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Fantasy Avasea (Character thread)

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TanteRegenbogen

Cuddly enby auntcle
Put your characters for "Avasea" in here.

Character sheet template:

Name
Age
Gender
Appearance
Clothing
Armor (if any)
Occupation
Weapon of choice
Skills/Abilities
Knowledge
Likes/Dislikes (optional)
Personality
Background
Criminal history (optional)
 
Name: Talia Ikarra

Age: 27

Gender: Female

Appearance: 1598915677368.png
Originally, Talia had long brown hair that she usually braided and fair skin. But after her accident her hair turned white, her turquoise eyes turned purple and she was covered in patterned tattoo like markings and strange glyphs all over with exception of her face. She has a purple crystal embedded in her forehead.

Clothing:
Talia usually wears yak cloth dress under a long black hooded robe with white fur accents. She wears a wooden bead necklace, a dark brown cloth choker and a beaded bracelet.

Armor:
Plated gloves, plated boots, a plated harness. All of which are hand-me-downs with signs of heavy use.

Occupation:
Summoner/Teacher for Cryptolinguistics and Xenobiology/Healer (former)

Weapon of choice:
-Hand-to-Hand
-A scythe she can summon, corrupted though by her circumstances
-Her forehead crystal serves as a focus object for summoning

Skills/Abilities/Knowledge:
-Summoning (Expert)[corrupted]
-Originally able to summon familiars, however they have been corrupted since her incident and appear as horrors
-Hand-to-Hand combat (Expert)
-Cryptolinguistics/Decyphering (Expert)
-Xenobiology (Expert)
-Healing (Moderate, however corrupted and therefore useless)
-Cooking (Moderate)
-Butchering (Moderate)
-Heavy Armor Proficiency (Moderate)
-Archaeology (Moderate)
-Relic study (Moderate)
-Wayfaring (Novice)
-Potion making/Medicine (Novice)

Likes:
-Talking to people
-Getting acquainted with people
-Meat
-Being treated like a human

Dislikes:
-Being called "corrupted"
-Being avoided
-Eating plants (they make her sick)
-Most definitely her affliction

Fears:
-That one day, she will be killed for her affliction
-That she will be all alone someday

Personality:
Despite what she has to experience that the fact that the corruption made her "kill" her familiars, she tries to stay happy and keep going. Ultimately, Talia is a friendly woman who tries to stay optimistic even though for most people she is just short of being an eldritch horror. She doesn't really cry or get angry much. Instead if feeling down or angry, she becomes silent and sort of retreats into her own space. Plus getting angry doesn't do her any good, especially when some are already hostile towards her.

Background: Talia was born to the Ikarra clan of the Vael tribe which dwelled in the forested mountains. She is the second daughter and third eldest child of the family. Like all of the Ikarra clan, she was taught hand-to-hand combat from a very early age. Despite hostilities between the Vael and the Drukar, the Ikarra clan managed to stay out of the line of fire. As she aged, Talia became more curious about the world beyond Avasea and the purpose of the ruins that dotted the land. None of the ruins her kin had come across had any valuable relics or active portals, so they were just interesting to explore, even as a child. In adolescence, Talia was to learn a trade and she was given the choice between cooking for the clan or becoming a healer. She chose healer because it would maybe give her a better chance of getting out into unknown regions.

When Talia was 20, representatives of the council came to seek out possible adventurers to go on expeditions in the uncharted regions. Talia was ecstatic. She enlisted with the adventurers, however very early, before she ever saw any action, she was told to learn another magic in case she needed to fight as hand-to-hand would possibly not be enough against unknown creatures. Talia found a master of summoning and learned from him. She learned how to summon familiar and summon a personalized weapon: A black scythe. And how to fight using that weapon.

