt their brilliant cooking skills to others in care for their well being. This massive humanoid has a hands-on approach with others but usually, their action is with good intent. Ze doesn't like to dilly dally, but if they are asked, they will try their best to listen and give other their space.

Of course, being an uptrekker, Faelen has a healthy amount of curiosity and dare. Adventuring may bring the worst out of the half-orc but tries to be mindful of their teammates and hopes they are not too bothered by zir… aggressiveness.

Background:
To myself in the far 20 years from today,

Hello. I hope you are doing well. I am doing incredibly well and I hope that when you sit down and read this I hope that you too are in a place of serenity. I hope that you are as old as I imagine you to be, old and wrinkled like dried dates and raises with a white, long mop of hair. If I am not killed by a wild beast, I may as well be on a rocking chair and too old to do anything else. Many of my colleagues say that I am too young, but we both know that half-orcs do not live long. Living for 20 years is a bit too optimistic for my taste, hahaha. It saddens me to think that I would not live long along side my friends, but I hope that I -- you, have lived life to its fullest.

I am so very amazed and am blessed to come as far as I did. An half-orc, abandoned by their mother on the porch of a halfling. I should have been tossed out by the halfling, being a half-orc after all, but the halfling, our teacher was a very kind man and named us Ienaric for our blue eyes. I’ve long ago received a new name but I've honoured it in a way. Teacher still calls me by that name and some of the halflings back at home ground does too, as it is tradition to confuse everyone you know with name changing.

The teacher and his family knew that I would leave the burrow as soon as I could to exploring the under space and finding adventure, but I think I may have surprised teacher and Mother Darora and everyone around me by how fast I grew. I grew like a weed but they did their best to raise me before I left at nine. They taught me the halfling way of life, to cook filling meals and to bake the best pies. I know how to keep a burrow clean and organize my weapons and hang my trophies on my walls. I may not have turned to the being teacher and his wife wanted me to be but I am forever grateful for their love and mercy, and their kindness and wisdom.

Life away from the cozy burrow had the best and the worst years of my life. Travelling and beating up the beasts of the dark became my way of life and I have met so many wonderful people and friends. My orcish features have served me well. I may not have any natural magical talents but I am blessed physically. I have the strength to aid my fellow mates and I have the agility and flexibility that nobody would expect from a towering body like I. I love my childhood burrow, but I feel much at home out there in the wilderness.

Marrying is my worst life decision, but I think I matured a little bit after that and grew to the half-orc I am today. After my grey heart had been broken, I joined the Guild and ever since then, my taste in adventure became ever more broadened. I have travelled to the Evermore Caves, through the Il Wilds, and just recently, I've accepted a job post for an adventure to the Surface! The Surface! I have travelled to all the known levels but never so close to the Surface! It is exciting and Faelen doesn't know what to expect, but I hope it's a tale you have been telling for years.


Weapon:
  • latest
    Frying Pan:
    What was once a magnificent and reliable long sword, after an epic battle with a powerful witch Faelen’s trusted sword was hit with an alternating spell. Faelen doesn’t regret throwing their sword to save their teammate’s life but pulling out the familiar long handle of their sword only to pull out a frying pan was a jarring experience. Their frying pan still has its magical property when it was a sword but now more often than not, ze likes to cook things with it.

    It has the ability to swift. When it was a sword, Faelen used to move at an incredible speed with not a lot of effort. Now as a pan, it seems to cook things a lot faster without burning the contents. Faelen is rather pleased how evenly the pan heats up and maintains it, and clean up is very simple. Ze also likes the frying pan’s long handle.



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Travelling pack
It’s pretty large:

From basic travelling equipment to a handful of hygiene products, Faelen has almost all of their essential items stored neatly in their pack.
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Dimensional Storage
Fanny pack:

A pack specifically for food and refrigerating them and taken only when travelling to the higher levels. This space folding pack is handy to have on long treks away from civilisation and storing recently killed games. When not in use, Faelen will leave their pack in a safe place in a high level until they travel on or past the level.

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Pocket watch:

It is nice to have a time on hand. Well, having it on ze wrist is kind of uncomfortable while swinging a giant sword so that is why Faelen has a pocket watch. Even though ze does not need the glow-in-the-dark prints, ze likes the design.
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Enchanted hair pins:

Magical items that help calm Faelen to some extent. Not very powerful. They are ornaments. Made from metals and precious stones.
latest
Stack of temporary rune tattoos for protection:

Magical items that can be placed on the body or used directly like cards. Each rune tattoos are single use only. The item, when used as a group, can create a sturdy dome but Faelen has often used the temporary tattoos one at a time for mind protection.
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Cape

Made of waterproof materials, this two tone cape (red and black) has an after effect, creating images of the wearer.

Magical Abilities:
The only way Faelen knows how to use magic is by using items already enchanted or powered by a magical force.

Additional Information:
Faelen really likes to cook. Just leave the cooking to them.​
 
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Landren Ozz
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Gender: Male

Quote: Hail and well met!

Race: Elf

Age: 21(in human years)

Home Level: 8

Appearance: Landren (preferred Ozz) is roughly 5'8, towering above many of the dwarves that live on his floor, easily able to see over the crowd. He has blonde hair, almost white even. Lanren's pointed elven ears house several earrings, the outer ones are looped while the inner ones are smaller ones, the small ones seem to be infused with some dark gems.

He wears robes, as well as gloves and other ritualistic items, he is an elf after all. A hood or pointy hat is usually his basic route for daily wear, though sometimes he goes without either, showing off his hair in Elven beads and braids. His tired eyes represent the long nights he has practiced his arts, whether it be magic of painting runes. He isn't too strong but can muster a bit of magic, not enough to form a full attack spell. Landren has been looking into studying more intermediate magic however.


Weapon(s):

Firebolt Staff- The Firebolt staff is a weapon that is commonly used by the Elves, mainly ones who wish to advance in the magical arts. It fires a basic Fireball spell out of the tip. It has a charge though, even if it does little damage.
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Boltshot- Although having Bolt in the name, it is not a crossbow. It is a one shot handgun type weapon that shoots molted rods. It shoots 1 rod per 10 seconds, its damage is moderate and its reload is its downfall.
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Equipment: Rune Chalk, Mortar and Pestle, Magic Properties Journal

Magical Abilities:

Magic Emission- A simple blast of pure raw magical energy, it does low damage and pushes back it target a few feet. It is a commoners spell.

