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Fantasy Fading Flame Characters

Main
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OOC
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Lore
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Kabboom

very explody
Roleplay Availability
Characters for the you-know-what. Enjoy. But don't enjoy too much pls nerf

Races:
- Elves: A barbaric tribal race, elves are rather lacking in terms of physical appearance, but do not let that fool you; elves are usually stronger than men, but what they make up for in brawn, they lack in brain. They have barely enough intelligence to point out the difference between a mountain and a tree. Nonetheless, they are feared as deadly warriors, and though the common populace look upon them as savages, those Elves serving on the frontlines are welcomed equally.

-Giants: Hulking humanoids, the Giants have been a long-standing member of this world, and an integral, if not underappreciated part of the Empire. The heavy labor force of the Empire, the Giants are oft mistreated, and sometimes used as outright slaves, devoid of any rights. Despite this, most Giants are still willing to serve the Empire, and in fact, many of them do serve as fighters at the forefront of the constant battle against the Darkborne.

-Incruscans: Hybrids from wild times, these creatures combine the features of man and beast. The range of appearances an Incruscan might have is so infinitely vast, so incomprehensibly wide, that the only aspect that truly defines them are their animal features. These could be the ears of a cat or a leopard on a human, or a scorpion's tail sprouting from the base of a woman's spine, or the array of porcupine quills growing on the back of a worker. It might also exhibit through their diet or their behavior. Because of their... differences compared to humans, Incruscans face a lot of discrimination among society, which explains the high amount of Incruscans among the frontline. On the front, all are equal.

- Human: From humble beginnings, Humans have developed so quickly, so specially, so uniquely, that they have become the dominant species among the Empire. Armed with an infinite supply of creativity, coupled with near impossible amounts of courage and bravery, they have dominated the Light world, subjugating others under their Empire. But there is an inherent weakness within most, if not all, of Mankind: their inability to agree on what's right or what's wrong. Will they unite in time to thwart the Darkborne threat, or will they fall to their own failings?

- You can also make your own race, if none of these fit what you have in mind. Do run them through me beforehand, though. The Empire's territories are vast, and there are countless more species and races, yet undocumented by government officials. The possibilities are endless.
WARNING; Don't attempt half-breed characters with the Dark. The Dark is an essentially unstoppable infection that will not contently coexist within your character, unless you have a good enough justification for it. Do not expect Dark, or Dark-infected characters to be accepted easily.

Character Sheet:
Name:

Gender:

Age:

Race: (one of the default ones, or an original one)

Race Description: (if it is an original one, if it's a default race then just leave this blank)

Appearance (Pic is preferred, but not required.)
-Height
-Weight

Personality:
-
-
-
-

Equipment:

Ability/Powers:
-(One general ability, and 3 skills. Please provide detailed description! Organize them how you see fit.)

Weaknesses: (2 minimum. Make them real weaknesses too, not something like "hates girls and food.")

Bio:

Others/Extra:
 
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Name: Gon'gon

Gender: Male

Age: 22

Race: Incruscan(Eagle-Human)

Race Description:

Appearance (Pic is preferred, but not required.)
  a.jpg
-Height: 5'7
-Weight: 66 kg

Personality:
- Excentric
- Friendly
- Protective
- Social

Equipment: Steel Spear, Royal Eagle Guard armor 1.jpg, Backpack.

Ability/Powers:
Summon Elementals: Gon'gon can summon up to 2 elementals of every element: Wind(fly),Fire(throws fireballs),Ice(Melee),Earth(Mix of ice and fire).

-Elementals balls: Gon'gon can hurl wind arrows, fireballs, earth boulders, and ice spikes at his enemies.

-Healing Chakra: Gon'gon can heal is allies, but remains defenseless while doing that, depending on the damage it can take up to 10 minutes to heal a wound(Can't regrow an arm or things like that).

-Elemental armor: Gon'gon can provide its allies an elemental armor that deflect enemies attacks, if take enough damage will break(Last 5 minutes).

Weaknesses: Very low physical armor: Despite his armor, Gon'gon it's not a front line soldier, he is more of an support mage, anything stronger than a common sword can pierce its armor.

Magic Resistant enemies: Gon'gon relies mostly on magic and magic resistant enemies are often killed by its golems, but sometimes he has to escape.

Bio: Gon'gon grow in a land faraway, in a kingdom of only eagle mans, he was one of the royal guards of the queen eagle, but their kingdom was absorbed by the Empire, Gon'gon was allowed to keep his royal guard armor and willingly offered himself to fight against the forces of darkness.

Others/Extra: he can regrow his wings.
 
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Character Sheet:

Name: Leafa

Gender: Female

Age: 13

Race: Elf

Race Description: -

Appearance
1518520044759.png
-Height: 140 cm / 4’7
-Weight: 40 Kg / 88 lb

Personality:
- Childish
- Bubbly
- Innocent
- Friendly

Equipment: Wood Bow and Arrows, Poisonous Powder.

Ability/Powers:
- Winds of Guidance: When she is in a critical situation she can whisper "Help", and the winds will blow in the direction of help. (Lake/Elf Tribe/Deceased Animal/Fruit Tree, etc.)
- Sure Strike: Controls the surrounding wind and guides an arrow to it's target, works on both enemies and allies.
- Beast Control: Can take control of a creature's mind, it will follow every order it is given. Creatures are fully aware of being controled, some will try to break free. Smaller and peaceful creatures are easy to control, they may even grow a bond to the subject controling them and stick with them for as long as they feel like. Bigger and agressive creatures are very hard to control, they will try to break free from the "spell" as hard as they can, they can become agressive towards the subject controling them after breaking free.
- Thousand Strikes: Summons one hundred arrows made of wind that strike the target one by one in a break of one millisecond between them. Consumes a lot of energy and takes time to charge.

Weaknesses:
-General lack of intelligence (Being an Elf and all)
-Not a front fighter (Lacks any type of armor, clothing is mainly made of wood and leaves, easily injured. Low resistance to magic.)
-Gullible (Due to her lack of intelligence and innocent personality she is easily persuaded to believe in everything they tell her)

Bio: Leafa was born in a small elf village, she spent her entire life there, her early life consisted in learning to hunt with a bow and learning to survive in the wild. She lived a peaceful life in her village with her family, until one day... The day the forces of darkness attacked her village, in panic she escaped to the near forest, however the fate of her family and friends remains unknown to her. She spent days roaming the forest in search for food and water, she walked in circles for days, until one day... the wind, it blew fiercely in one direction, desperate, Leafa followed it with all her strength, but after walking for hours it ran out, she passed out in the middle of the ground. She woke up in a small bed with a maid by her side, she was in the empire, and she would soon join their forces, wanting to know the fate of her family.

Others/Extra: Even though she wields no armor and is not meant for the front lines, Leafa is still an elf and posesses exeptional strength, although not as much as adult elves. She always carries some lethal poisonous powder with her, which she sometimes sprinkles on the tip of an arrow in case an animal doesn't die immediately after being shot. Even though she has told the story of how her village got destroyed many times, each time the story seems a little bit different from the last time, some think it's because of her lack of intelligence, others think it's due to something related of the dark forces.
 
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Name: Tharek Mortaghen

Gender: Male

Age: 31

Race: Half-Giant

Appearance:

V793RxT.jpg


Height: 7'2

Weight: 235 Lbs

Personality:
- Scholarly
- Neat-freak
- Steadfast
- Tactless
- Literal-Minded


Equipment: Claymore, Gambison, Chainmail, Leather boots, Dirk, Compass.

Ability/Powers: Metalcrafting - The ability to utilize and repair most kinds of weapons and armor.

Metalmending: Can repair or enhance most kinds of weapons or armor without the use of a forge. The amount of recovery time is determined by the extensiveness of the damage to the armor or weapon. For example, if a sword is completely shattered and needs to be fused back together, Tharek may need a twenty-four hour respite before attempting another repair.

Metalrending: The counterskill to Metalmending. Tharek is able to rend or crumple metal by prolonged touch for a limited number of times.


Weaknesses:

Magic: Particularly any form of magic involving electricity or heat.

Ranged: Tharek is huge. Seriously, this dude is an archer's wetdream.


Bio:
Tharek never knew his parents or learned of the odd circumstances that led to his halfbreed conception. His first memories were of Bodhi, the grizzled, wily veteran who served as chieftain of one of the great roving caravans to the East. Retired from his service in the Imperial Army, Bodhi was long past his prime and had borne no heirs of his own. When the caravans found the child abandoned in the snows, bawling and covered in blood that was not his own, most considered it an ill-omen and were content to leave the babe be. But Bodhi was not as superstitious a man as his people and took the babe for his own. He was given the name Tharek after an old god of fortune (Whether it was a comment on his circumstances, or a clever jape of his own is left to debate) and claimed as his grandson.

And woe betide the man who claimed otherwise.