Finally, at age 22, she was able to go on expeditions. The first one went well with her group retrieving two artifacts from a ruin not far into the uncharted region. However problems started to come from the second expedition onwards. The second expedition led to the deaths of two team members: One crushed by a boulder and another incinerated after touching the field of an active portal. They retrieved the remains of the two and found replacements in a tavern. On the third expedition, one of the replacements went through a portal but minutes later, an eldritch horror can out and killed two team members before being put down. The fourth expedition however was catastrophic as the gate to a ruin closed and trapped them inside. Venturing deeper looking for an alternative exit, the group came across a room with a large active portal. It was unlike the other portals they had encountered. It was elaborately engraved and featured glyphic enscriptions.

Talia was the first to approach the portal, which turned out to be a stupid mistake as she tripped from getting her foot stuck on a nook in the stone floor. She fell right through the portal field, seemingly unharmed, catching a glimpse of the world on the other side before hitting her head and falling unconscious. The glimpse she caught was a horrifying world with green skies, indescribable creatures in the distance and a city or citadel nearby full of eerie statues. When she woke up again, she was in pain. A blue light was hitting her skin creating a singeing pain and she was in a dark room with engraved walls, then her vision blurred and she blacked out again.

She woke up again. Seemingly back when she had fallen unconscious the first time. Getting back up, she noticed the marking on her hand and arms. They were like they were full of tattoos, but all the same pattern. They looked the the patterns from the dark room and on the portal in this parallel world. The ground began to tremble and a loud rumbling roar was heard nearby. She saw a massive monster with tentacles approaching slowly. In fear, she ran back through the portal. Talia was back in the ruins, however her group wasn't there. In the distance, she could hear voices and the sound of a stone door opening. Talia followed the voices, finding her group back near the just reopened entrance of the ruins.

They stood in shock upon seeing Talia. They had taken her for dead. But even more, she looked different. The group asked her how her hair had turned white and what happened to her skin. Talia however couldn't remember anymore about the blue light singeing her skin, only that she came back through the portal because she thought a monster was in pursuit of her. She was quickly taken back to civilization where she was checked on by healers. When told to open her mouth and stick out her tongue, she had a long tongue similar to that of a wyvern and alone her breath was nearly caustic. Out of fear that she may be one of the horrors from the portal, she was placed under supervision. People started to call her corrupted and she found herself as a social outcast. Without a source of income and under supervision, it was decided to have her learn cryptolinguistics and xenobiology and teach it at the academy and maybe in the future, she could go back on important expeditions to study writings in the ruins.

So she taught at this new academy for a couple years until at least the authorities were sure she wasn't a danger to people. However many refer to her as "that thing". And dont even view her as human. But she may have found a group that may treat her with some basic decency.
 
Name: Nidra, son of Tyri.

Age: 25.

Gender: Male.

Appearance: Nidra.jpg

Clothing: Striped animal skin pants.
Hide boots.
Cloth wraps around his forearms.

Armor: None really.

Occupation: Warrior of his village/Adventurer.

Weapon of choice: A war hammer made of iron almost as long as he is tall.
Four throwing axes/tomahawks.

Skills/Abilities/Knowledge:
-Axe/Hammer proficiency(Expert).
-Elemental Magic: Can harden his skin like stone.(Moderate).
-Hand to Hand(Expert).
-Hardiness and strength- Nidra is a good bit stronger and more durable than your average man, a trait shared by most of the men of his tribe.
-Foraging(Moderate).
-Camp-making(Expert).
-Marksmanship with his hand axes(Moderate).
-Diplomacy(Novice).
-Wayfaring(Novice).
-Plant studies(Moderate).
-Archaeology(Novice).

Likes/Dislikes:
+Gaining glory through combat.
+Breaking things with his hammer.
+The color Blue.
+Spicy foods.
+Joking.
+Telling stories of the Warriors of old.
+Good company.

-Liars and deceivers.
-Those who talk too much.
-incessant noises.
-Anything that is too sweet.
-Fish and spiders.
-Wearing a shirt.
-Storms.