Healing Hands- An intermediate support spell. It a specified target's minor wounds, sapping some energy from the caster.​



Personality: Landren can be seen as either Sarcastic or Sadistic. His methods are questionable when it comes to magic, but he is very dedicated. While seemingly having a serious tone when it comes to anything magical, especially his runes, he is very cocky and arrogant when it comes down to it. This is greatly balanced out by his goofy and quirky nature, though stubborn, he is generally enjoyable to be around, raising morale a lot.

His tone of voice is always in a squeaky-sarcastic medium, sounding quite hilarious but also adds to his quirky character.



Background: Landren Ozz grew up without any knowledge of magic, or how it worked. Throughout his childhood, he would always hear great stories of Magicians and Heroes that can cast amazing spells, so he set his mind to magic. Everyday, after chores, he would crudely draw runes and try to perform rituals, all ending with disappointment. He was almost to the point of giving up when something inspiring happened; Landren quite literally exploded his room. Though by accident, it had been a great magical feat in his eyes, inspiring him to work harder day in and day out.

Languages: Landren is almost fluent in Dwarvish, but is exceptional and artculate at Elvish.

Religion: He is an open minded elf, he has dabbled in the spells and rituals of many religions, but never really believed in one.

Morality: Chaotic Neutral

 
Vaila Sonata
“Ha, please! You’ve never met a woman like me.”

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Gender: Female

Race: Half-elf

Age: 36 (but with her elven longevity appears to be 20)

Home Level: Sixth Level, but often travels throughout to perform

Appearance: The slender, heart-pounding beauty of Vaila Sonata has captured and broken more hearts than there are demons in the Nine Hells. She is a spectacle unlike any other, and owns it confidently like any talented bard. As she moves her sensual steps reverberate with the grace of a dancer, and the sway of her hips with the rhythm of a thousand drums. Often dressed in a tight corset with just enough hint of skin to rouse the eye, Vaila tends to draw attention away from the other members of the Guild of Adventurers...and the small lute she carries on her back. With a wink of her eyes, a teasing smile, and a flip of her wavy scarlet hair, everyone knows when Vaila’s in town.

Weapon(s): Enchanted Lute, Rapier

Equipment: A small, magically enchanted pouch of holding, where she stores much more than she has any business carrying.

Magical Abilities: Vaila has a versatile collection of magical spells available to her, learned in her travels from mystics, wizards, and adventures throughout the Depths. She keeps them handy, but tends to rely foremost on her magical lute and the enchantments layered into her iconic voice.


Spells (Credit to Dungeons and Dragons 5e Player’s Handbook)

  • Charm Person- Magically influences a sentient creature into obeying Vaila’s wishes.
  • Cutting Words- Distracts and demoralizes enemies with a stream of magical put-downs.
  • Dancing Lights- Creates a vibrant show of magical lights, often to accompany performances.
  • Firebolt- Hurls a thin ray of scorching hot fire.
  • Healing Word- Vaila’s voice can be used to heal a single creature that can hear it.
  • Inspire- Vaila’s allies become inspired by her stirring words and music. Vaila may choose to inspire one of her allies at a time and magically assists them in performing any task more effectively for a short period.
  • Minor Illusion- Vaila may create a sound or an image within a short distance that lasts up to a minute.
  • Otto’s Irresistible Dance- Enchanting even her enemies with song, Vaila’s tunes may cause creatures that can hear them into dancing uncontrollably in place.
  • Staccato's Band- Vaila conjures several blue, translucent magical instruments by her side which she can command to fight or party, depending on her mood.
  • Tasha’s Hideous Laughter- Vaila’s wit is no joke either. Laced with magic, Vaila’s words may influence creatures into perceiving everything as hilariously funny and laugh uncontrollably.
  • Vicious Mockery- Vaila may unleash a string of insults with subtle enchantments at a creature and really hurt their feelings. A lot.
Personality: Vaila plays her role almost as often as she does her image. Her exaggerated and sultry persona is merely a part of the show, although not entirely fiction. Bearing characteristics resembling a dangerous femme fatale, Vaila’s learned primarily to live for herself. She has no hate for the people she uses and strings along; it’s not like she tries to screw them over. Vaila just has her own interests in mind first and foremost. And occasionally for the people she loves.

Background: Don’t tell me you haven’t heard of Vaila Sonata! Well, then tell me if this rings a bell...Legendary bard extraordinaire?...Mistress of the Seven Levels?...Arguably the most famous musician this side of the depths?

Ah, you do recognize her! Now we’re getting somewhere. She’s a real something, ain’t she? Her songs ring loudly down the taverns of all seven levels of civilized society you know! She began humbly in the poor reaches of the Sixth Level, supporting her aging father however she could by playing for passersby.

Eventually word spread of the poor little girl playing catchy ditties in the street. Vaila’s talent soon caught the eye of a traveling musician, and she thereafter became a member of Johnny Staccato’s Blue Beatles, where she learned ways of the world. In due time Vaila herself became known throughout the Seven Levels as a rising star, the human bard unlike any other.

But...well...Vaila isn’t entirely human. See, she has a secret: she’s half-elven, on her mother’s side. Growing up Vaila quickly learned that being a half blood led to scorn and alienation from the realms of both man and elf, and so learned to hide her pointed ears behind a tuft of scarlet hair and a sensual spectacle, so that hopefully people might forget to look. Still, although she’s fortunate that her elven features aren’t nearly as pronounced as others, a minor illusion upon her ears seems to work well enough.


Later it came to a surprise to all of us when we heard that Vaila had joined the Guild of Adventurers Inc. Rumor is she joined because her father, a former adventurer himself, had took off into the Upper Levels on some mad quest for redemption. Whatever her reasons, we never took her for being more than a simple performer. In her few expeditions, however, she’s certainly proved her worth. Vaila rarely takes dangerous foes on herself, but she supports her allies in battle with laced magical enchantments within her songs. And if that doesn’t prove to be enough, the trusty rapier at her side is certain to do the trick.