Under the tutelage of his grandfather, the young Tharek received a varied education regarding the ins and outs of the caravan lifestyle. He learned to seat a horse as well as any man, to hunt and clean game, to properly wield a sword, and perhaps most importantly, the great “game” of buying and selling the wares they transported. At age 10, an incident with a rival clan led to the discovery of his formerly latent powers. While this was initially celebrated, Bodhi took great pains in keeping it a secret to prevent interference with imperial officials into his business.

When Tharek grew to manhood, he took a place within the caravan’s warriors. He rode numerous times, mostly involved with minor squabbles between the roving clans. It was an idyllic lifestyle with it’s benefits, but it did not last. Times grew darker, leaner. Tensions between the roving clans and villages grew as shadows began to stir. Rumors of villagers and clansmen alike going missing in the night led to fewer willing to do business. Squabbles began to break out over territory. One night, after passing through a village on the frontier, the caravans were ambushed by a clan of bandits. Several were slain, and most of the goods they had gain were stolen. Bodhi was wounded. Eager for vengeance, the young Tharek led the remaining warriors to find and assault the bandits. What he did not know then was that they were not the only things out there, lurking in the darkness.

But he found out.

To this day, he does not discuss the events of what transpired that night with anyone. He drifts from village to village, finding work where he can, avoiding the slavers and the prejudiced (a difficult feat as it turns out), forever seeking information about the remnants the home he left behind.

Others/Extra: * Careful using metaphors around him; if you say, "throw the baby out with the bathwater" for example, he might actually follow through with it.
 
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Name: Terra Lyons

Gender: Female

Age: 19

Race: Incruscan

Race Description:

Appearance
com_randompokemonfan_small_by_denzule-d9cggml (1).jpg
-Height 4'8"
-Weight 93 lbs

Personality:
- Rougeish
- Confident
- Friendly (once acquainted)
- Tsundere

Equipment:
3 Hilts of swords (Two short, one long) and a staff she can use as quite a range of weapons. Elemental crystals to put into the hilts and staff.

Ability/Powers:
-CrystalCreation: Terra is able to take a small stone in her hands and crush it into any magic crystal at random.

Stealth- Terra is an effective assassin with her stealth.

Cat like reflexes- Terra's reflexes are serious fast, but only if she is aware of the object in question.

Acrobatics- Terra is skilled in acrobatics and will more than likely be up high where she can scan the area.

Weaknesses:
Being brought up in a thieves guild, she can't help but to snag a few things every now and then. She calls it, "Borrowing with no intention to return it."

Too Reliable- Tara can be too reliable to her allies and will sacrifice herself for her true friends if it means she can save them.

Carelessness- Tara can easily stumble upon an encampment of orcs and just as easily piss them off. No matter how stealthy she is, her clumsiness can be her downfall.

Bio:
Tara was cursed at birth to be an Incruscan. This was due to the fact her father, an old wizard, found Tara to be another man's child. After he cursed the mother, her father left her mother crying in the house and never returned. After being born, she received nothing but torment from her mother. Day after day it was chore after chore, as soon as she was able to walk and talk. She was never allowed to play with the other kids, she was never allowed to eat real food but just slop, and her mother only called her "abomination" or "creature."

Once Tara had reached the age of 13, she had had enough. As she was rummaging through the closets as she did every Monday, she accidentally opened a secret hatch. Inside was a note with a chest belt. 'If you have found this, then this means I am too old to continue my journeys. But you are of the age. Child, your mother is a nasty old hat of a woman and does not deserve love. You are cursed and only a wizard of true stature can undo this that I have placed upon you. Take this belt, as it may grant you my ability, or at least to the extent I put into it. Use the crystals as you see fit. Choose a stone and concentrate.' With that the letter ended and Tara put the belt onto her chest. She felt powerful as it wrapped around her. With that her mother called for Tara to relieve her beatings.

Not another black eye, no more gashes on her arms. Tara had had enough. She grabbed a stone nearby and crushed it as the letter instructed. As she calmed her mind, her hand felt hot. She opened her hand to reveal a fire crystal. She walked into her mothers room and before her mother could do anything she noticed the chest belt. She became more furious and prepared to kill Tara. Before she could do anything else she tossed the crystal into the pile of trash her mother had prepared for her to clean and it set on fire. "No more mother... " Tara said as she turned around and left the house. As she exited, the house busted aflame with her mother inside. As she burned, Tara's mother screamed out "You Abomination! I will find you and I will kill you myself!"

Tara left before morning. She ran more than she walked, but running for 8 hours would tire anyone. As she rested, she practiced this ability. She created healing, water, even nature crystals. She couldn't seem to create the fire one again. As she was practicing, someone came up behind her and held a knife to her throat. They threatens to slice her if she did not hand over everything she owned. She blasted him away with a water crystal and pointed the nature crystal at him. From then on she was recruited into the thieves guild.

Her initiation being the fight she won, she was welcomed into the guild with open arms and trained in the ways of the thief. She was raised by the leader of the guild, Shula Somber. Tara saw Shula as a mother, one she wasn't terrified of. Years passed and Tara grew with the children of the guild, soon surpassing them in all forms of stealth, acrobatics, and even up close battles. She could never beat the other kids in ranged combat, riding on horseback, or other things of the such. Eventually, Tara turned 18. She knew her father was out there, and she knew she needed to ask him questions... Or any powerful wizard for that case.

Shula took Tara's hand as they looked into the distance from the outside of the hideout's mountain entrance. It was time for Tara to venture out, but she was never truly alone anymore. She had a family who accepted her for herself, and that is all she ever wanted. As she started to walk away, Shula reminded her she was welcome back anytime, and any guests she brought with her were to have a hood put on their head and then they will be treated like guests. Tara laughed as she strolled down the path, her satchel swaying back and forth. She knew things were never going to be the same from that point on, and she was going to find that powerful wizard.

Others/Extra:
 
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Character Sheet:
Name: Jericho Audaton

Gender: Male

Age: 26

Race:Human

Race Description:

Appearance
c31ad666ba772de20945d8b261ea69de--character-concept-character-design.jpg

-Height: 165cm (5'5")
-Weight: 76kg (167 lbs)

Personality:
- Steadfast
- Cautious
- Quick-witted
- Boisterous
- Daring

Equipment: Plated armor, fur pelt,short sword, Light energy capsules for main weapon, ammo pouches for ranged weapon.

Main weapon: Magisteel Halberd.
A high quality, and rather rare weapon, Magisteel Halberds are usually wielded by elite troops, entrusted by important and prestigious figures to defend the land and fight till the end. Jericho somehow managed to get his hands on one, and won't let anyone touch it. The halberd's blade part is made completely out of Magisteel, a malleable and most peculiar material composing of Light-infused steel and copper. A Light energy capsule installed within the handle powers its transformation, allowing it to seamlessly change shape to the wielder's bidding, albeit releasing a lot of heat in the process. Due to Jericho's limited knowledge of Light magic, he has "trained" his halberd to take only a few basic shapes, including but not limited to: spear, axe, sword blade, hammer, scythe, and so on. Light energy capsules are rare, though, so he uses them sparingly. The Halberd also features a crudely attached wooden guard, for Jericho to mount his ranged Guardian weapon for steadier aim.

Ranged weapon: Dante
thomas-lehmkuhl-thomaslehmkuhl-blunderbuss-4.jpg

Named after his first pet, this Guardian weapon is his most prized possession, perhaps only next to his Magisteel Halberd. The barrel's design allows it to shoot further than regular flintlock pistols, and a small latch underneath the blade that hooks onto a specially made guard on his Magisteel Halberd, allowing for steadier aim. The blade underneath can be attached and used independently of the gun. The specially crafted barrel has a dual function, providing improved accuracy and range, and shifting into a close-combat form, as the flanges at the tip fold upon the structure with the help of minuscule cogs and pivots, locking into place and sealing the barrel, effectively turning into a crude mace.

It has 3 types of ammunition: a normal shot common with other guns, and a shot filled with condensed Light energy, which combusts explosively, and a shot with specially arranged Light energy, that burns a beam through solid objects.

Ability/Powers:
Clarity: Jericho channels his own power, and brings a sense of harmony and calmness to everyone around him.
- Shield: Jericho can funnel his power to create a shield resistant to both physical and magical attacks, lasting anywhere from 1 second to 10 minutes. The longer it stays up, the bigger the drain on his energy.
- Experience Drip: As an experienced Guardian, Jericho has had many encounters with a multitude of beasts. Using his powers, he could share his experiences with his allies, giving them valuable knowledge.
- Rage: A last-ditch ability, he channels all of his power into unbridled rage and power, enhancing the fighting capabilities of the target threefold, and can use it on anyone, even himself.

Weaknesses:
- Bitter Experience: Jericho used to be a team player. But after bitter experiences in combat, he now prefers a solitary fighting style, which doesn't sit well with his teammates.
- Overconfident: He usually gets too confident in his abilities and experience, and usually bites off more than he can chew, much to the disdain of everyone else around him.