Personality: Nidra is a loud and friendly young man. He always seems to be in high spirits and likes nothing better than the thrill of getting into a fight. Be them man or beast he doesn't care much if they want to scrap he's down for it. Nidra seems to have an almost spiritual and superstitious view of the world, he tells the legends of the ancient warriors of his tribe like gospel and he believes strongly in the god-like presence behind the acts of nature. He may not always understand everything that's going on, not that he's stupid although he's no genius, but he always means well in his own way. His biggest ambition is to become a renowned warrior and have his story sung by people for years to come. Nidra can be a protective individual of both friends and family.


Background: Nidra is from a tribe of the southeastern jungles. His tribe is known for producing ferocious warriors capable of great feats of strength and might. Nidra was born among them and grew up as anyone in that village would. With great skill handling axes and hammers and a lust for battle so great it can threaten to consume them at times. Nidra ate up the stories he was told of the tribe's heroes and wanted nothing more than to eventually be one of them. Even though Nidra's tribe is one of great warriors they don't go out looking for fights, they simply keep to their territory and normally end up beating the living tar out of any invader. Nidra on the other hand did things a little differently, whenever he met a traveler he asked them where they'd come from and what it was like there. The stories he heard about the outside world, they fascinated him so much in fact that he left his tribe. Not in the dead of night, he simply decreed he'd be going to gain glory elsewhere and the other warriors let out free cheers.

Ever since Nidra has been travelling, some people he meets recognize him as a member of the angry tribe of the jungle but others are just curious and some are even in need of the help of a large warrior with a big hammer. Nidra has ended up killing a few monsters and more than a few bandits on his travels where he eventually heard of an oppurtunity for him to go on some grand dangerous adventure where he may be able to earn the glory he's been looking for.

(And there's the character sheet I promised, let me know if it works and what I need to change if it doesn't.)
 
Name: Tohn

Age: 30

Gender: Female

Appearance:

53d68190d39ea4d6a8ab961a3b1381f9.jpg

Clothing: A loose fitting blue robe. Jewelry that mainly consists of bone and stones. She wears a heavy cloak made of bear skin over everything else. Constantly applies blue face paint that she makes herself.

Armor: Shoddy Leather Armor she made herself

Occupation: Shaman. Madwoman of the Wild. The World Itself.

Weapon of choice: A dagger if she absolutely has to fight up close and personal. More frequently she uses her elemental magic.

Skills/Abilities:
Earth Magic: Expert
Fire Magic: Expert
Wind Magic: Expert
Water Magic: Expert
Wilderness Survival: Moderate (relies on her magic a little too much)
Dagger Fighting: Practised
Skinning/Tanning: Practiced





Knowledge:
Weather Prediction (Expert)
Plant Lore (Moderate)
Animal Lore (Moderate)
Alchemical Lore based on plants and animals parts (Moderate)
Likes:
Herself
Mountains, The Earth, The Winds, The Waters
Games, be they playful and fun or deceptive and cruel
Emotional extremes

Dislikes:
The Gates
Corruption
Being held, trapped or otherwise restrained
Emotional Restraint
Personality

The first thing that pops into people's head when they meet Tohn is 'arrogant'. Tohn would be the first to agree, but would then ask, why shouldn't she be? She's Tohn, after all! There's no one else she'd rather be.

Tohn is not a creature of restraint. She believes in doing what she wants, when she wants, and damn the consequences. She leans into her failings just as strongly as she leans into her strengths. An emotion you feel needs to be set free, expressed. A desire should be met. The world is a beautiful, terrifying place and all who live there should revel in it during their fleeting time on this planet. But it's not her problem if they don't. Others can waste their lives, she won't. And she won't let anybody stop her from living it. This can make her come across heartless, at times, but she enjoys watching others succeed and live their lives to the fullest. She just doesn't feel that it's her responsibility to do anything except live as an example.

Restraint is for fools who wish to watch their lives drain pointlessly away. Pride? Modesty? Shame? Those are things for people who have something to prove. Tohn has nothing to prove. Tohn is Tohn, and she loves it.

Background:

Tohn doesn't consider her life to have started until she abandoned her village to heed the call of the elements. But if pressed, she would tell of a small, cold village on the slopes of a mountain to the north, where the people were stupid, stifled and stifling.