As a musician first, adventurer close second, and fighter distant third, anyone who meets Vaila knows she is a bard unlike any other.

Languages: Dwarven Standard (fluent)

Elvish (fluent, but hides her understanding)

Dyskian (fluent)

Undercommon (fluent) - The language of the seedy underbelly of the Middle Levels

Morality: Chaotic Neutral

Additional Information: Vaila is on a secret mission to find her father, who up and left out of the blue on some fool’s errand to the surface. Or so she thinks.
 
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Name: Kniges (Knives) Blacktooth

Gender: Male

Quote: "If you want something, You take it. NO MATTER THE RISK!"

Race: DragonBorn

Age: 32

Home Level: 9

Appearance: Kniges isn't much taller than a Dwarf at four feet three inches. On either side of his head he has a couple horns protruding from either side. His purplish black scales reflect little to no light at all. With the exception of the shimmering scales on the underside of his wings that create a design similar to eyes. Naturally he's very muscular and has wide chest with broad shoulders. At rest his wings drape down his back and drags along the ground like like a cloak.

On most days you would see Kniges walking or flying around with nothing but jewelry or pants. He only wears armor while uptrekking because he thinks it looks cool.


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Weapon(s):
-Warping Dagger and Bracers: He enchanted a fancy dagger he 'acquired' and one of his favorite bracers so that they could warp to each other. If one were to wear the bracer and throw the dagger they could reach new heights.
-A Hammer Hatchet: A crude weapon he forged with his dragon breath.

Equipment:
-Flexible pair of pants
-Light weight chest plate with pouldrons
-Bracers for his forearms
-Grieves for his shins and feet


Magical Abilities:
-He can force people to have hallucinations by having them look into the shimmering eyes under his wings.
-Shroud of darkness: He can hide his physical appearance by pulling darkness in around himself.
-Dragon breath: From his mouth he can spew a variety of elemental blasts.
-NegaDragon Spit: Using magic to enhance his natural venom and digestive fluids he can spew out a very corrosive toxin.
-Magic Lure: His dragon scales attract magic. This allows him and those around him to use magic more easily but also makes him an easier target for magic attacks. Occasionally if he moves just right he can deflect or disperse magic attacks.
-Creative Magicks: He uses magic to creature sculptures, paintings, and even music.
-I can do it better: Copies the magic of others, ramping the effect up to eleven. (most times causing very undesirable effects.)


Personality: Kniges has a napoleon complex. Most stories talk about dragons being huge and big but he's just a fraction taller than dwarves. To compensate he tends to display his affinity over magic in overly flashy ways. He's a very self-centered person and doesn't care for other peoples well being until they call him "friend". In which case he starts to view them as being "his property." The greed of dragons courses through his veins.


Background: Kniges egg was laid in one of the upper levels in the world. It was hatched in level nine after an uptrecker excavated him from his mothers nest. The lack of magic and use of it in non-dracronic ways around the egg affected his birth. Thus when he hatched he had his current appearance.

In his youth he drove his caretaker insane with his affinity with magic. The poor uptreker merely served as a tool for Kniges' childhood amusement. At the age of twelve he omitted the uptreker into a mental ward and declared himself an adult. Subsequently joining the guild.

In the guild he had become infamous for being incredibly selfish and carefree. Many uptrekers have gotten hurt or lost their lives because he always takes the dangerous route about things. Especially when it comes about obtaining some sort of jewel or treasure.


Languages: Dwarven Standard, Elven, and Pseudo Draconic

Companion: Carl the Flying Cave Fox (A large fruit bat)

Religion: He believes in the great dragons who scorched the surface. (A religion he came up with as a child after reading "SunBurnt". Surprisingly it spread among few people pretty quickly.)

Morality: Do Wrong, Right. Category traitor. Both Order and Chaos is dangerous.

Additional Information: He carved his home out in such a fashion that you have to either climb into the entrance by a dangling rope or fly into it.
 
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Name: Dalamus Sluda Ke'brei

Gender: Male

Quote: "I am Dalamus Sluda Ke'brei! Sluda Yvalm Sea'an Valuk, Faer Mortath, Ilharn d'udossta Duul'Ssom, Obok Senger d'Bekseshar, First Chosen of Tzeentch, Lord of the Thirteen Hells, Head Warlock of the Brothers of Sorrow, Black Rider of the Knights of Kain, Lord of the Bones, King of Death, Dread Lord of the Tower of Annarak, High Priestess of Slaanesh, Blood Lord of Khorne, Emperor of Nightmares, King of Dance, Black Hand of Murder, Seeker of Sandy Beaches, Titillating Tyrant of Tartarus, Piratical Prince of Port-town, Mystical Maiden, Matron of Magic, and the Honorary Mayor of a little town near a loch up in the highlands on Level 9. You should come and visit. It's rather lovely around this time of the year."

Race: Drow

Age: Dalamus is currently 425 years old. His physical age is hard to place for most, usually in a rage of 20 to 30 human years

Home Level: Dalamus's Home Level is Level 7, although he currently makes his home on Level 10, and often makes visits to Level 9 to take part in his duties as a spiritual and magical leader

Appearance:
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Dalamus Ulom is a handsome man for a drow, flesh grey like freshly fallen ash from an erupting volcano, and eyes burn like pools of magma, or perhaps glistening rubies that could pierce your soul. Standing at six foot even, he is neither especially tall nor short for his race. His hair is a light grey, nearly silver, like the color of sharpened steel. His body is a living tapestry of scars from his early life as a slave to the Matriarchs, where he would often be tortured for weeks without end, which has hardened his body and mind, though left him physically weaker than most, due to malnourishment and disease. Often, Dalamus will wear simple purple clothes laced with cloth-of-gold, and when heading out for expeditions, will usually switch into a set of ornate Drow Warlock Robes, from his time as the Obok Senger d'Bekseshar of his race.

Weapon(s): Dalamus wields a drow forged falchion as his main weapon of choice. Besides this, he is also a somewhat capable fighter in hand-to-hand combat, which he jokingly attributes to having eaten the soul of a monk, being quoted as saying "Tasted like jasmine tea and fig cakes."