Bio: Jericho Audaton is a warrior. He has always been a warrior, and will always be a warrior. Born in a little-known corner of the Empire, his childhood was... inconvenient, to say the least. His hometown was a hot-spot for raiders, bandits and other monsters that lurk in the dark, and so, Jericho found himself carrying quivers packed full with arrows, following archers around, and hiding within secret compartments before he could learn to write or read. But he quickly proved himself capable of survival.

He learned the art of warfare, taught by many, but mostly from his mother. His father was absent from his life, his fate unknown even to the elders of the town. He was taught the sword, but he took a particular liking to a tricky weapon: the halberd. He took an active part in the constant defense of his hometown, his vigilance a source of calmness and confidence for the village. But as he slowly finds out, his vigilance is not the only reason why everyone feels calm.

No one knows how his abilities were discovered, and Jericho likes to keep it secret. Nonetheless, his powers were made known to the Empire, and he was taken and trained properly. Before he knew it, he was a Guardian. Sworn to protect the land, no matter the cost. He was assigned to a Team, that he doesn't talk about. They fought many things, traveled to many places, but something happened to them, that changed Jericho. Perhaps they were all killed, perhaps they betrayed him, only Jericho knows, and he keeps it for himself.

For now, he is alone. And he hopes he would remain alone. But fate works in funny ways.

Others/Extra: He likes to dance and sing. Never shows it, not when he's sober that is.
 
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Name: Miska Dunwich

Gender: Male

Age: 23

Race: Abomination

Race Description: The Offspring between a Mortal and Eldritch Horror, Abominations are often ostracized by their mortal parent's species, leading to them often developing a strong dislike of the species in question. An Abomination appearance will always bear a strong resemblance to their mortal parent but with various mutations (Such as extra mouths, gigantism, tentacles, wings, a foul persistent smell, animal features, and many more)

However, under the right circumstances, an Abomination can pass off as a beast-men or half-giant. A common character trait of Abominations is their inability to fully comprehend various social norms, often resulting in Abominations coming off as perhaps offish, rude, unintelligent or creepy.
Appearance:
cthulhu_spawn_by_yetilord-d5722dv.jpg
wilbur_whateley_ii_by_verreaux.jpg
-Height: 7'4
-Weight

Personality:
- Polite
- Religous
- Philosophical
- Socially Inept
- Open-Minded
- Creepy

Equipment: Baton, Bags of Salt, Tome of The Ocean Mother (A religious text) A steel chest plate

Ability/Powers:
Gifts From The Horrors Beyond: Granted what could be described as but less of a fraction of his god's power as a sign of thanks for his devotion, Miska is able to call upon otherworldly tentacles to assist him

It's Going to Sting: Through his experiences as a cultist of the Ocean Mother, he learned how to use salt to heal himself and others

Creeps From the Deep: Summons The Deep Ones, by opening up a portal to their domain
1518520175141.png
Deep Ones are pretty strong with the ability to break down doors with little effort, an acute knowledge of poisons, and naturally strong hide. But their faults are pretty noticeable, Deep ones can't stay on dry land for very long or risk the chance of suffocating (The longest a deep one can stay on dry land is about ten minutes), and are very slow when on land



Weaknesses:

Eldritch Aura: Due to his occult powers, Miska gives off an aura that causes those around to be constantly on edge

Due to having two stomachs, Miska needs to eat more than normal humans

Miska is also rather socially inept, causing him to come off as rude, crude or standoffish when he doesn't intend to

Bio: Miska Dunwich is the "Human" offspring of Shub'Niglomes and Martha Dunwich, but the circumstances of Miska's conception were far from loving, no his birth was nothing more than the final part of a deal struck between his grandfather Albarous Dunwich and Shub'Niglomes. Upon Miska's birth, he was intended to be groomed to one day bring an end to the sinful world through by bringing Shub'Niglomes into the realm of mortals.

But thanks to the intervention of the Dunwich family housekeeper, a woman by the name of Jonna Inns. That he was taken away from his family and raised far away from the influence of his family.

He was raised by Jonna and was taught all about Brio'Zotal, another eldritch entity whose desires were only to see life flourish.

Others/Extra:

Goddess: Brio'Zotal: The Ocean Mother, is the eldritch elder goddess worshipped by Miska Dunwich, In the pantheon of elder gods, she is believed to be the progenitor of all life, through her creation of the ocean. Her followers believe that all life began in her vast ocean and that time is controlled by her tides.

She is also recognized as the arch-enemy of the outer god: Shub'Niglomes
 
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Name: Maria Theodosiel

Gender: Female

Age: 25

Race: Human

Appearance
wei-feng-.jpg
-Height: 172cm
-Weight: 73kg


Personality:
-Values Comradeship
-Skeptical
-Xenophobic
-Loyal
-Cautious
-Ruthless

Equipment: Cuirass and armour plates worn over a layer of chainmail covering her front and back; A bronze bardiche; Short sword.

Main Weapon: Maria's Bardiche
The weapon is fully constructed by bronze and state-of-the-art engineering. A large weapon ideal for hacking down enormous foes, it can also be separated into 2 main modules by a mechanism installed into the staff, enabling it to be snap in half, and put together with ease.

+The Scythe: The upper half of the bardiche upon separation. By default it can be used as a battle axe. The bronze blade is connected to the staff by a complex mechanism with small metal wheels that allows the blade to be flipped upwards 180 degree, transforming the weapon into a short scythe, a tool commonly associated with agriculture. However, it can be utilised as a fast, close-quarter slashing weapon.

+The Baton: The lower half of the bardiche upon separation. The tip is installed with a sharp edge. A simple weapon, yet capable to pierce most common beasts' hide and chainmail with thrust attacks.


Ability/Powers:
Gravitational Manipulation: Her power enables her to bend the force of attraction to a degree, allowing some highly complex, yet powerful abilities.

-Crushing: Using her power, Maria can crush or deform an opponent or an object. However, the difficulties of doing so largely depend on her mental concentration and the target's hardness and resilience.
-Attraction and Repulsion: Maria can pull objects towards her or launching them away. The difficulties of this involves the target's physical mass and her willpower.
-Gravity Aura : As the name suggests, Maria may surround herself in a gravitational sphere, thus repelling incoming projectiles. The sphere remains as long as she stays immobile, or until it has exhausted her mental strength.

Weakness:
-Maria's power is powerful, yet can be considerably demanding in terms of mental strength.
-As skilled as she is with her bardiche, Maria's fighting style heavily involves her power. This can be fatally exploited by her opponents in a fight.
-Despite being a Guardian, she's known to be discriminative other species. This is partly due to the education and influences she had from a young age. And while she may not openly admit this, it can be clear that Maria finds members of these species unreliable with certain tasks. This can be difficult for her to work with others cooperatively.

Bio:
Maria Theodosiel was born to a prestigious noble family in the Empire. The House of Theodosiel ruled over the vast grassland of Regalia for centuries. From a young age, it is expected of her to master the lady's manners. She was to be used as her parents' tool to advance their political standpoint, such is the fate of many young noble girls. The constant disagreement within the King's Council results in ruthless pursuit of power by the nobility.

Maria resisted her parents fiercely. After attempting to flee the county multiple times, her father, seemingly gave up on his daughter's stubbornness, instead introduced the girl to the military. However, this was in fact part of the king's scheme, as it has shown her 'the other option' if she did not submit to her parents. This plan ended up against their favour, as Maria, upon contact with the military, indulged herself in the ideas of honour, power, chivalry. The young girl became obsessed with them, and made the barracks her home. Maria undertook rigorous training under the harsh Regalian military discipline, and she served with pride. With her efforts, she quickly rose up the ranks and when she was but 20, she had already gained the command of 2 legions.

When these Imperial legions flew her banner and raised their swords for her, for the first time, Maria felt content. Even though she was daughter of a king, Maria enjoyed little freedom under her power-hungry parents' authority. The girl was like a curious bird, finally broken free of its chains and cage. She was going to stretch her wings to feel her new freedom and power. She spent much of the next four years campaigning against the many tribes and species neighbouring the land of Regalia, expanding much of the family's domain and forcing many to bow before the Theodosiel's iron-fisted rule, such as the ferocious reptilian tribes of the Red Swamp and many minority groups. It is during these campaigns that her Guardian power was revealed, but she decided to keep it a secret for a time.

It is also known that Maria was not a popular commander among the troops. The soldiers followed her due to the social hierarchy, rather than respect. Maria was never a frontline commander, and this only worsens her reputation with the soldiers. At one time near the end of her campaigns, a band of discontent soldiers challenged her command during a particular hazardous siege, as the rules of the Legions allow them to challenge their commander to replace him. She alone managed to defeat them in a four on one combat, and in a minute of anger, crushed all of these revolting soldiers to bloody piles of deformities. Such a ruthless display resulted in words, words that soon reached the Guardians' Academies, who forcefully, with the king's help, drafted her to the academies for proper training. Eventually, she'd graduate with certain difficulties, mostly due to her incapability to cooperate effectively with members of different species.

Others/Extra:

Theme:

 
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Name: Pryonn Kharn

Gender: Male

Age: 20

Race: Mostly Human

Race Description: Conceived as a human, but nurtured in a foul, poisoned womb.

