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Fandom Dc Au- Empires of Justice: Characters

OOC
Here
Lore
Here
Other
Here

TheHistorian

Whoever this victor guy is i need to have a word…
Rules

1.) No godmodding or autohitting/Dodging. No one likes playing with an invincible bully.

2.) Age is capped for EVERYONE at 4500 years maximum. Except Vandal Savage…but he is not playable.

3.) You must be from a Nation. You can pick one that exists, but must ask its creator. Otherwise you can make your own nation. (Mepolis permission is granted to all)

4.) Killing other characters is not allowed unless they agree to it and it makes sense. except for the joker. He doesnt have to make sense…still needs permission to kill from Gm though.
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(images go up here)
Name:
Alias: (Alter ego.)
Canon Rep: (What canon chearcter are you representing?)
Age: (Capped at 4500)
Race: (What are you?)
Nation: (See Fandom - Dc Au- Empires of Justice: Nations/Lore )

Personality: (Give us at least a paragraph.)
History: (Your characters past.)
Powers: (Yeah we all know this is the fun part.)
Equipment: (Gadgets, weapons, suits of armor?)

Likes: (At least three.)
Dislikes: (At least three.)
Strengths: (We all have our character flaws…these are the opposite of that, your virtues. What you are really good at.)
Weaknesses: (Does not have to be a glowing green rock, can be character flaws, just nothing like “gets mad easily” give us some depth.)
Other: (Anything else?)
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Claimed Characters
Superman
Vandal Savage
The Mighty Mightor
Zatanna
Dr.Fate
Batman
Green lantern
Man Thing
(Pending Review)​
 
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Name: Kal Kent
Alias: Helios
Canon Rep: Superman
Age: 31yrs
Race: Sun-God
Nation: Mepolis

Personality: Kal is a pretty Mild mannered being for a so called God. He tends to keep to himself when he can but is not one to be rude or brush someone off meaning he often finds himself locked in conversations wether he wants them or not. Many close to him consider him to be a pushover in a conversation and his will is rather easily swayed on most things. However he does have a rather strong sense of justice and a excellent amount of forethought allowing him to identify manipulations most if the time, though he can still be convinced by a good argument. Arguably his greatest virtue, and greatest weakness is that he finds himself incapable of witnessing a person suffering and not taking it upon himself to help them.
History:
~The planet Krypton 32 years ago~
After Barron Zod and his army of Sky riders Overthrew the council he began a crusade across the planet aiming for the extermination of the Church of Rao, a religious group on krypton that preached peace and harmony with nature. The opposite of what Zod wanted for he wished that Krypton would industrialize and take to the stars to lay claim to the universes bounty. The El Noble house fled With Jor El the Knight staying behind so that his wife Lara El Could give birth to The “Child of Rao” a Divine manifestation of their Sun God given life through magic and ritualistic enchantment.

Sadly Jor El fell to Zods blade, And Zod would continue onwards to take the newborn sungod in an effort to snuff out its life before it had a chance to rise against him. In that very same moment, Rao itself seemed to unleash its fury. Through a massive solar flare wider than the planet itself Rao lashed out in its fury and Scorched the surface of krypton into a barren glassy marble. That same Flare carried the infant Child of Rao to the Stars Heart, where Unknown forces sent the child hurtling towards the Sol systems Star, and from there To the Earth.

~The planet Earth 31 years ago~
The Sun begins to shudder and flicker before unleashing a Pillar of light which would land upon the outskirts of Mepolis in one of the many farms dotting the countryside at the foot of the mountain. King Lionel Luthor sends forth his riders who take the Kents and the Mysterious Infant into custody. The king goes on to interrogate the Kents, who believe this child to be the prophesied return of helios, which the king agrees. He orders them to raise the child here in the palace and orders a wing be given to the Kent Family.
The Child is Named Kal Kent and is raised to be a Loyal And Hard working citizen of Mepolis. Though his powers do require that he spend mich of his time learning to control himself and restrain his more impulsive side.

Eventually when Kal grew to be Fifteen Lionel ordered his origin as the revived Helios be revealed to him and his training as a Knight in the Order of the Suns Paladin’s began. While the training did help teach Kal how to utilize his power at a manageable level, it also taught him about his phases of power. Yet most importantly he learned to pull his punches and drilled the practice into muscle memory, eventually to the point of being able to spar with the other knights. While he would learn to use a sword, spear, bow, and shield, he would never progress to master class in any if these disciplines, he would and still to this day remains far to focused on making sure he doesn’t hurt the person he is sparring with. Currently he finds himself in an internal war between his loyalty to mepolis and the luthor family, and his fear of being used as a weapon of war.


Powers:
Living Sundial- All of Kals Abilities Fluctuate by orders of magnitude depending upon the time of day and the position of the sun. His power peaks at the dead center of the day when the sun is at its highest, it has been said that he is invincible during this time of day, however In the Middle of the Night he is at about 1% of that level of power, meaning he is still more than a match for even a team of average warriors, but the foes he would need to face in the daytime could likely dogwalk him at night.

Superhuman strength- Kals strength fluctuates to the point where at Night he breaks a sweat lifting a hundred ton boulder, but at midday he shift the city of Mepolis by accident with a step…and this feat occured when he was only 16 years old. He has yet to meet a limit to his strength at midday.

Superhuman Speed- Kals speed Ranges from a few hundred miles per hour at night, to outpacing lightening and Magical beams of light at midday.

Invulnerability- During the night Kals skin can be broken by well forged steel weapons if sufficient force is put behind them and magical spells of sufficient power can fell him outright. At midday however even enchanted blades will turn from his skin unless wielded by tremendously strong beings, and spells capable of flattening cities will only knock him from his feet momentarily.

Flight- Day or night Kal can fly however his speed fluctuates according to the parameters of his Super speed power.

Heat vision- Kal Cannot use this power during the night, however during midday its peak power is enough to shave the tops off of mountains.

X-Ray vision- While he can use this power day or night it is only able to see through about six inches during the night, and can penetrate to the foundations of Mepolis at midday.