Equipment: Several magical potions of varying effects, a few magical scrolls, a minor bag of holding, and a human bone wand with a piece of his own, bloodied hair for its core

Magical Abilities: Dalamus is an amazingly skilled mage, and has access to various types of magic, almost all of which are combat related. From summoning a simple fireball to ripping out a mans skeleton while lighting him on fire. And freezing him. While small undead rodents eat away at his flesh. Which are also on fire. Did I mention he likes fire? However, Dalamus's magic is usually more of a natural release of magical energy than anything else. This means that almost all magic he uses is on an instinctual level, rather than a mental one, making it difficult to do exactly as he desires, though he is able to somewhat mitigate this using a magical focus item, such as a wand or stave. His most preferred focus is a wand carved from a human femur using nothing but his own fingernails and teeth, and using one of his own blood soaked hairs.

Personality: Believed by nearly all he meets to be a nothing more than a simple madman, and considered by many magic theorists to be a picture perfect case of the "Mana Madness" one may obtain by visiting too high a Level or delving into magic too much, Dalamus is often seen as rather a rather two dimensional man, with no perceivable reason for doing what he does. However, Dalamus is well known by many people to be, or have been, a kind soul, focused on helping those in need and aiding them to the best of his abilities. However, the madness has twisted his mind, making him into a warped caricature of the great man he once was. Now, he acts with insanity, carefree and paranoid, vicious and loving all often at the same time. His moods flip and change and do somersaults right before your eyes, which can lead to him committing mass genocide on a little subspecies of pixies, or being a surprisingly continued good caretaker of a small town near a loch in the far western highlands of Level 9 named Darly. However, for those who are able to look through the veil of mind-numbing madness, they would find something so horrifying as to have driven many telepaths insane at the merest sight of him. Whatever his goals may be, they will be safely locked away withing the dark abyss known as his mind. That is, until he reveals them, of course.

Background: Born a nameless slave of the Matriarchal city of Amus, Dalamus eventually led a slave revolt using wands crafted from the bones of his friend Gram Belotsk and fellow slave brothers. Dalamus was considered a national hero and a living saint to his fellow Drow for his struggle towards freedom, and gained fame throughout many levels for his actions, even getting a documentary film about him made by the dwarves. Dalamus would move on from Amus to become a well renowned uptrekker, until he eventually decided to retire, settling down in a small village named Darly, which is the home town of Dalamus's old ally, Gram. There, he helps the town grow over a century, becoming a town of magic and learning. However, due to his extensive use in magic, plus the large amount of background magic in Level 9, Dalamus realizes he's going insane, and exiles himself to the tenth level, in order to protect those he cares about from his madness.

Full Background in Spoiler: Warning, Wall of Text Inside.
Born less then a maggot, but a mere male in the city of Amus, into the horrible and oppressive matriarchal society of the Drow, Dalamus was never expected to be more than a slave, a toy, or a pleasure thing for his female masters, and his lack of a name was the ultimate sign of this. If he were too ever be disobedient, he would be put into The Pit, to duke it out against one of his sluda-dalninuks, chain-brothers, or perhaps some magical nightmare the huntresses had captured in their travels, or an even worse fate, being slaughtered like a pig to be ground up and eaten as a delicacy by the Matriarchs. Every day, Dalamus was tortured, and forced to work in whatever way he was commanded. After three decades of this, he was cast into the Pit for failing to entertain after a trainee elgluth jabbress, or whip mistress, had beaten him into unconsciousness.
After awakening in the holding cells of the Pit, he would meet a man named Gram Belotsk, a human from a small village on Level 9, who had been captured in the one of the Matriarchies many raids on the other races. Gram told the sluda yvalm, the chain bound, the males of drow society, of the freedom and equality that the people in his village named Dalry, which was located by a loch in the highlands that level was known for. His stories brought hope to all the drow, of a better place, a place to strive for. None more so than Dalamus. For this gift, Gram was called Nesst Abbil. Man Friend. He led the men through many battles, saved many lives, told them to keep strong, for surely they would be rescued. And if not by the peoples of the other levels, then by themselves, through Revolt. He was beheaded the next week for sedition and attempting a slave revolt against the Matriarch. After some debate, the Matriarchs of the city of Amus decided to cast the festering corpse into the holding cells, to show the men what happened to rule breakers.
For three days and three nights they wept, all the while their once great leader would rot one one side of the pen, with the men huddled in the opposite corner as to try their best to avoid disease. Finally, one would approach, upon the beckon of a voice in his mind. Dalamus. The voice was gentle, kind, caring, and would tell him what he needed to do to defeat the Matriarchs. He would clean Gram's skull, before channeling all the will he had into it, causing the eye sockets to glow with light. Calling to his sluda-dalninuks, Dalamus would show them his creation, then teach them how to use and control the power of the priestesses and Matriarchs themselves. Magic. They would use Gram's headless body, tearing him apart to get at the bones, all upon the order of Dalamus. He was Magic Maker, Faer Mortath in the language of the drow. From then on, Dalamus and fourteen other men would take every dead body they could, tearing them apart to reach the bones. Finally, once every sluda-dalninuks who still lived, eighty-five, with Dalamus making eighty-six, they would strike.
Cage doors blasted off with waves of mana, elgluth jabbresses torn apart at the seams or burned into nothing but ash, the men would charge out of their prison into the city proper, eighty-six against a thousand. They should have lost. They should have been crushed under the heel of Amus's Council of Matriarchs as the ultimate sign of their superiority of the drow male. And yet, it was Dalamus, bruised and battered and burned and bloody, who came of the council room of Matriarchs. But, it seemed Fate had decided to favor the downtrodden that day, the sluda-dalninuks. So, while others would lay claim to kingship and other noble titles, bickering among themselves, only one man stood assured of his place in the new, free drow society he had created. Dalamus was Ilharn d'udossta Duul'Ssom, Father of our Freedom, and Obok Senger d'Bekseshar, High Lord of Enchantment. But, he is most remembered among the drow, and among all elven folk and slaves, by one title, and one title alone. Sluda Yvalm Sea'an Valuk. Chain Bound Hero King.
Dalamus was their spiritual leader, who would lead the now independent City-State of Amus away from worshiping their old gods, he ones of true evil, and the symbols of their enslavement, instead towards the benevolent side of the Chaos Gods. Tzeentch was the teacher, the hope bringer, and the kindler of revolution, for it is he that Dalamus says spoke to him first. Nurgle, the father, the nurturer, and the guide on dark paths. Khorne, bringer of courage, strength, and honor. And finally Slaanesh, lady of passion, love, and truth. And their prophet, Dalamus, heard them all speak to him in his mind, for him to tell his flock. After many years of service to Amus, he chose for himself an heir, the next Obok Senger d'Bekseshar, Sluda Yvalm Sea'an Valuk finally decided to choose for himself a name, one that was not overstepping the fact he was only nut a mortal, but rather modest, and befitting him. So, he chose to name himself Dalamus Sluda Ke'brei. From Amus, Chain Breaker. After this, Dalamus would allow his heir to fully take over his masters duties, Dalamus would leave Amus, heading up.
Dalamus journeyed far and wide, until eventually joining the Guild of Adventurers, Inc., in order to obtain some money whilst exploring the world. Wherever there were strange creatures, plant life, or amazing sights to sea, many count on Dalamus having already been there twice. He even had the uptrekker record for fastest travel between levels without mechanical aid. This would last for nearly a century, until eventually, he grew tired, and wished to settle down. It was then that he remembered the home of Gram Belotsk.
Word of Dalamus's deeds had already reached the people of Darly, who welcomed him with open arms. There, would aid them to the best of his abilities, protecting them from monsters and invaders, healing their wounded, teaching both children and adults, and even going so far as to take a few bright men and women under his wing as apprentices. Two hundred years. That is how long he spent in that village, as he would help it flourish into a beautiful center of magical learning and study. However, the Level had taken it's toll on him. His already damaged psyche from his time as a slave and extensive use of magic grew even worse, until the day he could no longer consider himself sane enough to continue living among them. So, with a heavy heart, Dalamus began his journey to Level 10.