Appearance
v1a3gDI.jpg

-Height 6'8''
-Weight 324 lbs

Personality:
-Quixotic
-Boisterous
-Flamboyant
-Existentialist
-Masochistic
-Not all that comfortable with his own powers

Once upon a time, a knight despaired. He pondered the problem of how to make better a world where evil brought profit and virtue none at all; where fraud and deceit were mingled with truth and sincerity. He brooded and brooded and brooded, until finally he tired. He laid down the melancholy burden of sanity and conceived the strangest project - to become a perpetual errant, sally forth into the world in search of adventures; to mount a lone crusade; to raise up the weak and those in need.

He would treat the world as he would have it be, to render lie from truth, as if the ideal were real.

Pryonn displays a boisterous, downright flamboyant demeanor, espousing virtues of goodness that appear irrational to most. A proud anti-nihilist, the knight views the pursuit of goodness as both means and end, success measured by the amount of own lifeblood spilled in pursuit of 'The Impossible Dream', as he loudly proclaims to follow.

Despite his coquettish self-application, the knight harbors a number of fears, the most major being phobias of being directly touched as well as bodily exposure. For this reason, he has rationalised the nigh-perpetual wearing of his suit of plates, a construct crafted for him by his deceased father for a certain purpose.

All too aware of his own shortcomings, he is not above admitting them if they are pointed out. Eager to put a veil upon his flaws, the knight will instead stand tall, holding high the tattered remnants of his banner and charge to whatever end he may meet.

All things, no matter how solid and permanent they might seem, were liable to physical corruption. Indeed, the very processes of construction and creation foreshadowed destruction and decay. The palace of the today was the ruin of the tomorrow, the maiden of the morning was the crone of night, and the hope of a moment was but the foundation stone of everlasting regret.

What was the response of living men to this undeniable and inevitable futility of life? Was it to lie down, accept death and the coming to nought of every endeavor? Of course not! Faced with the inevitability of death, what answer could there be but to run through life at a breakneck pace, cramming each day with hope, laughter, noise and bustle? Thus, happiness and human endeavor were sired by a coming to terms with decay and futility.

The living know they will die, and many know that they will live with misery, disease and torment, yet they drive this knowledge into a corner of the mind and keep it pinioned there with all manner of dreams and activity. This realisation was the key to understanding why Pryonn the knight was doing what he did, contradictory or even perverse his nature appeared to be. The abandon, the energy with which he cast himself at danger, came from defiance born of despair and hopelessness.

Equipment: Besides his plate armor, he has a lance still bearing the torn fabric-remains of a banner and a one-handed iron-flail that once belonged to his mother.

Ability/Powers: Control over body and metal.

-Burden for Birth: Conditioned, self-ruining qualities return to the fore, each hardened impact of the knight's weapon releases shrapnel that punctures the enemy. Should he so choose, the knight can emit projectiles of blood and metal to rip into the foe. This effect is strengthened the closer the knight inches towards self-destruction.

-Tainted Mixture: Flesh and metal merge, creating a singularly toxic union and imbuing the knight's weapon with a mixture of his very own being. Striking the foe, the knight directs his matter to split and freely rampage in the enemy's body, shredding innards and bones alike. Naturally he can also use this ability to harden his own flesh and armor in a variety of ways, however prolonged use of such leads to physical degradation as his body takes on heavy metal poisoning.

-Fairy-Friendship: Kaatl can siphon the knight's might to enhance her own previousely-negligible powers. With such a bond, she can repel hostile spells, though each blocked blow leaves Pryonn more weakened. Beyond that, the fairy can cast minor tricks such as light and levitation of small objects.

Weaknesses: Gymnophobia - Fear of being exposed

Eisoptrophobia - Fear of his own mirrorshape

Carnivore - Incapable of digesting anything but meat

Bio:
The spawn of a secret affair between a valiant imperial knight (mother) and a lowly blacksmith (father), the former of which vanished under mysterious circumstances. Pryonn first emerged from the house of his father at the age of eight, his skin pallid from lack of exposure to sun. At the age of ten his father deemed him sufficient and the blacksmith immediately offered his son to the same knightly order the child's mother had once been part of.

Pryonn took easily to the chivalric teachings, learning with a vigor and naiveté that his instructors were certain would fade in time. Several oddities became apparent, as the child exhibited a strange, instinctive fear of any female he encountered, as well as episodes of anxiety during which he complained of visions that made little sense but caused him great pain. While still able to fulfill his duties, he found himself estranged from his peers.

It was at the age of thirteen that the boy encountered the fairy Kaatl, wounded, her wings broken and unretractable. Carefully Pryonn nurtured her back to health as best as he could, though her wings never fully recovered. She could still glide and keep her balance, but true flight was barred from her. Stuck, but thankful, she decided to stay with him to give company against his growing distress.

Reaching the age of eighteen, an incident occurred, affecting the entirety of the knightly order he was part of. At he beginning of the ceremony during which the squires were meant to be knighted, a creature of unknown matter invaded the event, slaughtering attendants without coherence, before retreating just as quickly. In answer, the knights gathered and followed for vengeance. Though they apparently managed to slay the beast, only Pryonn returned alive, perpetually covered in a suit of armor.

Now he and Kaatl aimlessly travel the land in search of innocents to aid, as he proclaims to be a proper knight's duty.

Others/Extra: Always with him is the child-like fairy, Kaatl.

Theme:
 
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Character Sheet:
Name: Sulevi Kapanan

Gender: Male

Age: 19

Race: half elf half man

Appearance (Pic is preferred, but not required.)half-elf ranger male.jpg
-Height 5'11"
-Weight 195 lbs.

Personality:
- Extremely reckless
- Selfless
- Empathetic
- Follower/Team-Fighter
- Hard headed
-naive, will put trust in those that show kindness almost always

Equipment: Breastplate, greaves, bracers, Spear( can change into greatsword) long range musket rifle

Ability/Powers: Astral Manipulation: The ability to use the power of the heavens to empower himself and others
- Energy/Matter Manipulation: can turn pure energy into matter and vice-versa. Uses the Light to form physical barriers or projectiles
- Astral Projection: Traverse the Astral Plane through his spirit without interference from the physical plane.
-
Astral Attack: Causes his weapon to damage through the Astral Plane avoiding any physical defenses and rending the enemies soul.

Weaknesses:
- His elven blood makes him extremely volatile and reckless. Throwing caution to the wind constantly.
- Too trusting of other people, and tends to see the good in the darkest of hearts
- if ever left alone for too long he begins to go internal and would slip to the darkness. Really needs friends

Bio: Sulevi was born to an Elf mother named Athendariel, in a clan closest to the western border. His villAge was one of many forward outposts that watched and warred with the ever encroaching darkness. And so it was held in a higher regard amongst the elves. Pardoned from the other clans of inter tribal warfare and pushed to focus on outside threats. One could smell the pride these elves carried with them. Tolerating no weakness, no mistakes, and no flaws. And this is right where Sulevi fit. Amongst the flaws. Being born of an Elf mother but his father was a filthy human Guardian. Travelling through to fight the darkness in its home territory. His father's team was preparing to fight farther west and rested a few days in this village, where he met Athendairel. It wasn't until after they had left that Athendariel new she was with child. She tried her best to hide her pregnancy from the elders, but as soon as she brought the youngling into the world it was impossible to hide. The elders decreed that as soon as the manchild could walk he would be put through tests to see if he was worth keeping alive in the esteemed (elven tribe name). Athendariel had no choice but to prepare the infant the best way possible. She started enchanting the young infant with ancient elf rituals of increased light potency. After months of increasing his attunment to the light she focused on the child's spirit. She used her abilities to bring the childs soul into the Astral plane where time is a much more flimsy thing then on this plane. She was able to use this to trick the elders I to thinking the child could not walk until it was almost of the age of 4. Using this time to train the boy to properly wield a makeshift spear and use the Astral plane as a weapon and a tool. Through the influence of the Astral plane the child had increase agility and strength rivalling elves three times his age! When the tests finally fell upon the manchild not only did he pass, but he excelled. The mother more proud of her spawn then any elder elf and his ears. Though this came as a double edged sword. Because of the child's great abilities in strength and magic he was immediately sent to further train with grown elves preparing for the front. The child spent several years training and growing into a savage warrior and a lethal light weilder. Through strict policy the manchild could never leave the training grounds until he was finished but lucky for him he left many times through the first place his mother took him too. Every night Sulevi met and played with his mother on the Astral plane, laughing and talking, and enjoying each others presence. Sadly he enjoyed that time so much because that was the only friendship he had, for he was hated by his folk. Being half man was the only half they looked at. His ears practically looked like man ears! He was hated by all and mistreated by more. Until he could prove himself in the field, the sideways glances, the unnerving stares, and the constant belittlement would continue. Sulevi was given that opportunity at the age of 12, but not in the way he thought. Standing on post, concealed by foilage, Sulevi noticed something strange in the distance. Shadows dancing from here to there, rustling of leaves, but he couldn't figure out what it was. He stopped and focused his mind, and saw through to the astral. What he saw immediately shot him back into the physical realm with fear. He blew the warning horn as loud as he could and almost instAntly the darkborne shot towards the village and elves bolted out of their huts. Chaos ensued the area and it was an all out blood shed. Sulevi doing his best to fight but hearing the screams of the fallen and the cries of his enemies allowed the darkness to enter his heart and panic began to arise in him. Until he saw his mother, for the first time in years on This plane. She weaved in and out of battle from one enemy to the next. Disappearing from this plane to the astral and back again like fish leaping across the surface of the ocean. The sight of his mother brought courage in his heart and into his actions. They fought the darkness back and Sulevi slaughtered many. Once they pushed back the few that fled and killed yblse that remained it wasnt Until then Sulevi realized the destruction that took place. Those still alive where thankful for Sulevi's upstanding duty on post, and his actions in combat. Sulevi and his mother had a short sweet reunion before they began helping the fixing of the village. Succesive raids were attempted for the next few years but with no avail. Held off by the elves and their new found strength against the darkness. One raid however left Athendariel mortally wounded, and bed bound for weeks. Sulevi never left her side. As she laid dying she gave one last gift to her son. She whispered to her son the name of his father. For all these years he was consumed by seeking the approval of elves that he all together forgot his father. With a new quest in his heart he searched for the clostest academy and became a guardian. To fight for the people of this land whatever they may be, and to find his father. Dead or alive.