Hurricane breath- Usable day and night, but night time is a category 1 hurricane while midday is a category 5.

Ice breath- A strange power for a sun god, but during the day time the hurricane forces of his breath hyper compressed and blown through pursed lips combined with his lungs absorbing all the thermal energy the sun granted the air allows him to blow out glacial blasts of air.

Solar Storm Generation- Only usable At Midday. Kal unleashes all of his Magical and Solar Energy an omnidirectional wave of Solar energy capable of rivaling nuclear bomb levels of destruction. This will effectively reduce him to his nighttime level of power until the next sunrise.

Equipment:
Fine Iron armor suit- A suit of well crafted and padded iron armor with overlapping segments and folds to prevent Kal from accidentally bending it while moving. Less for defense and more of a symbol of his being a knight of the Order of Sun paladins.

Masterwork Adamantine Longsword- A sword given to Kal by King Lionel Luthor. It is forged by the nations greatest smiths and enchanted to be nigh indestructible. Kal rarely uses this unless faced with a weapon that can harm him, that he must block.

Enchanted Cape- The cape of Red fabric enchanted to be infinitely regenerating when damaged. It has no other benefits other than being a status symbol.

Likes: The Sunrise, Most people, Farmlands, and Helping people
Dislikes: The Sunset, Needless Cruelty, Politics, Having to kill.
Strengths:
Talented Strategist- Kal is well trained in strategy and the arts of war. Far from the best in this regard, even in mepolis alone, he still could stand with some of the greatest tactical minds of his age and not be left too far behind.

Creative critical thinking- With such a diverse set of powers and at such diverse magnitudes kal has gotten very very good at solving problems in unorthodox ways. Such as thwarting an invasion from the sea by freezing the boats in place and Carrying the frozen mass back to their home country.

Talented Diplomat- Not fearing the assassins dagger can be a perk, it lets you boldly enter dangerous situations and speak rationally. Being able to heft mountains also helps in having people listen.

Weaknesses:
Cant argue with that logic- Kal is not the sharpest person and while he does have an issue of being unable to argue with most peoples logic. This comes both from a place of naïveté and from his assumption that the perspective he has cannot be accurate on account of him not being a human, thus he couldn’t know whats best for humanity. Unfortunately this can be used to convince him to stand down, or engage a foe among many other things.

The Night- At the night Kals powers are much less than a tenth of his daytime capacity. To the point where a well trained assassin with the right gear and a bit of luck could actually do him in, even without magic. Someone who is on his level during the day, could likely one or two shot him at night.

The Kents- The people Kal loves more than anyone else are the Kents who raised him. Both are still alive to this day, and nothing would stop him in his tracks faster than a legitimate threat to them. However if you threaten them youd better be ready to kill him or have your redemption planned already, because he will be very liable to kill you.

Other: (Anything else?)​
 
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Name: Zatanna Zatara
Alias: Mistress of Magic
Canon Rep: Zatanna Zatara
Age: 27
Race: Homomagi
Nation: Zertaris

Personality:
Zatanna is a lot of things, but mostly self serving. For better and for worse.

She's an ends can justify the means type. She's not always selfish because she actually often puts others above herself. If she loves and cares about you then she will go above and beyond for you with fierce loyalty. However she is very much because of that the kind of girl who will let the world burn if it means saving the one she loves. Which is a bit of a problem as she is the eldest heir to the Zatara family and they are very much expected to put the safety and wellbeing of Zertaris and the royal family above all else. She just doesn't see the point in being overly loyal to those who haven't earned that from her. Risking your life for people who might not do the same if given the chance? Seems a bit foolish in her eyes just because of birthrights.

That's a problem for her family to deal with however. In general to most people Zee is seen as a fairly outgoing, friendly person. She can be quite the flirt when she wants to be, and has boundless curiosity about the world outside of the capital and her nation. She can be pretty spontaneous loving the idea of adventure. Honestly if she could travel the world performing and making people smile then she'd consider her life full and happy instead of having to be prepared to save the world in the event of another dooms day. She's knows that's unlikely, but a girl can dream right?

She's the type to love the limelight, and can be found all all the capital celebrations, and often the surrounding city performances. It's always a treat when she's on the stage.

History:
Zatanna (called Zee by close friends) was born to Giovanni and Sindella Zatara. She has been raised most of her life in her family home named Shadowcrest. for the most part she's lived a life where she hasn't wanted for much. There has always been an immense pressure on her due to the weight of her family name, but wealth wise they have always been fine thanks to their legacy and close ties to the royal family.

Her mother disappeared when she was only 6 years old, so she has very few memories of her. It happened the same night as an assassination attempt was made on her life. The true person behind her attack as well as her mothers disappearance was never discovered, but it came from an outsider was all they knew. They are unsure if her mother is dead or still missing. Zee holds hope for the latter. This also scarred her for life from puppetry type magic, as well as caused her father to become very over-protective of her and her surroundings.

She has a younger cousin named Zachary, but they grew up in different homes. They see each other a lot, but he has less responsibilities then her due to their age gap, and the fact she is the oldest heir.

Once she turned 16 she began being able to go to neighboring nations while with the royal family to talk about peace and trade negotiations, but this has been far and few between mostly due to her fathers watchful guidance and protective nature. She's been training on how to use her magic for as long as she's can remember, but her favorite is to use playful illusion magic. Her father is one of the queens most trusted advisors, a role she is expected to fulfill once it is her turn. She is feels like she is treated like the future bodyguard of the whole kingdom even though there are other powerful mage families in the kingdom, but because of her ancestor more is expected of her. She is a magical prodigy even by these standards, she just prefers not to train ass hard and seriously focus on it.

She's recently been pressured to marry another powerful mage to keep the family line strong, but she'd rather give up her position as heir to Zach and go in search for clues about her mother. Also with her wondering eyes and curiosity she's played with the idea of possibly not marrying, or looking outside of Zertaris for it.