Languages: Elven, Drow, Dwarven Standard, Human Common

Companion: The Skull of Gram Belotsk. The skull is not actually alive, acting more as a torch or magical focal point when desperate. Dalamus's able to easily manipulate it with his mind, usually keeping it on a telekinetic tether about a foot above and behind him. When not in use, he usually put's it in his bag. Dalamus believes he is able to hear the voices of all his sluda-dalninuks, as well as all the people he was unable to help during his life.

Religion: Dalamus's original deity of worship was that of Lolth, the spider goddess and perpetuator of the Matriarchy, though he abandoned her after the revolution of Amus in favor of the Chaos Gods, in particular Tzeentch, Lord of Magic, Change, and Knowledge

Morality: Dalamus is not Evil, despite the fact that many view both the Drow and Gods of Chaos as being evil. Despite what many have claimed over the centuries involving him and his race, Dalamus has actually always been Chaotic Neutral, leaning towards good. However, his insanity has undoubtedly caused his mind to fracture, possibly even causing him to react to the same situation in multiple ways. Only time could tell.

Additional Information: Dalamus is an avid gardener, and loves to sing.
 
MAPLE
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Name: Ainshe Mara Rose (Maple- This is how she’d introduce herself as)
Gender: Female
Quote: ”Hey, your loss is my gain. After all, finder’s keepers, losers, SUCK IT!”
Race: Human-Fawn hybrid
Age: 23
Home Level: 5

Appearance: Maple is human from the torso up with fawn hooves for feet (Much like a satyr). Her powerful feet allow her to run at high speeds and deliver powerful kicks.
Height- 5’5’’ (minus the antlers)
Eye Colour- Hazel brown
Clothing preferences- simple attire that allows movement

Weapon(s):
  • Bow and arrow- Though it seems simple to most, Maple finds it very useful to have a sharp object to hit a fixed target with maximum impact. Among her arrows are a set of enchanted ones with special charms that allow her to increase the damage by turning the arrow into the target's bane.
  • Dagger
  • magic bombs*
Equipment: Rope | Safety helmet | Torch | Swiss army knife | Gumball and chewing gum |

Magical Abilities:
  • *Maple can’t cast spells. Instead, she creates miniature bombs which contain the necessary effects. The bombs are small, spherical in shape and look similar to a Christmas decoration. Eg: A smoke bomb, Net bomb.
  • Lucky Talismans- Maple likes to collect rare items which she believes hold some power in them which could be of use to her. More often than not, it turns out to be regular junk, but some of these items turn out to be protective runes and power enhancers.
Personality: Maple is a confident and liberated girl who likes to do things her way. She once lived as a thief, stealing for pleasure and the thrill. Adrenaline rush is probably one of Maple’s most favorite feelings… Apart from the sense of accomplishment. She can almost always be seen with a smile on her face. When angered, Maple responds with tears, literally. Even if she were to yell back, Maple would automatically find herself crying. She’s very quick to take decisions, but if it lands her in further trouble, Maple would try to find ways to escape it. Maple is a creature of her word, she keeps her promises once made.

Background: Maple grew up thinking that the world was a perfect place and that there was no place for people that were her kind. Her parents did little to help her mindset, but then again they didn’t know about her complex. Unlike other fauns, Maple detested being born that way. Her family was mostly peaceful, seeming to not want any change. That included being safe inside their own boundaries and not trying anything new. She hated not being able to challenge herself. Maple grew up, deciding that if the perfect world didn’t want her, then it would mean that she would just have to create her own.

This meant that she was a free spirit, a person to whom this world’s rules would not apply. Maple got her first taste of thievery when she set forth into a nearby human town at the age of 9. No one guessed that a child as innocent looking as her was capable of stealing the merchant’s goods. Small trinkets grew in size as she grew in age.

After a point however, she grew bored and tired of her actions, her conscience kicked in and she began to feel guilty about the way she was living. Maple decided to turn a new leaf and signed up to become an uptrekker. Being a part of the guild gave her more happiness than when she was a thief. She loved going on risky missions, and the pay wasn't bad either.