Others/Extra: because of his mother's pushing of light power he can use it only in great feats but causing much stress and exhaustion. Except for astral projection. This one requires much focus and no physical interference or the projection ends.
 
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Name: Buras Ur'ull

Gender: Male

Age: 25

Race: Inuin

Race Description: Much like Incurscans, Inuins are a hybrid race consisting primarily of elf and giant, though there is a smattering of human in there as well but to a far lesser extent. Standing shorter than most full blooded giants, yet much taller than any other species, Inuins live far into the frozen north and take after their barbaric ancestors, the elves. However, the influence of northern giants have not gone unnoticed, as the Inuins have their own, if strange and fairly complex, honor code that puts emphasis on fighting in either a pair or a small group. Perfect guidelines for a Guardian, shame not many can tap into their inherent abilities.

Instead of taking great pride in their ears, like elves, or brute strength like the giants, Inuins display both their position in the social hierarchy and relative strength with their over sized canines, most likely a byproduct of years of hybridization similar to Incurscans. The larger one's canines, the higher their standing. These canines can grow so large, that Inuins have been known to even put carvings into them, retelling tales of great deeds they have done. Chiefs, whose canines easily reach to their chest in some cases, often have the carvings in their canines inlayed with fine metals and further decorated to display their wealth.

Inuins, though barbaric and of giant decent, are one of the few links the Empire has with elf kind, if only through their bloodlines.

Appearance:
1518586381476.png
-Height: 7'10"
-Weight: 537 lb

Personality:
-Brutish and straight forward
-Hot tempered
-Adaptable
-Determined

Equipment: While just about anything can and will be used as a weapon, Buras prefers his two axes. Both are sized up to fit his grip comfortably, of course. And if he were to lose his axes, spiked leather gauntlets allow him to continue tearing into the enemy. And should worse come to worse, he can always use his teeth.

Lytle Systra is an enchanted axe recently acquired from the ruins of a village. How such a weapon got there is a mystery to him, but frankly he doesn't care. The axe has the unique ability to fit in the hand(s) of it's wielder, seamlessly shrinking and growing as is needed.

Ability/Powers:
Undying Will: The sheer tenacity and at times rage that Buras has simply makes it impossible for him to die from minor wounds. A clean blow to the heart, hacked of limbs, and gutting will still kill him, however. Though he might still take a couple more swings before dropping.
  • A good arm: Even for an Inuin, Buras is strong. Even giants are surprised at how strong this (comparatively) small creature is.
  • Unexpectedly good aim: Though not the go to first move, if he has to, Buras can accurately throw just about anything.
  • Fluid fighter: Trained to fight in a group, Buras easily flows around friend and foe alike to strike at his target.

Weaknesses:
  1. Buras cannot consciously tap into his magical abilities by himself. Often times he needs an aid of sorts that puts him either into a trance or force feeds him herbs grown in the north. Herbs that also happen to be used in a few, select Inuin rituals.
  2. The complex honor system of the Inuin has wrapped itself so tightly around Buras that he adheres to it absolutely. While sometimes a blessing by keeping him from doing anything to rash, it is a double edged sword and cuts both ways.
  3. Honor or not, Buras holds himself above other races, seeing them as weak. Possibly because of their much smaller canines, or because they are not Inuin, is unknown. This can cause friction to those that first meet him, and don't know what to expect.

Bio: Born in the frozen north, Buras has known little other than his clan, and the perpetual battle that infected his race. Since he was old enough to hold an axe, he was tasked with fighting. He fought rival clans, he fought his clansmen, anything that breathed he had to test his metal against. As so his standing grew, slowly but surely. His canines grew in size, bolstering his confidence, which lead to him fighting his superiors and often times winning, which made his canines grow larger. It was a self reinforcing cycle with no apparent end in sight. Save for one fateful night.

During a celebration ritual, one held in honor of visiting emissaries of the Empire, Buras fell into a deep trance. This was a state he had never been in before, and he could see the Light that was within everyone. He was enraptured by it's beauty, unable to do anything but stare slack jawed at the world around him. He did not know until afterwords that his eyes had been glowing a resplendent yellow, like the sun itself. The Empire took him then and their, using their sovereignty like a cudgel to get their way.

Others/Extra:
Buras' canines reach to just past his chin, placing him fairly high in the Inuin social structure, but not at the top.
Though he is not able to use his magical abilities without outside assistance, he is remarkably powerful. Shame he's usually to doped up to do more than use that vast power as a club to get rid of whatever is annoying him at the time.
 
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NPC - Aoibhín Schleich

Name: Aoibhín Schleich
Pronunciation; "Ee-veen" "Sh-ligh-kh"
Other names; "Eevie".


Gender: Female; feminine, she/her.

Age: Biologically 203; however represents a young adult physically

Race: Dullahan
Race Description
[As told in folklore.]

The Dullahan - or Gan Ceann - is a type of Unseelie Fairy; simply put a 'darkly inclined fairy' of a typically malevolent nature. However do not be dissuaded by what is classified as the 'norm'.
Dullahans are headless; although the dullahan has no head upon its shoulders, he or she carries it with them, either on the saddle-brow of their horse or upraised in their right hand. The entire head glows with the phosphoresence and the creature may use it as a lantern to guide its way along the darkened laneways of the countryside.
The dullahan is possessed of supernatural sight. By holding their severed head aloft, they can see for vast distances across the countryside, even on the darkest night. Using this power, they can spy the house of a dying person, no matter where it lies.


Unlike the banshee, the dullahan does not pursue specific families and its call is a summoning of the soul of a dying person rather than a death warning. There is no real defence against the dullahan because they are death's herald. However, an artefact made of gold may frighten them away, for dullahan's appear to have an irrational fear of this precious metal. Even a small amount of gold may suffice to drive them off.

A Dullahan is commonly seen as a male rider, however females do exist, just less commonly. Despite their head being disconnected from midway their neck, they resemble any other being; their appearance normally depicting that of a human, yet there have been elf, giant and incruscan Dullahan seen throughout history. Because of this, it is suspected that a Dullahan is not simply 'born', but 'created' by unseelie fairies (that isn't to say that they cannot produce children of their own; however they cannot reproduce with another Dullahan). It is said that a Dullahan is 'born' into this life as a result of a fairy spiting a being who attempted to have themselves killed by the fair folk due to their cowardice and inability to end their own lives. Thus, the unseelie fairy would remove the Dullahan's head and curse them to eternally wander the land of the living, bringing death to those they cross (this does not mean that they are undead creatures).

Dullahan's typically have fair skin that has a slight luminescence - even if the being prior was dark-skinned, it will lighten a few shades. Their hair either because a mournful shade of black, or a deathly shade of white, and their eyes glow blue or fiery amber - the reason for this is so that they are able to see the distances. The presence of a Dullahan is typically a terrifying sight, and most become intimidated, though others may argue that that have an aura about them that makes them hauntingly beautiful - terrifying to behold, yet mesmerizing and enchanting as most fey are.

Dullahan are fearsome harbingers of death, intimidating fighters and adept with magic. Their temperament is typically neutral, and depict themselves as solitary loners. They are not typically influenced by politics, or other affairs that are outside of their own.