Powers:
-General magic: She is a master sorcoress even if she doesn't act like it. She casts spells mostly by speaking them backwards, but she can also perform ritual magic.
- Elemental magic: she can generate and manipulate the elements (fire, water, earth, air, lightening, ect.)
-Telekinesis: She can move objects and people without touching them. Small targets don't require speech, but medium and large do.
- Eldritch Blast: Zatanna can blast enemies with mystical energy
- Flight: Zatanna can fly or levitate however this requires a lot of energy and concentration so she chooses not to if possible
- Force Field: Zatanna can create magical shields that block both physical and magical damage. The greater the size or density of the shield the more effort it takes to hold
- Transformation: She can turn anything into almost anything else, so long as she knows what it is. She has never tried transforming living creatures into inanimate objects and vice versa so she is unsure if she can (or if she'd want to not knowing the damage that could leave on the mind).
-Fortune telling: This isn't something she can actively do. It mostly happens in dream formats, and it's very foggy. She can't tell when events are going to happen, or sometimes even where. Just that they will. She never see's herself, and has no control over who she does see. This is something she's only spoken to her father about, and keeps a secret.

Equipment:
1. Her magic book: It's full of ritual type spells that can't be done with simple incantations as well as more powerful spells that require certain language. However any family secret spell books are kept at home.
2. Potions: On her hip she always keeps a health potion and common poison antidote
3. Enchanted hat: She uses this as near limitless extra storage for her magical things.
4. 2 Hidden daggers
5. Her scythe (however she only carries it if she knows she's going into a fight. otherwise it's kept hidden away in her hat or at home.)

Likes: Animals (the more exotic the better), children, Money, entertaining others with her magic, Music
Dislikes: Being told what to do, Being alone, the idea of Fate/destiny, training/fighting, arranged marriage

Strengths:
-Spoken word magic: She has to cast spells by speaking backwards. She's actually a prodigy even amongst her family. (too bad she would much rather entertain the local children with mid-tier magic then practice and train more advanced)
-Silver-tongued: She is charming and flirty, and without any magic can usually talk her way out of most situations or get what she wants.
-Escape artist: Part of her theatrical tricks she learned from her father for practical reasons. She can escape from most types of bandages.
-Potion brewing & alchemy: She can also brew elixirs and has practiced an intermediate level of alchemy.
-Loyal: Once you've earned her loyalty you have it for life. A real ride or die for better or for worse, and if she messes up she will never stop trying to repair the damage.

Weaknesses:
-Puppets: a traumatic experience where one was hexed and used as an assassination attempt on her as a small child has left her scarred and she completely freezes up when one is nearby. Human-like dolls stuffed or otherwise causes a similar reaction.
-Being muted/muffled/gagged: If she can't talk she can't cast spells, and her hand to hand combat is not up to part at all. She can escape from most bonding's, but not all.
- Disinterest: She is 100% uninterested in her duties as the heir to the Zatara line. Her loyalty is to herself and those that have earned her trust as individuals more so then a whole kingdom or titles.
-Vulnerability to Magic: Powerful enchantments against beings of magic, like gods, are able to restrict her
- Deafness: If she is using commanding type magic or mind altering magic the target must be able to hear the spell. If the target is deaf or ears are blocked in a way they can not hear her it is ineffective.

Other:
1. She has a familiar white owl named Sasha
2. When she is training or battle ready she looks like below except no white streak in her hair.
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Name: Shait
Alias: Dr Fate
Canon Rep: Dr Fate
Age: 56
Race: homo magi
Nation: Ulgen

Personality: sacrifice and duty have always been a part of Shait's life. She has learned to attempt to embody the ideal Dr Fate so much she neglects the other side of her life. She Is driven to protect ulgen and would lay down her life before she let herself fail in this duty. When not out dealing with threats unseen Shait is often studying from the ancient tomes or Nabu himself, who she respects greatly. As Fate Shait tries to come off as authoritative, educated, and confident. She will act without hesitation towards what she sees as right. She also tries to keep to the aloof nature of Fate and tends to uphold the none interference policy other Fates have held.

Outside of her role as Dr Fate Shait would actully come off as awkward and sheltered. She lacks the social grace one is expected to have and often outdated in anything fashionable. Shait in truth believes she needs little outside of being Fate and makes no effort to keep up to date.

Still somewhere deep on her there is a part of Shait that hates the mantel of Fate feeling it has taken everything she could have been. She lives always in the shadow of the past and has been stripped of everything, even her name for this life. Still it is all she knows and someone has to do ot so it might as well be her.

History:
Shait's was not born into the role of Fate nor is she from a great family that has long held the mantel in secret her actual birth name has been all but forgotten even by Shait herself. The truth is Shait was a nobody from a peasant family doomed to be forgotten. Her fate was written before she was born, to be one of the faceless masses of Ulgen. That fate however seemed to be supplanted by another grander fate that no child could ever dream of, but the cost was everything. Ulgen despite not being warlike, still had it's fair share of issues many times from a magic experiment going wild and running amok. In the small city of Kirisu where Shait and her family lived one such events would happen. The city was one of the smaller ones, a place made to discharge people when the larger cities became to overcrowded or when someone needed to be sent somewhere but couldn't be exiled. It was one such person a Pharon, once one of the highest members of society now a practical outcast, that would bring about the doom of Kirisu.

The thing that had earned his relocation was dabbling in dark and restricted arts, namely necromancy. Priests of the god of death are allowed to use the necromantic arts, but they are trained to respect and honor any spirit they bring forth and not to enslave the soul. Uah the now ex Pharon was no priest and did not respect the dead he worked with. Then high Pharon Hat-Hor had discovered the dark secrets of his trusted advisor and had out of love thought informal exile was a mercy. Uah did not learn his lesson and didn't see the mercy instead he let his hate and spite grow. Uah contacted old forgotten things that were old when the cosmos was young to broker deals. All the while the city was unaware.