This isn't quite the truth. Her village was much the same as any other village, her parents much the same as any other parents. Their only real failing was that neither were equipped to deal with the almost self destructively willful Tohn.

Tohn resented any shackle, any responsibility placed on her. She bucked tradition simply for the sake of bucking it. She fought anyone that challenged her, and even some that didn't, and though she wasn't strong or fast or skilled she was tenacious, and wouldn't ever give up. No one could trust her to do a job, no matter what penalties for faliure they set. She would do it or she would not, according to her whim.

Determined to settle her down, at sixteen years of age her family arranged a marriage to a man in a village down the mountain. Tohn had other plans.

Tohn had stayed in the village because it was all she knew. But now she was moving to another village, to marry, something she'd never wanted to do, a man she'd never met.

Before the arranged date, Tohn simply left. There was no reason to stay. She'd always wanted to simply… go.

But being on her own was more difficult than she'd realized. Just as it was much more rewarding.


Surviving in the mountains drove Tohn to the brink of death. Without food, at the point of starvation, she nearly gave up for the first time in her life, dying in the cave behind a waterfall she had made her home in. But something inside wouldn't allow it. All became quiet, and she heard clearly for the first time the voice that had always been there in the back of her head. The voice of the elements.

Fire, earth, air and water all sang to her. They always had. They had been driving her mad with longing, with restlessness all her life. But now she could really hear them!

She used her connection to water to empty the pool the waterfall fell into, and leapt on the stranded fish there with a wild abandon.

From then on survival was easy. She honed her fledgling skills, growing, over the years, extremely proficient with wind, water earth and fire manipulation.

It was on her time alone in the wilds that she realized something.

The world was made for her. Everything in it was made for her. It was made for everyone else, too, but that didn't matter. She was the only one that realized that she was the earth, the wind, the flame and the flood. Everything was connected! She was crawling like a bug on her own skin, sailing in the pools of her own eyes, and so was everyone else. She was connected to the world, a part of it and not! Her attunement with the elements proved it! She was a god! One amongst many, but one of the few who realized! And so what if everyone else was a god too? A god was a god.

Some would say Tohn went quite mad at that point. But Tohn would claim that this realization made her the only sane person on the planet.

Tohn continued honing her skills, and began to wander. Enjoying the beauty of the natural world, occasionally making forays into civilization until she was eventually repulsed by the rules and restraints they imposed, or thrown/chased out for the lack of restraint she showed on her part. But mostly she wandered into the unknown places of the world.

It was during one of these forays that she found one of the gates to the other realm.

She felt it's innate wrongness, and sought to destroy it. Both because it was wrong and because she felt like it. But it resisted everything she threw at it.

It was at that moment, when she unleashed the full brunt of her power, that the thing emerged. A twisted monstrosity that looked vaguely like a man. The elements screamed out as this thing put it's fel foot on the earth. Tohn didn't understand it, but she wouldn't let it live.

Tohn and the thing fought, a quick, brutal fight that left the thing dead, but Tohn gravely wounded.

She curled up in a cocoon of earth to recover, angry and surprised. Reeling from the unnatural shock she felt from interacting with the creature.

When she eventually returned to the land of the living, she set out to join an organization she'd heard tell of. 'The adventurers Guild'. Supposedly a group that took great interest in these gates. She would join it, despite her dislike of organizations, and learn what they knew of the gates. Then she would destroy all of them.

These things were an existential threat to everything. Tohn was going to save the damn world.

She doesn't see that as any sort of noble goal, though. She is the world, she's just trying to save herself.


Criminal history: Tohn has been in a number of settlements, and while she isn't some sort of criminal mastermind, she tends to be ejected from civilized areas for her unruly behavior. She has, reluctantly, toned down such actions after she joined the Adventurers Guild, but old habits die hard, and she is very distinctive. A town she visited previously is likely to remember her, and to not remember her fondly.
 