Additional rumours--
  1. Wherever the dullahan stops, a mortal is said to die.
  2. Those who watch from their windows to see them pass are rewarded for their pains by having a basin of blood thrown in their faces, or by being struck blind in one eye.
  3. The dullahan is usually mounted on a black steed, which thunders through the night. They use a human spine as a whip. The horse sends out sparks and flames from its nostrils as it charges forth. In some parts of the country, the dullahan drives a black coach known as the coiste bodhar (meaning 'deaf or silent coach'). This is drawn by six black horses, and travels so fast that the friction created by its movement often sets on fire the bushes along the sides of the road. All gates fly open to let rider and coach through, no matter how firmly they are locked, so no one is truly safe from the attentions of this fairy.
  4. This fairy has a limited power of speech. Its disembodied head is permitted to speak just once on each journey it undertakes, and then has only the ability to call the name of the person whose death it heralds. A dullahan will stop its snorting horse before the door of a house and shout the name of the person about to die, drawing forth the soul at the call. He may also stop at the very spot where a person will die.
☆ Enhanced Sight - The eyes from her severed head can see great distances across the country - she cannot see through land or objects, buildings, etc. However she is able to 'bypass' the world in front of her to locate them, as she is ALWAYS able to see her victims. If she has a target she is also able to see the aura of that person from anywhere in the world, or an indication or path (like a trail of mist only she can see) that leads in that general direction.

☆ Unseelie Combat - Trained since birth, Aoibhín's muscle memory is honed to never forget her training. She is a skilled fighter with her whip, and can be considered an expert at combat on horseback.


Appearance:

  • Aoibhín appears as a young humanoid female in her late teens-early twenties; a lot more youthful than her biological age. Her hair is thick and flowing, falling past her shoulders in a curtain of snowy white; it is often worn up in a messy bun with many strands left stray. Her eyes icy peaks of blue, and seem to convey a long-harboured sorrow, or a bottled up rage - strong emotions that her words often fail to express; long, dark, thick lashes crown her almond-shaped eyes from top to bottom. Aoibhín is fair-skinned, creamy and a light spray of freckles scatter across her cheeks and nose. She is average in height, standing on the shorter side of five foot two inches tall (5'2"), and is no short of an 8 on the attractive scale (on average). Her body isn't scarred or inked, like a blank canvas, however is lightly covered by specks of freckles and beauty spots.
    Aoibhín has a petite, hourglass build, with a figure of that close to a dancer. Nothing too big in consideration of her body size and build, with a large bust and curvy hips. Her hands are small with long, elegant fingers suited to a pianist, but not a guitarist. She has a dainty gate, and her movements are quite elegant. Her voice is described to be hauntingly beautiful, her tone resonating with an ethereal chill, however speaking isn't her strong-suit.


Personality:
☆ Solitary - Aoibhín is considered a rather reserved and quiet young woman who prefers to listen rather than speak. She has a lot of mental narration going on for her, though her silence shouldn't be mistaken for shyness. She just prefers to be a lone, though isn't opposed to teamwork.

☆ Semi-pacifist - Aoibhín isn't one to engage herself in pointless combat. She will leave most of that to others (if not alone; otherwise she will try to avoid the situation as much as possible), while supporting them with her magic.

☆ Cautious - Aoibhín is careful in most situations. Not one for impulsivity, the unseelie directs her focus on her task, rather than trivialities, which she does with utmost caution. This is the same with meeting new people; she needs time to adjust before she can fully trust them, as she is aware most folk are not keen to work in a civilized manner with a Dullahan.

☆ Tranquil in Nature - Aoibhín is most at home in nature, and it really shows. Within cities she finds herself anxious, yet in wilderness you will find that she is completely calm. She is at peace and seems to be one with the world and life around her. She can easily connect with animals and wildlife.



  • Guardian's Seal - A hand sized seal made of gold, it is round with a carving of a rose petal in the centre.

    ☆ Dullahan's Whip - She carries with her a whip made from the spinal chord of a human being; at the end of this lengthy bone weapon is a decent-sized blade. With the press of a rune on the handle of the blade, the bones lock together to form a naginata.

    Cairbre's Call - A slender silver tubed whistle that calls her black steed, Cairbre.

    ☆ Helm - An white steel helm Which she wears by placing her severed head where in should be, and the helm over top. The fey smoke that comes from her stumped neck is what holds this all together, allowing her to conceal herself an appear... almost... human. The smoke is still visible through the gaps in the helm though.

    Medical Satchel - A satchel carried over shoulder that contains pre-made and ingredients for making healing remedies, as well as bandages and then like for treating wounds.
    • 5x vials of healing
    • 5x vials of sleeping draught

    Parchment & Quill - A thick book of parchment, quill and a few wells of ink are also stored within her satchel for communication purposes. As Aoibhín can only say the name of someone about to die, hence this is incredibly useful, especially if you don't want people dying left and right.

    Aoibhin's helm & armour.
    2-7_concept_art_ec_plate_f.jpg

 
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(WIP)

Name: Anna Eadburg

Gender: Female

Age: 27

Race: Human

Appearence
bb3df7478b41acab08873a0f4d36fef0--gothic-fantasy-art-fantasy-women.jpg


Height: 1,78 meters
Weight: 85 Kg

Personality:
-religious
-Skeptical
-Xenophobic
-Loyal
-solitary
-determined

Equipment
Main weapon:
-The Cross of Saint Vanessa:punisher__wolfwood__s_cross__by_darklinkthe2nd.jpg
This ancient holy relic is the cross carried by Saint Vanessa during her Crusades of the Faith, it is also the very holy cross she was crucified on. This potent holy artifact is brimming with light energy, as if shinning with a holy aura. It was later modified by the Church and turned into a weapon. The giant cross, although it can be used as a melee weapon, has multiple cannons implemented in it. The cannons can either be used to add manevraubility to the weapon (ex. Use the momentum from a shot to hit an enemy.) The user also has the ability to turn the cross into a fully-fledged stationary cannon by the simple turn of a hidden lever. In this mode, the cross can no longer be used as a melee weapon, but it’s long-fire capabilities are at their peak.
Due to the fact that the cross is visibly radiating with Light energies, it can also be used as a shield against Darkborne spells, be they direct attacks or mind control abilities.
-Steel plate
-2 pistols
-Assorted array of knives
-2 Longswords
-Cool Hat
Ability/Powers:
Primal Hunger: Anna can cannibalize others to gain huge boosts in power and random abilities for a period of time (ranging from a few minutes to a whole day). The power and duration of this ability is entirely dependant on how powerful the cannibalized creature is and the quantity of flesh eaten.

Predator: Due the primal nature of her ability, Anna’s senses have adapted to meet the demands. At will, all of her senses can be heightened to peak human performance to stalk her prey and quench her hunger. This ability works best when tracking and chasing creatures, as senses heightened to such levels would only be a hindrance in combat (Ex. Loud explosions could damage her ears, etc.). Anna is also more “animal-like” in this state.

Mark of The Church: Due to her extensive training and field experience, Anna’s body is able to withstand huge amounts of physical and mental punishment. She also seems to show a certain degree of resistance to magical attacks. Perhaps due to being in the presence of a holy relic for long periods of time? Or maybe because of the soul-crushing trials and conditioning she had to go through in her early stages of life?


Weaknesses:

Restrain: Due to the morally questionable nature of her abilities, Anna was ordered to only use them in the most dire of situations. While in combat, she will often rely on her raw skill and expertise rather than supernatural ability. She will make use of her weapons and teammates to stay alive and will refuse to use her abilities, despite the dangerous situations she might find herself in.

Red Thirst: Anna has an animalistic hunger for flesh. This hunger can often be quenched by the use of her ability, that is, cannibalizing. She can survive on normal food, but large quantities will be necessary to ease her. This is a minor inconvenience, as she was thought how to deal with this from her childhood with the church. Self-control is key, and Anna has plenty of it. Should she go hungry for large periods of time, however…

Foreign Society: Anna was deprived of normal social interactions in her childhood, living a monastic and strict lifestyle within the Church of Light, as a result, Anna may be considered “weird” or “creepy” by the people she interacts with. She perfectly understands the complexity of social interaction and society as a whole, but she is always “stiff” and “cold” in the presence of others, most people complain about her cold, lifeless stare and her “over-the-top” manner of speech.

Bio:
It was always within the Church’s interest to spread the Holy Light of their God to the world and completely banish, once and for all, the darkness that plagues the lands. But in order to do that, one requires a capable and loyal army of gifted people.

The Guardians: Incredibly talented and strong warriors, that have protected the lands of The Empire for millennia. Their Guardian academies are a role model when it comes to teaching and preparing the young and talented for the tremendous task that is being a Guardian. Archbishop Peter Erlegh noticed that, and presented a daring and ambitious project to the Head-priests of the Church of Light.

Taking the Guardian academies as their role model, Peter founded the “Collegia Inquisitiva”, schools of the church, meant to teach the ones “gifted” with abilities and turn them into loyal and dependable soldiers of the Church. Children showing “potential” were taken in secret from the communities most loyal to the Church, as not to anger the Imperial authorities.