This all happened without Shait knowing just her being warned to stay away from Uah who lived on the edge of town. She like any child when told to stay away from someone was curious why and would join many kids that would from time to time spy on the strange man. Outside of this her life was in truth rather normal for a child of Ulgen. She studied and honed her magic which while not the best was powerful. In truth she had to much power for her body to take and was often unable to fully control her power. This of course made her a bit dangerous to the other kids as any spell had the chance to go out of control if her concentration wavered.

This power would not go unnoticed by dark forces Uah had needed a source of power to help his dark masters manifest then they would elevate him and deliver his revenge. Uah knew of the kids that watched him and knew the one he needed was among them so he laid a trap. He waited and waited watching for the child he needed to join the group and when they did his trap sprung and ambush of magically enslaved spell eaters pounced upon the children. a Spell eater or even a pack of them were more a pest for a grown mystic, but for children even one was to much. The children of course tried to fight back outnumbering the hound like monstrosities they might have had the advantage if they were a bit more skilled. The children were not killed instead they were captured and spirited away into the hidden workshops below the unassuming house of uah.

With the proper conduit in his hands Uah made use of the other children he had captured and sacrificed them, not by killing them, but by calling forth the dark nameless things from beyond to inhabit the children. Shait had to watch as the kids she had known and been friends with screamed as their bodied bloated and contorted growing new limbs and becoming monsters. One by one the kids were turned and made monsters their minds hopefully shattered or fully replaced by the monsters that now resided in their altered flesh. The grand finale was soon at hand Shait herself would endure the same fate. That was at least what Uah expected. He cast the rituals and Shait did become possessed she felt her flesh and bones break and reform as darkness over took her. A dark god of nameless horrors was was more free to walk the material plane. Shait watched from a dream like state as what was once her rampaged through the city converting more and more people to monsters. Uah tried to of course call for the god to uphold it's end of the deal only to slain for trying to demand anything.

This of course was more then enough to draw the eyes of Dr Fate who arrived when the city was almost destroyed. Shait watched as her nation's hero an almost divine being fought with spell and fist against the hordes of what had been fellow city dwellers. Shait would become inspired by the godlike Dr Fate and try her best to fight from inside the thing her body had become. This amounted to nothing but a minor distraction, but that was a chink in the dark gods armor. Dr Fate cast a mighty spell and unknowingly used Shait to destroy the god from within. Such gods are not so easily killed and it was simply banished once more from the material world as it's connection to the spirit of it's host was severed.

Shait was left the last survivor of the city her body scared from the transformations that slowly would revert without the god in her holding the shape, just as the city dwellers forms some what changed their dead bodied and their faces could be seen, but they were still monsters. Dr Fate could feel the power in Shait, that had drawn eyes to her and came up with his own purpose for her. She was powerful yes, but unskilled without a proper teacher she likely would never truly grasp her potential. Thus when Shait awoke in the middle of the destruction she was offered a choice, she could remain here or give up everything and come with Dr Fate. She agreed and was given a new name Shait her old one erased as now she was bound to a new purpose.

Her new purpose was revealed only in the home of Dr Fate, she would become the next Dr Fate as the current one was getting to old to properly fulfill his duties. Shait had already agreed and thus her trained began and it was far more rigorous and extreme than anything a school might teach her. In time Shait would view the then current Dr Fate a man names Shai as a father. and their life was not half bad even if it was mostly training to fight the threats unseen by all. She would almost die many times over the years before she was ready. Both Nabu and Shai agreed her training was done one day and the helm was given to Shait and Shai was discharged able to live what remained of his life freely.

Powers:
Magic: Shait is a master of just about every mystic art or has knowledge of them to some extent. She dose not need to chat to cast most spell instead is able to cast them with simple motions or thoughts if they are simple enough. Rituals of course need all the proper components and time.

Counter magic: As she is a master at casting magic Shait is able to counter most forms of magic, the more complex the magic the more complex the counter.

Barriers: Shait can conjure powerful ankh shaped barriers that can block physical and mystical assaults.

Shape shifting: Shait has the ability to mystically change her body most often using it to assume the male form of Dr Fate.

Equipment:
Helm of fate: A powerful magical artifact made in ages older than the world and perhaps the most powerful magical artifact on the planet. It houses the spirit of Nabu a lord of order. The helm can make a none magic user into a mystic of unrivaled skills granting them countless spells and in the hands of the mystically gifted it elevates their powers and skills to unrivaled levels.

Cloak of Destiny: This cloak was once owned by Nabu himself when he still had material form and is imbued with defenses against any mystic assault. Even the lords of order and chaos would have trouble breaking through its steadfast defenses.

Amulet of Anubis: A gift from the god of death from ages past it caries a tiny fragment of the gods essence. With it the user is obscured for magical detection, can store things in a pocket dimension, can house souls of the dead, and gains further mystical power improvements. The amulet seems to be protected as it will defend itself if someone tries to steal it.

Orb of Nabu: A large crystal sphere used to powerful scrying and divination spells it can float with it wielder if brought out of the tower.

Likes: children, Magic, her duty, people that take their roles seriously.
Dislikes: the dark god, people that try to escape their duty, being herself.
Strengths:
Mystic knowledge: Through her training and access to Nabu Shait has mastery over just about every kind of spell in existence and can easily identify most spell types and purposes with only a little time.

Hero worship: When it comes to ulgen if Fate speaks the nation listens so within it's boarders she can influence many things.

Duty driven: There is nothing Shait will not do if it will save or help ulgen to survive and prosper. She is relentless in her pursuit of those she believes have done wrong and warrant her attention.

Extended life: While not immortal Shait enjoys and life that is far beyond a normal humans thank the the helm. She will one day grow old and have to pass on the mantel but that is a few hundred years away.

Weaknesses:

Children: Shait still has issues from what happened in her past and will go above and beyond to save a child and can be easily held at bay if a child is used as a hostage. Of course this also infuriates her and anyone who tries it often never gets a second chance to try it no matter who they are.

Socially awkward: While rare Shait sometimes can not appear as Dr Fate and when she can't she is not very good at dealing with people lacking confidence in herself that she has as Dr Fate.