Languages:
  • Faenn - Fluent
  • Dyskian - Fluent
  • Dwarven standard - medium
  • Elven - Basic
Companion:
Religion:
Maple believes in Karma and the forces of the Universe over religion.
Morality: True Neutral

Additional Information:

Image credits- Art by ITSLOPEZ | Source: Pintrest
 
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Name:Aura 'Glitterbomb' Cassidy

Gender:Female

Quote: "Dynamite? Check. Flint? Check. Bag of personal explosive goodness? Check. ALRIGHT YOU I'm uncultured WHO'S READY TO DIE?!"

Race: Demifairy
The result of a human and a fairy loving each other very much, the logistics behind the act of procreation are secret to fairies and their paramour/s. Demifairies are always unnaturally short and sport childish appearances so it is completely natural for a human child that looks around the age of 10 to claim that they are a 30 year old Demifairy. Their physical growth is slowed down once they reach a certain age, A demifairy looks indistinguishable from a human child except that they have wings that help compensate for their short limbs and have an unnatural talent for magic. Demifairies also live for a long time, enough that their physical body actually matures to its elderly stage.

Demifaries also generate Fairy Dust, a powerful magical material that in the right hands can be used to perform great feats. But she wouldn't know that, all she does is make things explode with it. With lack of mana they cannot fly nor generate dust.

Age: 24

Home Level: Level 9

Appearance: As a Demifairy, Aura sports the appearance of a small child with fairy wings proportionate to her, because if it were actual fairy wings it'd be incredibly small. She has short blonde hair that reaches to her neck and eyes the color of molten gold. She likes to wear simple clothing in the color of a very bright yellow and often wears a safety helmet and safety glasses.

Weapon(s): Dusted Hook Daggers: As a relatively yound demifairy having a sword or a pike is too heavy for her, thus she carries around three hook daggers lightly dusted with Fairy Dust, a rare resource that helps it maintain its sharp edges and keeps it clean. It also makes them glow in the presence strong magic. She can use it to scale walls and hang onto ledges.


Equipment: Safety Helmet, Safety Glasses, A backpack full of materials.

Magical Abilities: Spellbomber: As a demifairy and lover of things that explode she creates explosives out of materials and Fairy Dust that she naturally generates. With the dust acting as the gunpowder and the addition of spell reagents such as plants, gems, hairs, furs, etc. the result is always an explosion. Her signature bomb is called a Glitterbomb, a magical bomb that explodes and explodes and explodes and explodes, leaving behind golden sparkly glitter.

Premade explosives aren't affected by lack of mana.


Personality: Aura is a regular person as long as the situation she's in won't involve explosions in the next 3 minutes. Just like any other person she had likes, dislikes, fears, and such but when explosions are involved she becomes loud, noisy, aggressive, violent, and overly excited to the point that having short limbs doesn't affect how fast she is. She is also very sensitive about her physicality, often glaring at other females, specifically their chests, in envy and murmuring how it's unfair that she has to wait decades to get her own pair.

Background: Aura Cassidy is a Demifairy born to the Cassidies, a family so strange that demihumans in their clan were very common. As a child, she had grown accustomed to people paying attention to her without her even saying anything, this affected her entrance to the adult world of magic and danger since her youthful appearance was cause for dismissal or being ignored in favor of someone else.

She had her first taste of the spotlight when the city she was residing in was suddenly besieged. She was discovered for her talent with creating explosives and deploying them effectively into enemy lines. Her Glitterbombs became a surefire sign of her presence. Afterwards she was taken into the guild, where they were now forever held accountable for any collateral damage she causes.


Languages:
  • Fairy Tongue - Instinctual knowledge
  • Dwarven Standard - Fluent
  • Every other language - Knows the words 'explosion' ,' 'in', 'die', 'an', and 'assholes'

Companion:

Religion: Explosionism - The belief that explosions are something everyone enjoys.

Morality: Chaotic Good
Additional Information: (Optional; add any information you think would be relevant here)
 
Rico Bleska

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"All my shit's top quality. That's just a fact."

Gender: Female

Race: Human (drow ancestry)

Age: 96 (looks younger due to elven blood)

Home Level: 7

Appearance:
Pale skinned, tattooed, weary-eyed and scarred to the point of disfigurement on the entire left side of her face, it would be entirely correct to assume that Rico has led quite the storied life in her years. One would find it difficult to hear any of it from herself however due to her air of sullen and hard bitten solitude, making her hard to approach. If anything however, her red eyes and ashen hair may stir some feeling of kinship among drow and part drow people as such features are characteristic of their race. Her tattoos are mostly visible on her upper left arm and shoulder, though it extends to cover her entire back where there are more burn scars, including part of the neck.

Weapon(s):
Carries an ordinary five-shot pocket pistol exclusively for self-defence against other humans and humanoids. Most of her weapons expertise revolves around the use of explosives, heavy weaponry, and armed exosuits and vehicles. As a combatant, she can be considered more of a pilot or combat engineer than anything else.

Equipment:
Toolbelt. Doesn't go anywhere without it and contains any number of parts, devices and materials, even explosives (which she always keeps a stock of when uptrekking). Another permanent fixture on her belt is a handheld plasma cutter which could double as a weapon, though only if nothing else is available.

Magical Abilities:
Whatever knowledge she has of spellcraft is usually only learned from research for a project that involves the use of mana in some way. Her talents are therefore more geared towards enchantment rather than direct-use, though she does possess at least a few such abilities which consists of the following...
  • Ignite: Conjure a flickering flame with the snap of a finger (usually used for lighting cigarettes).
  • Shift: Use telekinesis to move small objects from a short distance (up to 10m at most).
  • Electrocute: Perhaps her only potentially lethal and extensively practiced ability. Requires a moment to charge, but is capable of unleashing many thousands of volts in an instant or over a period of time upon physical contact, the intensity of which can be varied to suit the appropriate intent. Who needs a jump starter, eh?

Personality:
Gruff, tough and takes no guff from nobody. Folks tend to be bastards to her on account of her drowish white hair and red eyes, so she tends to be a bastard right back. She also smokes a lot, swears a lot and is as pragmatic and direct as only a former slum dweller can be. As a sort of trademark, she always accompanies the first users of her latest contraptions to see how they fare in action and even pitches in to help wherever she can, sometimes out of necessity but most of the time only because she relishes the chance to use her skills. Rewards, honours, reputation, these things matter very little to her. All she cares about is seeing her work pay off. Sometimes, this kind of ethic leads her to some dangerous people and places out there, and doing some questionable things along the way, though it helps (or doesn't help) that she completely lacks any sense of fear, as a quirk of living among the upper-middle levels of the underworld. Sure she's practical, but when it comes to taking risks that even the hardest folks would blink at, she just plunges right in.