The children lived harsh and miserable lives. Despite the fact that the role models of the Colleges were the Guardian Academies, Peter wanted the Church’s soldiers to be truly elite and legendary in their mission. The kids underwent harsh and soul-crushing mental conditioning, as to make them “more resistant to the maddening effects of dark magic”. Indeed, the training was so hard that dying from exhaustion was not out of the ordinary. As Peter would say it: “Their
minds have to be broken down, then, rebuilt in the glory of our God’s Light.”

When Deacon Michael decided to visit these schools, he was shocked and terrified by the condition the children were in. He executed Peter on the spot for “Crimes against the Church and treason against all that is good and holy” and put the Collegia project to a halt. Most of the children were returned to their families, while the ones that showed shockingly massive amounts of potential were sent to the Guardian Academies, as not to waste such talent.

Anna was one of the “miracle” children, as the church would present them. While it is true that many of the children were still traumatized by the Collegia events, they were undoubtedly superior to the other recruits. Anna herself graduated top of her class, continuing her career as an Inquirer in service of the Empire of Light.
 
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[/div][div class=fyuriheader] Identity[/div]
Name: Sashi

Occupation: Druid / Guardian of Femosis's Altar
[div class=fyuriheader] Attributes[/div]
Strength:
Dexterity:
Constitution:
Intelligence:
Wisdom:
Charisma:

[div class=fyuriheader] Skills[/div]
Attack:
Defence:
Speed:
Speech:
Morale:

[/div][div class=fyuribox2]
[div class=fyuriheader2] Druidess of Elbe Forest
[/div][div class=fyuriheader] General[/div]
Age: 25

Gender: Female

Race: Human


[div class=fyuriheader] Appearance[/div]
Height: 5 ft. 9 in. (175 cm)

Weight: 145 lbs. (65 kg)

Build: Petite build, mesomorphic

Clothing: Laced-chainmail interlocked with white druid robes. White ankle-wrapped gaiters and bracers. Has a blue White Guard cloak that is stripped of its symbol.

[div class=fyuriheader] Persona[/div]
Alignment: Lawful Neutral

Ethics/Morals: Live and fight by a set of her own conduct. Unit cohesion will be applied in dire situations, but prefers to do fight on her own terms. Assesses and weighs judgement on minimal casualties on goals. Prefers not to meddle in other affairs and considers all things before setting the stage for a decision.

Personality:
- Quiet / Reserved
- Vigilant
- Zealous
- Indiscriminate
- Placid in combat / Non-chaotic

Biography: Little is known about Sashi's origins, other than her recent life as a dedicated shrine keeper to Femosis had given her the promised powers of the Guardians. However, as she is the shrine keeper of all Femosis altars and powers, her knowledge and occasional use of dark magic in combat are usually questioned by many. She spent many years mastering the arts of alchemy, martial arts, and whatever nature can offer her, before setting out on her journey. Sashi's departure from the mysterious Elbe Forest, home of many myths and legends, would eventually lead her to be a part of the companionship. Initially reluctant in her journey to discover her destiny, she soon grew fond of those around her, as her life in long solitude had left behind many curiosities and yearnings in her heart. Solely inquisitive about the world outside her forest, the hermit of Elbe Forest would set out on a journey to discover her true fate.


[div class=fyuriheader] Equipment & Abilities[/div]
Equipment:
- Improvised light chainmail robe
- Rune sword and dagger
- Sentinel Gloves of Dark Wood (Replacement for Rune Sword later in Dark Wood)
- Satchel full of herbs and alchemist supplies
- Barrier enchantments (tripflares and flashbang-effect magic)

Abilities:
✧ Crimson Oak - Transmute own blood into support wooden projectiles or hardened flesh armor. Suffers exhaustion and blood-loss in a prolonged battle. Usually used in the final offensive. (Assault Skill)
๑ Pillar of Red Pine - Enchants your ol' boring piece of wood, into an explosive piece of burgundy-colored wood. Detonates on impact, can be re-calibrated to timed-detonation for air-burst effects. (Support Skill)
๑ Pillar of Nightshades - Darkborne and undead creatures suffer exhaustion and blood-drain within Sashi's blood-magic barriers. Effect is twice as strong at night. (Debuff Trap Skill)
๑ Pillar of Weeping Willows - Nearby allies and Guardians will receive a slight exhaustion relieve, swifter movements and untreated wounds will slowly heal. Does not affect familiars or undead. (Passive Buff Skill)

Weaknesses:
- Requires prayer once a day.
- Lightly-armored.
- Blood Wood ability is precarious in prolonged skirmishes.

Other/Extra: Sashi loves potatoes. Like most of my other RP characters.
(´。• ᵕ •。`)
[/div][/div][div class=fyuricredit]code/design by Fable Fable [/div]
 
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Name: Margot Lagarde

Nickname: Raven

Gender: Female

Age: 86

Race: Human (mage)

Appearance:

Medium-tall, slim and raven-haired, with dark blue eyes and bright carnation. Margot wears dark, practical clothes, which she attempts to keep as clean as possible.
She looks much younger than she really is due to magical changes she inflicted upon herself. Her beauty is perfect to the point of seeming artificial to keen observer. She is like a woman from cover of fashion magazine, but IRL.
Margot usually carries around her year old son.

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Personality:

Slightly arrogant and sarcastic. Often times she can come off as an irritating know-it-all and a rather cold person.
Margot likes to think about herself, that she is a very reasonable woman, but she can get really passionate, sometimes rages explosively and has poor taste in men.
Contrary to most of humans, she is very tolerant to other species.
When it comes to her son, she is a very caring mother.

Equipment:

- a modified backpack, that allows for a comfortable transport of a little child.
- a magical bag, that has unlimited capacity, but only slightly reduces mass of objects held inside
- a simple, steel sword

Abilities:

- magic – Margot is a trained mage, capable of various feats of magic, ranging from kindling a candle, to opening a portal
- mage’s immunity – Margot’s magic protects her against hostile spells and weak physical attacks
- scholar – as a mage, Margot had received a thorough education, making her capable of talking and reading in few languages
- connection to Network - Margot can feel distortions in Network caused by strong emotions

Weaknesses:

- Margot’s spells require exponentially more effort, the more powerful they get. While setting a wick on fire can be accomplished with a snap of fingers, opening a portal requires a ritual and is extremely draining (cannot be used more than once a day). Additionally, many spells have dangerous side effects.
- healing magic - she knows it only enough to pass the wizard school. She never had talent for this
- hand-to-hand combat – Margot is abysmal at close quarter fighting, though she makes attempts to learn swordplay
- tunnel-visioning – Margot can be overtaken by her strong emotions and stop thinking coldly, when too focused on the task at hand
- too trusting – Margot has problems judging people’s attitude, especially when romance comes into the equation

Bio:

Just a step away from becoming the youngest Archmage of her Guild, Margot had committed an extreme blunder and got herself into a heated romance with Incruscan.
When cat came out of the bag, her ‘true love’ fled the city, leaving sorceress with accidental pregnancy and broken heart. The Guild, wanting to avoid the scandal, concealed the truth and punished Margot by sending her away from city, to work with Guardians on the battlefront.
Right now, the relatively young mage is doing her best to keep the Darkness at bay and rise her little son, Leo, all at the same time.

Other:

- Margot’s son is half lion Incruscan, half human and his full name is Leonard Lagarde, or Leo for short. He is a very calm child, with blonde hair, after his father, and dark eyes of his mother.
- Margot used to work as an Enforcer - she was tasked with finding and punishing magical criminals
- Margot likes to swear in elvish, and Leo shares this sentiment, much to his mother's displeasure.
- Margot's master used to be the Empire's Grand Arcanist - an inhumanly talented, but also increadibly racist and manipulative woman

Quotes:
"They sent me here to rot and become forgotten. I intend to disappoint them."
 
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Name: Spessartite Phos

Gender: Female

Age: 65 as an elemental, but she was 22 when she died

Race: Earth Elemental

Race Description: Earth Elementals are formed after a tragic accident happens to an individual concerning nature like an earthquake or a falling tree, and their very soul seeps into the thing that killed them whether being trapped or simply staying there of some will. After long periods of time, the earth may respond to such a soul, giving it a body and abilities beyond what it's former body could do. The types vary, some being pure crystal, living wood, to even stone.

Appearance:
1518757054689.png
-Height: 6'5"
-Weight: 750lbs

Personality:
-Generally caring
-Heavily believes in the value of an individual is not something to take lightly
-Prefers the nice and peaceful quiet to the loud battles
-Protective

Equipment: Their main weapons are formed from the earth at that time. They normally use a large weapon with one side of the head being a great ax blade and the other part of the head being a hammer.

Ability/Powers:
-Cobbled Together- Able to use random rocks and minerals as replacements for missing parts and bend them into limbs.
-Moving Terraformer- Other than using it to repair their body they can make similar materials into weapons or move the terrain slightly. This ability is limited when altering terrain, not much more than 900lbs. Large-scale terraforming is beyond their capabilities.
-Heavy resistance to physical damage due to the hardened skin.