Dependance on the helm of fate: While Shait is very powerful able to easily rival most any mystic herself she needs the helm of fate to truly have all the power of Dr Fate and without it is severely limited in what she can do. She also has formed a bit of a dependency on it and doubts her own abilities without it.

There is only Fate: While not a normal weakness Shait has invested herself so deeply in being fate she can not really imagine life outside and the concept of losing her Fate is enough to panic her and should a mental assault trap her is such an illusion she might not have the will to break out.

Other: Her outfit, she actually changes gender to keep up the illusion fate is the same through the ages.
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Name: Ur Kaldis
Alias: The Mighty Mightor
Canon Rep: Hannah Barbera’s The Mighty Mightor.
Age: 512 Yrs
Race: Homo-Skartari-Atronarch
Nation: Skartaris

Personality: Ur is a bold and independent leader who tends to rely on the strength of his back and his peoples hardiness when making decisions. While he is certainly no warmonger, one would be a fool to think he fears war, on the contrary Ur loves a good challenge but will only fight on two conditions, friendly competition, and in defense of those in need. Do not mistake this for heroics however, he will often leave the weak willed or unwilling to fight to themselves. He believes that only those with the will to fight are worthy of the strength to do so.

History: Ur Kaldis was born Two years before the Man calling himself Warlord would Conquer all the tribes of Skartaris. Ur’s father Dakkis was one of the chiefs who was slain by the warlord But admittedly The Warlord never Paid Dakkis much mind, It was the Boy that attracted his attention and he wouldve slain him had he known what he would grow into. You see Ur was Literally Built different from birth. Upon breaching his mothers womb the air filled with Golden streams of particles flowing into the child as he took his first breath. Turns out he was absorbing the Microparticles of the Hyper-evolutionary Cosmic material that the world ending comet was made of. It would be another Sixteen years before anything would come of this boy.

It was apparent to all around that the boy was special, At seven he felled an armored tyrannosaurus with a single heavy blow from his left hand. By Nine, he rivaled the strength of all his clans warriors, and by 13 he would make his first stand against the Warlords enforcers. He beat the Warrior to death woth his bare hands and was stashed away by his clan as they endured the wrath that fell upon them for his deeds. Watching his people suffer would build up his anger at the Warlord and At 15 he would reach his breaking point. Prying a sturdy club from a sacred tree he singlehandedly cast the Warlords forces from his tribe, crushing every man who stood and fight but making no efforts to pursue those who fled. When his tribes chief came to chastise him for this he rebuffed the elder and challenged him for the right to lead the tribe. The older man backed out and immediately conceded his position to Ur, rather than face him he offered to advise him and Ur rewarded his wisdom by naming him his official Diplomatic agent.

It was around this time that the Days of Devastation fell upon the world, and the Blooming civil war was put on hold. The Warlords best men were in the outside world and those that remained were quickly overwhelmed by hordes of parademons and a mighty warrior calling himself Stephenwulf. This mighty warrior conspired to turn Skartaris into a launching pad for a sustained siege on the rest of the world. The Warlord met this great warrior on the battlefield and the Two were well matched, An opportunity presented itself to Ur and he descended upon the battlefield aiming to tear both warriors down in one fell swoop. Two things happened that day, Stephenwulf met his end after his axe was shattered and Ur choked the life put of him, And the warlord realized exactly what he was up against. The Warlord fled the Battlefield while Ur Fought Stephenwulf. Immediately he called off the raids of the outsider nations and began helping them hoping to bring them to his side if he needed them to face Ur. However the two would eventually meet under peaceful conditions after Darksied was repelled from earth. A deal was made that said that Ur’s kaldis clan would remain sovereign, and Thus the Warlord continued his raids on the other nations for another 15 years.

When Ur grew to age 30 things had grown strained between his clan and the warlords surrounding clans. The large city that was developing on skartaris not only went against the Kaldis clans beliefs of union with nature, but the waste they dumped in the river flowed down through the Kaldis clans territory. When the problem was brought to the attention Ur was laughed off and all the neighboring towns decided to join in dumping in the river under the orders of the warlord. While Ur wished for a peaceful solution, his peoples rage grew and they demanded an end. Rather than allow for a war to spread, Ur took his most skilled infiltrators and had them sneak him into this cities palace, then immediately turn and flee as quickly as they could.

Ur called for the Blessings of the land and once again golden streams of dust flowed into him. When the forces of the warlord gathered to face him he brought his club down in the center of the city. Such a tremendous blow was it that the bedrock buckled and the entire city seemed to jump in five directions. Buildings toppled, monuments crumbled, homes were thrown from their foundations. The mighty warlord survived this destruction easily and emboldened by rage and confident in his magical equipment he would finally gather the courage to challenge Ur. His courage was not misplaced as many would think, The Warlord fought Ur for three hours, the force of their blows impacting shook loose whatever was left standing in the city and caused the survivors of the initial destruction to flee for their lives. However as the battle drew to a close Ur stood atop a mountain of rubble holding the broken body of his hated enemy aloft overhead, He decreed “NO CITIES IN SKARTARIS” before casting his body into the ravine left by their battle. To this day, four hundred and eighty four years later the site of this once great city has been known as Pridefall by the local peoples.

The Survivors of Pridefall would go on to rejoin tribes in the surrounding woods But the rubble would he stacked into a monument to Ur, Not by his decree, but out of gratitude from the people of the Kaldis tribe. Needless to say after hearing that a man destroyed a city, broke an army, and Killed the greatest warrior in the history Skartaris, other chiefs were quick to swallow their pride and bend the knee to Ur naming him The Mighty. When they asked him what his new mighty name was he said “Might? Or….” And trailed off causing them to think that was the name he selected. While clearly a mistake, Ur did not care enough about silly things like names to correct them.
Powers:
Super strength- Ur has displayed incredible superhuman strength since he was a child. The Skartari People By age 10 reach Peak human levels of physical might, By age 15 they have passed human physical capabilities. From there their strength continues to grow with age, with their lifespans stretching up to 1000 years. This has produced dozens of Skartari warriors with superhuman levels of strength, many even passing the 100 ton marker. Ur Rivaled even the oldest warriors in his clan at Age nine, by 15 he was The physically strongest Skartari in history, barring a very few that have magical benefits. At 16 he felled Stephenwulf with sheer brute force, and By 30 he rivaled Even the skartari who had magical bonuses to their strength. In the 472 years since then Ur’s strength has Grown to the point where he is unimpressed by the rumored Feats of outsiders, even when those rumors include lifting Entire mountains.