BED45AAB-B805-4C9F-96A3-39A41607170B.jpeg
Name: Conleth Crane
Age: 22
Gender: Male
Appearance:
Crane puts little time into his appearance and well-being, doing only the basics for cleanliness and nutrition. His long, shaggy black hair is usually tied in a loose ponytail. He occasionally lets stubble grow on his face for a few days before shaving. He has a few scars on his arms from mistakes with knives, plus the faint odor of animal carcasses and preserving agents from time to time. His ears are pointed—a strange deformity shared by several people in the region. Beneath his garb is a toned, lean body resulting from training in a few physical disciplines.

Clothing:
  • Low-chroma, dark-blue wool coat
  • Sleeveless blue linen shirt
  • Black wool cloak
  • Black leather pants
  • Black leather boots & gloves, trimmed in brown
  • A leather apron, if he’s doing dissections
Armor:
  • Chain shirt
  • Leather gauntlets
  • Plate greaves
Occupation: researcher and taxidermist.
Weapons of choice:
  • Scythe - a weapon that has many doubters, but is nonetheless effective for attacking at odd angles.
  • Sica - an inverse-curved dagger, made to deliver vicious cuts around armor plates and shields.
Skills/Abilities:
  • Summoning - Expert
  • Healing - Intermediate
  • Scythe fighting - Intermediate
  • Dagger fighting - Intermediate
  • Cooking - Basic
  • General survival - Basic
Knowledge:
  • Relic study - Expert
  • Archaeology - Expert
  • Creature studies - Expert
  • Plant studies - Intermediate
  • Medicine - Intermediate
  • Xenobiology - Intermediate
  • Cryptolonguistics - Basic
  • Portal study - Basic
  • Merchant studies - Basic
Likes: Diagrams, meat, reading, maps, darkness, stargazing, strategy games
Dislikes: Nicknames, small talk, bright light, loud noises, gambling, rot, crowds

Personality:
What a ray of sunshine! No, not really; Crane is a socially awkward workaholic who takes no delight in gabbing about the weather. He asks important questions for which he has no definitive answer. The “how”, “who”, “where”, “when”, and “what” are good to know, but together they don’t equal the “why” of a matter. He is thought to be sapioromantic—he has little to no attraction to unintelligent or crude people. He’s still awkward but at least polite around most adventurers and fellow researchers.

Despite his morbid work around monstrous cadavers and his eerie affinity with a precision blade, he doesn’t actually harbor much ill intent. Thus he can be seen as a “good” person, but not an outgoing person. Always ahead of his time philosophically, he defines “good” and “bad” as “nebulous, arbitrary, fluid concepts that depend heavily on societal norms at any given moment and separate from law and chaos”.

Crane can be skeptical at times, only because so many superstitions are mere exaggerations of the truth. Still, he approaches matters with an open mind, because “The narrower one’s mind, the broader one’s statement.” He hates generalizations and broad statements, seeing them as a grounds. In going out to seek the truth, he knowingly puts himself at risk because of his lack of survival prowess and experience. However, he merely views it as another subject to learn—one at which he’d better excel.

Crane can be difficult to hear at times because he mumbles, especially when examining an object. It takes a lot for him to raise his voice, be it a groundbreaking discovery, imminent peril, or someone defiling his workspace and materials.

Background:
Conleth is the son of Hackel, a fearsome but quiet and intelligent knight known for his use of chain weapons. Conleth, who preferred to be addressed by his surname “Crane”, absorbed knowledge at high rates, but never seemed to make that many friends. Instead of playing pranks and pretend sword-fighting, he spent his younger days asking “why” questions and learning to read. The behavior got worse in his teen years, as he only ever came out of his room to bathe, eat, and meet with tutors. His time at the academy forced him out of this shell somewhat. He took great interest in the portals and physiological changes in people who entered them, thus leading him to observe corrupted subjects like Talia frequently.

After finishing his education at the university, Crane volunteered to come back and study new finds from adventurers. Frustrated by the slow trickle of relics, fresh carcasses, and other relevant items from ill-fated journeys to the portals, he opted to finally apply everything he learned and set out to make his own discoveries.
 

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