Weaknesses:
-Weakness to magic due to their very being is held together by magic bonds. Any form of soul magic can be detrimental.
-Their body is not buoyant, so they sink like the rock they are.
-Despite their strength, they are not as fast as most species, due to their incredible weight, resulting in a max run speed of about an average male human.

Bio: Spessartite was a mine worker long ago, just working with a small team to excavate and sell the meager results to pay for goods for the village they were from. Unfortunately for them, they were not professional architects and the supports one day collapsed, the woman being the only one left. She moves throughout the remaining room in the uncollapsed sections, only to discover a multitude of gemstones and minerals just beyond where they had discovered after a wall collapsed deeper in the mines. For the sake of her village, she stayed there, knowing if they found her they would discover this life-saving fortune. Unfortunately for the woman, she died of thirst, the village never going back to the mines and eventually all leaving in hopes of surviving somewhere else. Decades later she awoke, gemstones for eyes and socketed in other places as well as smooth stone and metals for body and clothing. Her memories slowly came back to her over the next few decades of her new life, discovering her old village had moved on and who she was. Now she fights to find and protect something else, be it a teammate or an innocent, all thanks to her new body.

Others/Extra: Has a multitude of rare and precious gems inside of her from the mines.

"It was them damn Darkbornes fault that I died down there. They would never have left me if it wasn't for those damn Darkborne." "They left me to die..."
 
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Name: Gaheris Agramar

Gender: Male

Age: 38

Race: Giant

Appearance -
Y1SWpUy.jpg

-Height - 9'3"
-Weight - 489 lbs (222 kg)

Personality:
- Brutal
- Perfectionist (to a fault)
- Protective
- Impulsive

Equipment: A greatsword, full plate armor, and a mace as a sidearm.

Ability/Powers:
Lionheart's Wrath - The ability to block out all thought to focus on combat, it is a spell that comes at the cost of the user's own comfort. One must first disable one of their limbs to use this, as they need the pain to clear the mind enough to use the spell. Grants increased physical capabilities.
- Greaves of the Beast - Gaheris can move with an unnatural speed, belaying his size.
- Senses of the Forest - Due to his own rough upbringing, Gaheris's own senses seem to have been enhanced.
- Unnatural Wailing - A heavy, crushing attack. Gaheris launches himself high enough into the air to hit the enemy with his heaviest weapons.

Weaknesses:
-Speech Impairment - Gaheris can think, yes...however, his speech has a tendency to slur and his language is broken. Most of the time, he speaks only in fragmented words or avoids talking entirely.
Limb Loss - Using his own ability causes his left arm to be rendered completely useless as long as he's using it. Even without his ability active, his arm has been damaged to the point where he can barely lift it.

Bio: Originally a slave to a retired knight, Gaheris grew in a very rough way. He was subject to the prejudice that came with his species, and like most before him, he endured the jeers and taunts without speaking- not that he could, anyway.
Due to the strictness of the household he was assigned to, he became a perfectionist- noticing even the slightest bit of asymmetry, a cloth out of place, an untucked shirt. The only person that had mercy on him was his master's daughter, who already had her head stuffed full of dreams and ideals.

During the night she would sneak out to speak and attempt to teach the giant. With time, Gaheris soon learned how to speak- however broken his language may be- though reading was out of the question entirely. This also caused him to share some form of close bond with the knight's daughter- a contribution to his protective nature later in life.
However, when his master found out about this, he was soundly flogged, chained up, and had his left arm disabled for his trouble.

His chance came when creatures of the Dark attacked the manor.
The guards were overwhelmed with the sheer number and he was let loose in an attempt to make him bait. Though highly unskilled in the elegant side of the blade, a wild giant with a massive sword was still a match for the Darkborne- especially when he activated Lionheart's Wrath in the middle of the battle.
Alas, though, the manor was lost. He managed to hold out until reinforcement guards came, but he had lost both his master and the daughter. Though he was practically mad with pain, the guards took him to the palace for the time being.

The captain of the certain guard stationed there had his old master's belongings retrieved. The local blacksmith suddenly came by to deliver a suit of armor and a greatsword, mentioning that it was an order from the knight's newly deceased daughter- a suit of armor for Gaheris. She had planned to send him to the palace for him to be free of her father's mistreatment.
Gaheris understood what he needed to do.

For a long time, Gaheris served in the army as the strange, armored giant who took trips to the remains of an old manor simply to mourn, until the time he is needed again...

Others/Extra:
- Few have seen Gaheris's face. Nobody had asked him so far how he eats- and he usually does not care to demonstrate.
- Has a strange fascination with animals.
 
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Name || Erik Agnarsson

Gender || Male

Age || 20

Race || Human

Height || 5'6"

Weight || 125 lbs

Personality
- Cautious
- Detached
- Cynical
- Pragmatic

Equipment || Longbow, a quiver of arrows, Rondell dagger, dressing knife, tunic and trousers, a few steel armor pieces namely, his gauntlets, pauldrons and boots, and a cloak.

Ability/Powers
Marksmanship
|| Basically a steroid that increases his reflexes, vision (he can see in darkness), the strength of his shots and the rate at which he fires his arrows.

Hunting || Erik's a good hunter with his livelihood revolving around the sale of various animal parts and meat. Aside from tracking and killing his targets, he also possesses the know-how on dressing his kill on the go.

Poison Arrows || He can use his magic to imbue his arrows with poison, eliminating the need to have vials of venom at hand.

Fire Arrows || Pretty self-explanatory.


Weaknesses
- Aside from his archery talents, Erik doesn't actually possess any advanced magical ability that can turn the tide of a losing battle. Plus, the minimal magic he has are pretty selfish, only used to aid himself directly.

- He lacks pride in his own skill and himself. Devoid of any flowery ideals and concept of honor, he lives a pretty hedonistic lifestyle. Everything is just a means to an end for him.

Bio || Erik was born to a relatively normal farmer's household, spending long days in the fertile fields growing and harvesting produce mainly olives and tomatoes, way out in the countryside called Proud. They also kept a handful of farm animals; a couple of chickens and a cow, in order to augment their diet a bit. Life was a bit slow on the farm but Erik was content. He would pretend to have adventures with the local kids, pretending to be dashing knights and conquering monsters. For the longest time, Erik was content with this.

Darkness struck Proud around the time Erik turned 11. It did not strike with fire, blood and destruction but rather with a slow decay. The soil stopped being fertile and the streams which used to run blue turned to black, causing the villagers and residents to fall ill one by one. Within a month, life at the countryside was lost and Erik and his family had to abandon their farm and move further inland, towards the Empire. They had to burn everything down; the humble wooden shack he spent most of his days growing up, the fallen olive trees that long stopped bearing fruit and the small barn that only held the carcasses of their animals--all to prevent the further spread of the decay.

Life in the Empire was no heaven either. It was difficult enough to earn a decent livelihood given the state of things; there was also a general disdain for denizens not perceived as "human". News of what happened at Proud reached the capital and people started to avoid the refugees, out of concern that they may catch whatever they had caught in that forsaken village. Erik had to lie multiple times about his birthplace just so he can find work at the dingy marketplaces and slaughterhouses. He learned his archery while working in the slaughterhouse, going out in the fields and the forests to hunt and dress wild game and bring it back, all for a measly sack of bread and vegetables that can tide them for the next day.

In the end, the move to the Empire never really mattered. Erik's parents fell ill to a disease unrelated to the plague that took away their village and eventually passed away, leaving Erik to fend for himself. He now found himself, a normal thirteen year old boy with no dime to his name alone in an unfamiliar and competitive environment. With archery as his only refuge, he had to take the only option available to him: he joined the army, spending over five years in the infantry. The training was rigorous and most of his colleagues being from similar backgrounds were generally unpleasant to be around with. His time in the army however, proved to be valuable and Erik picked up a lot of useful skills and knowledge in that time. It is around this time where he discovered his powers but it was a bit too mundane to be noticed right away, even by Erik himself.

He eventually left the infantry at the age of 19, settling down in an old hut situated at the border of the capital. It is there where he made a living for himself by hunting down animals and peddling their skins, tusks, bones and meat for some coin. Given time, he also does a bit of carving, using unwanted bones and parts to make small works of art he also peddles for a bit of extra income. He kept some of his contacts within the infantry and they sometimes, they contact him with regards to various odd jobs that needs doing.

Others/Extra
- He's quite skilled with carving various implements in animal bone, sometimes using these as substitute arrowheads in the event steel is unavailable.
 





  • GENERAL NAME: Audun the Fallen

    GENDER: Male

    AGE: 97

    HEIGHT: 7'6"

    WEIGHT: 325 lbs

    RACE: Corrupted Seraph (Nephilim)

    APPEARANCE: As a Nephilim, Audun towers over most beings at a staggering 7'6". He is extremely muscular and covered in scars from his time spent among the "lesser" races. He has grown out a beard and often adorns himself with little clothing aside from the heavy pelts hiding his wings, taking on the appearance of a barbarian when out of combat. However, in battle, he wears his set of paladin armor and bears his wings to fight as a paragon of justice and valor.





 
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