Invulnerability- To date Ur can count on one hand the Foes who’s blows he could even feel. This list includes the Warlord, Stephenwulf, A legendary beast of Skartari, And one time when he accidentally found himself caught between two massive shifting glaciers. In none of these cases was the force sufficient to Fell him. Whatever can fell him would have to rival such tremendous forces.

Flight- While not a very fast flier, he is subsonic, Ur can fly and is a decent aerial fighter, while not particularly mobile, his timing is very good allowing him to strike faster foes most times.

Superhuman Reflexes- Ur is no speedster, but he does have the perception and reflexes to land blows on them, again due in part to his excellent timing, but also due to his Muscle cells strength enhancement that includes the fast twitch muscle fibers.

Limited Energy projection- Ur is capable of sheathing himself and objects he makes contact with in a powerful cosmic barrier. This barrier adds to his tremendous durability, but more importantly it allows him to use mundane objects to clash with magical ones. For example his club…its actually just a normal piece of wood, but when sheathed in the barrier it can withstand enough force to destroy an entire city in one blow, then go on to cross wood to steel with the Warlords magical weapons. While not indestructible, objects coated in this barrier are Thousands of times more durable than they normally would be.

Immutability- likely due to the Cosmic energy within him, Ur is uneffected by changes to reality. His body cannot be transmuted, matter manipulated, or have effects applied to it. Likewise he cannon be effected by time manipulations such as going back to target him as a child. His mind, Body, and Soul Are immune to manipulations via magic, Cosmic force, and even reality bending. Due to this Ur tends to be very effective against these reality warping, Cosmic, and powerful sorcerous beings. That said some things when properly lined up can bypass this ability. For example, teleportation, typically this wont work on Ur but if you made a portal and shot it at him, and it was big enough to scoop the ground out from under him then he can be warped somewhere else. Likewise while illusions that target his mind will not work, illusions that bend light into shapes and colors visible to everyone still effect him.

Equipment:
Sacred Club- A simple but sturdy piece of wood plucked from a sacred tree.

Living Loincloth- An enchanted loincloth that can regenerate, is exceptionally durable, and is for all of our benefits.

Likes: Monsters, Those who can fight for themselves, Being given food.
Dislikes: Outsiders, Cities, Vandal Savage.
Strengths:
Sovereignty- Ur owes no loyalty to anyone or any nation, barring his own, of which he is the undisputed ruler. Thus each decision he makes is typically free from complications. None shall be able to shackle him, no deals will stay his hand, and he kneels to no god or man.

Instincts- You dont live five centuries in natures angry imagination factory without having great instincts. His combat prowess is not to be underestimated, and furthermore he can usually tell when a threat is being presented.

Physicality- if you ever find yourself with the idea in your head that you might be physically stronger than the Mighty mightor, banish the thought. Ur’s physical attributes and feats rival even the displays shown by Darksied and the Gods during the days of devastation,

Weaknesses:
Primitive- Complex concepts like societal norms, technology, Magic, economy, And advancement confound Ur, furthermore he doesn’t understand the dreams and desires of the outside world, Religions confuse him, the idea of Gods and Kings likewise confuse him. A god claims to have the right to rule because they are Mighty, so then would that not make Mightor a god? Would that not mean he, the mightiest of all, Should be the chief god? Or at least thats how he sees it.

Gullible- Admittedly Ur is not a very smart man. He falls for most tricks and lies if the truth is not already known to him, and considering his lack of ANY form if education that includes Most things about the outside world. And while he may not understand the customs of people he does try his best to respect them.

Tactics- So Ur’s battle strategy can be summed up very easily. If at first you dont succeed…Hit them harder next time. Traps, Planning, Leading an army. These are things he is not going to be able to process. Typically he just runs in and beats whatever the problem is until there is no longer a problem.

Other: The hyper evolutionary cosmic Particles still permeate Skartari, And Ur is capable of Absorbing these particles at will to further amplify his abilities. However doing this makes him unable to use his barriers and thus renders him more vulnerable during the absorption process.​
 
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Name: Freeborne
Aliases: Miscreant of Miracles, Shiloh Norman, Thaddeus Brown
Canon Rep: Mister Miracle
Age: Over 2100 looks to be a man in his early to mid 20's
Race: New God
Nation: New Genesis

Personality:
Often seen in the company of jester, tumblers and troubadours the Miscreant of Miracles is man of many smiles. Though his life has been one of many a melancholy. Given away by his father and brought to granny goodness to be broken. His spirit never was but her care did leave many cracks in it. Tries to live life to its fullest in defiance of granny seeing his own happiness as the best revenge he could take short of killing her. But while he escaped her influence
History:
Over two thousand years ago a brutal war between New Genesis and Apokalips was ended with the exchange of two sons. Freeborne was given to Darkseid, while Orion was handed to Highfather Izaya. But rather than being reared in the house of Darkseid he was given to Granny Goodness. Raised with a Iron hand covered velvet she did her best to mold the young godling to suit her purpose. Physical and mental torture. Locking him in the X Maze for decades. False love and every trick of emotional manipulation in the book. She had he influence but never complete control over Freeborne and she was out off her hands completely when he escaped her orphanage.