Background:
Born in some city slum on the 7th level, Rico did not exactly have the best of luck when she entered the world with the white hair and red eyes of a drow, which marked her as a pariah from the start in a city that was often preyed upon by drow raiders and slavers. Her father, who Rico had inherited her drow features from (for it certainly wasn't anyone on her mother's side), was a human uptrekker who came and went, and never returned again; and her mother had been a tavern waitress before she was made to leave as soon as her pregnancy became apparent, forcing her to live on the streets as a beggar and later as a prostitute when starvation became a dire threat.

By the age of 6, Rico had been in more fights with other children than she could literally count at the time, which was not helped in the least by her total lack of fear, a quirk of being born on an upper-middle level of the underworld that was seemingly unique to herself, or at least in the slum she grew up in. It was also due to this lack of fear however that she was able to approach the most recent arrival in the slum, an old tinkerer with a fearsome temper, who she would later befriend and so begin her path as an inventor.


Fascinated by the process, Rico would spend hours on end simply observing the tinkerer at work, then mimicking his actions and eventually trying her own hand at it, taking things apart, seeing what made them tick and putting them back together again. By the age of 8, she had become an apprentice of sorts to the tinkerer and by the age of 12, a full blown assistant.

From (illegally) rigging up the neighborhood with electricity to making and selling radios built from spare parts, Rico and her mentor soon gained a reputation as boons to the community. Unfortunately however, this also attracted the attention of a nearby gang and after a few firm threats, they soon found themselves giving away half of their earnings each week as payment for 'protection'. This lasted for at least 4 years until a drow raiding party suddenly attacked the slums one day and killed almost everyone (and of course, the gang was nowhere to be seen). Only Rico had been spared on account of her drow features, as well as her mother and the old tinkerer due to their relationship with her.

Taken as slaves by the raiding party, Rico was given an offer to join as one of the drow and resisted at first as this meant being separated from her mother and friend, but when promised that they would be treated decently and allowed to meet from time to time if she accepted, Rico changed her mind and so began her life among the drow city known as Chel'el, a shining jewel where luminescent crystals hung from the ceiling of the cavern and illuminated the streets below.

Of course, as a mixed blood human with barely any drow in her but for her eyes and hair, Rico was still a pariah. Her benefactor however, the one who took pity on her and made her the offer to live as a drow, had taken it upon himself to be her guardian and introduced her to the local golem engineer after learning of her talents. Once again, she found herself an apprentice to a tinkerer, albeit one of a different nature. Instead of relying on circuitry and mechanisms, a golem was enchanted with runes and so began Rico's education in the art of enchantment.

The following decade made Rico forget about her life in the slums as she spent the days recounting what she had learned from the golemist to the old tinkerer, talking about the news of the day with her mother and helping to outfit her guardian with whatever enchanted equipment he needed for one of his raids. One day however, he did not return and it soon became apparent that he had died along with half of his party after a particularly disastrous raid. In his last will and testament, Rico had been named as his heir and inherited all of his possessions for reasons that were beyond her until reading a final letter. As it turned out, the drow raider had been her great grandfather all along and the attack on the slums happened in the first place because of having learned of Rico's existence. He had kept this information to himself to avoid making her feel guilty over the destruction of her original home and hoped that it would remain a secret forever, but felt that she deserved to know should she ever happen to outlive him.

After buying her mother's and old friend's freedom, Rico resolved to become an uptrekker to find her biological father and tell him everything. A quest that is still ongoing today, though her mother and old friend have long since passed. In the meantime however, she has gone from one adventure to the next, picking up different engineering and enchantment techniques, expanding her skill set and devising equipment for herself and other uptrekkers. For the past 2 decades, she has specialized in suits and magitech in particular, once making the suit that saved the life of the uptrekker known as Ains Reed, a Sunburnt fanatic whose infamously doomed-to-failure attempt to reach the surface alone has become a cautionary tale among uptrekkers everywhere.


The tale behind her scars and tattoos though, well, that's a much more personal story and best told by Rico herself should she ever deign to tell it.

Languages:
  • Dwarven Standard (fluent)
  • Elvish (fluent)
  • A smattering of a hundred other languages (mostly swear words and common phrases)

Morality: Grey.

Additional Information:
 
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Gzardina mae Basilius

FEMALE

"Only if you'd like me to."



Fledge-wing : winged species, accustomed to the dark, adapted to high mana radiation, can use glyphs and runes to cast spells, normal lifespan is around 200 years, tribal societal structure



70 yrs old (23 yr old equivalent)



Level 10

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Weapons: long spear-lance, glyph book

Equip: mana mask (looks a bit like a gas mask), detection gauge (mana levels), a mini scythe for shroom harvest, wings and claws for flying and fighting, acute vision and hearing

Magic: rune stones and staff "rune stick"



Personality: curious, adventurous, loyal, faithful to her friends and family

Backstory: Gzardina has always been looked down upon as a strange one. Always curious and eager to go on adventures, she has dragged her siblings and friends into trouble more than once. Now, however, when the numbers of her flock are dwindling, she no longer has that unrivaled rambunctiousness anymore. If anything, Gzardina has retreated a bit from her younger excitable self. Her closest friend and "brother" keeps her on her toes with his mischief. Gzardina has never had it easy with authority figures. They like rules, she likes to bend them. But she is a good enough fledge, just doesn't listen easily.



Languages:
  • Dwarven standard (minimal)
  • Runic (very well rehearsed)
  • Fledge (fully functional)
  • basic Faenn

Companion: lilac breasted roller

Morality: has her own morality. Pretty good though, if measured by her own standards.

Additional: can fly quickly through caves, good air agility, talons can cause major damage, fights well with the staff, quick magic channeler
 
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Daemin aur Garrek

MALE

"Let's take to the wind!"