For years Freeborne lived among the dissident gods of apokalips waging a guerilla against Darkseid and his Inner circle. Surviving an encounter with Darkseid’s head assassin Kanto and taking his Mask of many Miens. Freeing the wind spirits of General Dunderheads chariot. But there came a day when his luck ran out. Desaad had managed to locate the Dissidents base of operations. The Furies and Hunger Dogs led an assault on it and many lives on both side were lost. Freeborne was given Himons last creation the Motherbox and ordered to escape. He would have refused and fought to the last man with his friends had he not be spirited away by a mysterious benefactor. Metron the enigmatic deity wanted to witness limits of the Motherbox, but he knew that if Darkseids forces got his hand it would either be destroyed or corrupted. He considered Himon to be one of his few intellectual equals so using his own invention the boom tube he had Freeborne sent to New Genesis.

Landing on the wild untamed splendor New Genesis surface the city raised god would be challenged greatly. Finding friends among surface in the native bugs Freeborne would slowly make his way to Suprapolis. He was quite the sight when he arrived an odd looking masked god covered in a green cloak. But looks aside he was eager to take his place among the gods of New Genesis. When it was revealed that he was the child of Highfather Izaya the gods New Genesis shunned him. Claiming that he was tainted by his time there and that he could even be a spy. He would have died had his father not used what authority he had to merely have him exiled. Sent to earth Freeborne acts as a secret informant of Apokaliptian activity to his father. Currently he travels the world as an escape artist for troupe of performers lead by a demenutive man named Oberon.
Powers:
As new god he is much stronger, faster and durable than the average mortal and expectational non superpowered mortals. He's capable of exerting himself fully physically and holding his breath for hours with little effect on him. Can easily withstand beatings from mortals and low tiered empowered hands. Heal faster than most mortals and live far far long than any mortal. He's also extremely flexible which is a trait given to him as the New God of Freedom.


Equipment:

The Thuallai
-Once violent wind spirits of Apokalips the Miscreant freed them from the Chariot of an Apokaliptian storm god named Dunderhead. Since then they've been his ever constant companions. When ever he's falling, needs a lift or needs to get somewhere fast he can always count on them. Taking the form of twin "discs" of swirling wind he can also hold them in his hands and use them as weapons. Deflecting projectiles and hitting enemies with strong gusts or razor sharp blades of wind.

Mask of Multiple Miens- Once the personal tool of Kanto a New God of Assassination Free stole it from his chambers and repurposed it for his own use. Once it was a misshapen mask the color of every human skin tone. It allowed the user to take the form of the person an assassination target trusted the most. By the hands of Himon it became a mask more akin to a jesters and allows the user to create alternate identities with it. Currently Free uses it for undercover work and has the form of a wizened old man and a young boy from the southern lands.

The All Widows Protection- A gift from the All Widow of a bug colony near Suprapolis and one of the few gifts he received from New Genesis. This green cape was spun by All Widow herself and made of the same material she uses to protect her eggs. Resistant against blade, blunt force and even magic. It can be damaged but given time it will heal itself. When a party of Apokaliptian scouts were attempting to clear out the All Widows cave hive to make a base. Free helped fight them off and save the latest clutch of eggs.

Motherbox Maria- Himon's final gift to Free before dying at the hands of Darkseids Hunger Dogs. Created not out of a planned design but out of manic divine inspiration from the source itself. A living, thinking contraption that has a direct connection to the source. Having an innate connection to the source that makes Highfather Izaya look blind. Maria is capable of revealing enlightening truths on the nature of the existence. But such this can not simply be told but experienced and even a god cannot handle such revelations all at once. So Maria sends intentions, feelings, and, occasionally visions through its 'PINGS' While wholly benevolent it's possessed of a mind of it's own and can't be used like any tool. Not that Free would anyway. It can prevent psychic and emotional manipulation. Calm down enraged people and heal the most grievous wounds. It's also capable of recording and playing back anything it 'hears'. Himon while it's creator was never sure of Maria's full capabilities. Speculating that it's direct connection to the source makes it capable of truly incredible feats.

Likes: Music, Parties, Good Company, Great Food, Knocking Down Tyrants, Tall Women, vandalizing pompous statues, the open road
Dislikes: Polluted land, Ignorance, Backstabbing, Prejudice, being bound against his will, Tyrants, Darkseid, Apokalips, being manipulated, Highfather Izaya, Granny Goodness, Orion

Strengths:
Tenacity-
While not being the most physically built of gods Freeborn has a never say die spirit that rivals that of the Dog of War. Never tell him the odds and expect him to see what ever insane plan his come up with true.
Optimism- Even in the most dire circumstances Free will keep hope that they can be overcome. The X maze of granny goodness was constantly shift maze of monsters and traps. You'd need to see a silver lining in every axe wielding megatuar to make it out alive.
Fun Loving- Leave it to Free to liven up any party! A charismatic host or guest he's seeking out a good time when not on business and does the same for others. He can make the atmosphere at a party so light even the stodgiest souls will join in the fun.
Ingenuity- With a mind as free as the clear blue sky Free's got an incredibly flexible mind. Capable of coming up with plans for escape, attack or assault on the fly. While it seems like he's faking it till he makes it his mind is on fire for plans and counter plans.


Weaknesses:
Resentment-
Free knows that he was given to Darkseid to preserve peace between New Genesis and Apokalips. He's know since he was old enough to understand words. Granny told him everyday as he ran through her maze that another godling had taken his place as Izaya's son. Prancing through fields of flowers without a care in the world while he dodged death and dismemberment. He knows his anger toward Orion and Highfather Izaya is misplaced but he can't help it. He only see's the father that gave him to Darkseid giving him only a name. He see's only the sullen angry brute that lived in paradise while he languished in hell.

Hidden Scars- His time under the care of Granny wasn't just physically damaging but mentally too. Mind games and manipulation were grannies greatest weapons. And often cut deeper than any knife. Cold lies were hidden in love. Brutal punishment was often the price for failure or rebellions. Behind his smiling defiant face lies pieces of a broken child. Their are nights where Free is lost in his nightmares and wakes up screaming. Maria helps but it's obvious that with take a while to heal his wounds. A particularly skilled emotional manipulator or psychic can shake Free's confidence by picking at these old unhealed wounds.