Fledge-wing : winged species, accustomed to the dark, adapted to high mana radiation, can use glyphs and runes to cast spells, normal lifespan is around 200 years, tribal societal structure



69 yrs old (23 yr old equivalent)



Level 10

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Weapons: fishing spear with serrated edge, strengthened with glyphs (durability and accuracy)

Equip: beaded spells worn around his neck as a necklace, Book of Ancient Fledge-Runes, wings and claws for flying and fighting, acute vision and hearing

Magic: Spell Beads, Ancient Runes Book



Personality: a natural born leader, charismatic, determined, a do-er, brave & kind of cocky, says what's on his mind, opinionated

Backstory: Throughout Gzardina's life he has been there as a fellow companion and friend. They grew up together and played together. Although some of their peers were more cautious, Gzardina demonstrated an adventurousness that could match his. Or very nearly so. He recently has begun to have feelings for her and seeks to protect her life. Daemin also sees how desperate she is getting, after seeing her parents pass away from the Plague that is eating up their clanspeople, causing infertility and rapid aging. The elderly are particularly susceptible. Through these trials he has kept his brashness and outspokenness, and continues to advocate for venturing outside of Fledge territory and into the lands and civilisations beyond in search of a cure. He hates the Fledge Elders' isolationist policies and their iron-hard rule.



Languages:
  • Dwarven standard (basic)
  • Runic (mediocre, relies on spell objects mostly)
  • Fledge (fully functional)
  • basic Faenn

Morality: Has a strong sense of justice and isn't afraid to talk about big things.

Additional: can fly quickly through caves, good air agility, talons can cause major damage, fights well and rather brutally
 

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Adar Txikia
(Eh-dare Zee-Kya)
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(Temporary)​

Gender: Male

Quote: My mother always said to me,"The truth will set you free, but first it will piss you off." Sweet lady, that one.

Race: Tiefling Sub-Type
It took only a few centuries to undo what millions of years of natural selection had brought about in Tiefling-Kind. One such group were the short-horned Tieflings that were of a more slight build than their ancestors but they toughened flesh and horns, albeit it shrunken to an almost imperceptible level. It is thought that the changes that caused them to flee the surface brought about their existence.

Age: 32

Home Level: 7

Appearance: Adar shares the complexion imagined of his people. Clear skin drapes his face. Rough skin covers his arms and legs. Staring closely you'd notice his brows replaced with small horns adding upto ten, which five above each eye. In between his 'brows' and centred on his temple is a slight lump. His eyes are like black orbs housing rings of burnished gold. Gold so bright that at times it seems white.

Weapon(s): Reinforced Climbing Axes
Hook and slice at opponents. Used in a similar manner to weapons that rely on their unorthodox appearance and handling to unbalance one's opponents and resort to sheer brutality to unnerve them into surrendering or suffering a stubborn death.Climbing_Axe.jpg

Equipment: A small rucksack. Tough-multi pocketed pants. A few slightly torn shirts. Pellets of activated charcoal. Pure metal shavings and larger metal marbles. A thermal blanket made of three sealed- layers(Water-proof). (Any other common equipment they often carry around; there will be opportunities to buy more as the adventure gets started, so don't worry about this too much if you don't have many ideas)

Magical Abilities: Allomancy.
Allomancy is a predominantly genetic ability that allows a 'person' to metabolize ("burn") metals, ingested by the 'Allomancer', for magical powers that can enhance physical and mental capacities. There are 8 'known' allomantic-friendly metals that such Allomancers can use, with each metal granting a specific ability.

The Allomantic metals come in four groupings of four metals: Physical, Mental, Temporal, and Enhancement.

Each of these four groupings has two base metals and their corresponding alloys, which in turn have a related ability that counteracts or balances the base metal. Each metal produces an internal or an external effect.

Steel - 'Pushes' on Nearby Metals.
Iron - 'Pulls' on Nearby Metals.
Zinc - Enflames Emotions
Brass - Dampens Emotions
Pewter - Increases Physical Abilities
Tin - Increases Physical Senses
*Duralumin - Enhances Current Metal Burned (Rare)
Aluminium - Wipes Internal Allomantic Reserves (Cleanses your system)

Taking too many metals in a short duration can lead to nausea and varying degrees of self-toxicity.

Personality: A bit verbose, loud for his size, enjoys active situations, gets anxious when it's too quiet. A chatty sort of creature with so many stories to share that you'd be best served to listen and enjoy them rather than take them as full truths. Though he's quick to take up a free meal you'll never see him gain an ounce of flesh for he burns through metal and meat with equal gusto.

It's odd to some, how a being so long raised in the confines of the underground could feel so at home while climbing any surface that wouldn't refuse his advances. If you're near a sheer rock face and take a moment to listen you might hear the howling of this man in place of the wind.

Background: "Little Horn wears a crown of thorns."
Often seen loitering around the edges of Amus, Adar was often hired by the folks travelling to and fro as a guide and trail-blazer. A cheap alternative when it came to scouting paths too dangerous to send anyone of any actual worth to navigate. So it was for the longest time that this Tiefling would race his pet worms as the clung to the surface and lit the way for him. Like mucous-encased lanterns. He'd trained them to glow an assortment of colours depending on the nature of the surface they encountered. Whether they were too slick, soft to the touch or brittle and unreliable. A symbiotic relationship between him and his worms saw them all well and truly fed.


Uptrekkers and visitors consisted the bulk of his clientele. Some seeking a shadier untravelled route to pedal goods between levels and others just a more 'quiet' path away from the more heavily surveyed routes used by the general public. Of course, they'd soon learn you don't get much 'quiet' when it came to Adar but that didn't mean he had a loose tongue. Just a big mouth. Got it from his dad would be his usual answer.

Languages:
  • Dwarven Standard(Fluent)
  • Tieflinglish (a bastardized variant of the Original source language)(Fluent)

Companion: Large Carnivorous glow-worms
An endemic species of the 7th level that underwent little to no augmentation aside from the degree of brightness they could emit as well as an increase in durability.


Religion: "I'll believe it when I see it," aka Agnostic

Morality: Chaotic Neutral

Additional Information: Likes to swim. Likes to climb. Likes to berate. Likes to deliberate. Likes to play with his worms once training is done. Likes to sleep warm. Likes to collect shiny things.
 
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