Rebellious- Freeborne has live in rebellion of Darkseid in-spite of all Apokalipis did to break him. As a result him and authority of most kinds are at odds. He'll never be anyone solider or take an order without fully agreeing with it. Usually going by what he see's as the best decision. Which is a big weakness when war is on the horizon.

Poisoned Love- Freeborne loves his Granny despite what she's done to him, all her boys and girls do. His mind and body rebel against her control but his heart still yearns for her affection and love. This is Apokalips best weapon against him as it can be used to subtly manipulate him. Once granny gets her claws into you its hard get them out. So far only a PING from Motherbox can snap him out of her influence reminding him that she is a heartless liar.

Other: He's a damn good musician and dancer.
~~~
Claimed Characters
Superman
Vandal Savage
(Pending Review)
 
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Name:
Linde Danvers

Alias:
Maid(en) of Steel

Canon Rep:
Supergirl/Comet

Age:
21

Race:
Human

Nation: (See Fandom - Dc Au- Empires of Justice: Nations/Lore )
Mepolis

Personality:
Linde is kind-hearted although short-tempered in nature. She has the heart of a hero and strives to help those in need even if they don’t appreciate her. She will occasionally still fall victim to her own grief and trauma, but she will never let it fully define her and will always get back up and strive to be the best version of herself no matter how dark her world or life gets.

History:
Linde Danvers was originally an ordinary young girl who lived in Middelvale, a quiet town not too far from Mepolis. Raised in a religious household, church was a central part of her early life, until a traumatic incident turned her life upside down and, as a result, she began drifting from her faith. Her wavering faith was taken advantage of by a young man named Cai, who preyed on it to lure her into a demonic cult. They eventually started a relationship, which led her to a life of illicit and unlawful activities. Little did Linde know, Cai intended to use her as a sacrifice for the demonic cult and use her blood to release a demon into the world. After kidnapping her and taking her into the woods, Cai attacked her with a dagger, however, another young man intervened, stepping in between Linde and the blade. The weapon shattered upon his body, much to the surprise of all those present, before a swift punch from the stranger sent Cai crashing through the forest. The young man took Linde by the hand and the pair beat a hasty retreat. Once they reached the safety of town, the stranger departed as quickly as he had arrived.

Entranced by her mysterious saviour, Linde set about tracking him down, her only clue was a peculiar birthmark that resembled a shooting star she noticed on the young man's torso when Cai's dagger tore his clothes. After a lengthy period of investigation, Linde eventually managed to uncover her saviour's identity, that of a stablehand working in Mepolis named Biron. The two became romantically involved but any hopes of happiness they had would be cut short. The cult, hungry for revenge, had also been searching for Biron and finally managed to locate him. Aware that a physical confrontation was probably not the best course of action, from Cai's previous encounter with him, they dispatched a sorcerer named Maldor to deal with him instead. Waiting until Biron was alone, Maldor used his magical powers to transform the stablehand into a white horse. Linde was both horrified and saddened upon learning about what happened to Biron and, from then on, vowed to eliminate the cult and spend the rest of her days finding some way to revert Biron to normal.

Powers:
Linde herself has no powers but Biron possesses powers rivalling those of Helios including superhuman strength, speed, durability and flight.

Equipment:
  • Steel Kopis: A finely crafted sword Kara uses to defend herself and others.
  • Plate Armour: A strong but relatively lightweight suit of steel armour.
Likes:
Fighting, drinking, animals, children, flying through the sky on Biron.

Dislikes:
Those who abuse their position, bullies, thinking about the past.

Strengths:
  • Linde is a skilled swordswoman.
  • Linde is a skilled horseback rider.
  • Linde has a formidable strength of will.
Weaknesses:
  • Linde's biggest weaknesses is that she is completely human and therefore possesses no superhuman capabilities. This means when she is in over her head or combating superhuman opponents she relies largely on Biron to help see her through.
  • Linde has significant issues with controlling her temper and is prone to violent outbursts.
  • With everything that has happened to her, Linde has developed a drinking problem. She can often be found in the nearest tavern, drinking herself into a stupor, particularly after a bad day.
 
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Name: Ser Steward StJohn (order name, gave up his actual name long ago)
Alias: The Storyteller, Emerald Paladin
Canon Rep: Green Lantern
Age: believed to be in its hundreds
Race: human
Nation: Order of The Emerald Fire, Ulgen (formerly).

Personality: A man unlike most of his order. While others of his order a serious and grim, his casual and happy go lucky with a clownish side, with a soft spoken affable demeanour which draws people to him when he tells stories or looking for a good time. Despite his casual manner, his highly dedicated to his task as an Emerald Knight and takes great pride in helping other whether with a kind words or violence, and near unshakable in his strength of will. He had already lived a long life and that brought wisdom but also plenty of scars which if pressed can be a cause of his downfall.
History: WIP
Powers: A knights power comes from his emerald ring from that it can produce anything out of emerald energy which strength is based on the wielders will. The stronger the will of the wielder the stronger the weapon. Also from the rings a person is allowed flight, enhanced durability and an extended life span.
Equipment:
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Likes: Travelling, learning, Ale, fighting, pranks, dealing out justice, telling stories.
Dislikes: Injustice, abuse of power, taking things too seriously.
Strengths:
  • Charismatic: able to draw people in with his words and put them at ease with an easy going manner and storyteller way
  • Indomitable Will: A prerequisite for someone in his order, he has the training and experience to keep himself focused and controlled through the thickest of trouble.
  • Skilled Swordman
  • Intelligent: Has travelled alot and has access to the build up knowledge of his order.
Weaknesses:
  • Distant: His transient nature and long life, means though sociable he finds it difficult to form bonds with new people and tends to keep to himself.
  • Loss: He has suffered loss in his life and fears losings others, that makes him obbsessed with protecting other and takes to heart when he fails which can effect his ability to use his powers.
  • Hidonistic: He doesnt share the ascetic lifestyle of his fellows in his order and this partiality to ale, women and song might blind him to the going on around him.
Other: (Anything else?)
 

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