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Fantasy Fading Flames 2 CS

U
Created at
Index progress
Incomplete

I got it working, fear me
Main
Here
OOC
Here
Lore
Here

Kabboom

very explody
Roleplay Availability
it is the CS for FF2 electrical boogaloo
approach me for questions

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.


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: (If you don't want any superpowers, just list your general skills and abilities here. If you have powers, but aren't a Guardian, you can have 2 skills. I will be strict about granting Guardian status to your characters, since I don't want everyone to be running around all OP)
-(2 skills if you're non-Guardian; 1 general ability and 3 skills if you are a Guardian. 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:
 
Iniko Fitaka l'Escroc
“Challenge me if you dare, but do so at your risk.
I'm in it for the thrill and I never, ever miss."​

  • Name:
    Iniko Fitaka l'Escroc

    Alias:
    Shade, Lemures

    Gender:
    Male

    Age:
    Twenty-two

    Race:
    Incruscan

    Height:
    6ft

    Weight:
    172lbs

    Hair color:
    Brown

    Eye color:
    Brown

    Body Type:
    Lean

    Clothing style:
    Casual but fitted

    Incruscan traits:
    His eyes are so dark that the iris and pupil seem to nearly blend together, resulting in an almost all-black eye. There is a thin layer of sensitive, soft fur on the backside of his ears. Most importantly, he has a tail (which he keeps hidden nearly at all times).


    BASICS




BASICS


PERSONA


HISTORY


S.W.O.T.


 
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Name: Brom Beararm

Gender: Male

Age: 35

Race: Human

Appearance:
1576800411818.png-Height
-Weight:
225
Height:
6'3

Personality:
Brom is a very gentle soul-which is strange for someone of his profession. He doesn't like fighting unless honor or battle calls for it, and there is a great difference between Brom on the battlefield and Brom as a person. In battle, he will be as cruel as he deems necessary to survive, though he is highly against torture to most people. He is getting on in years, especially for a mortal, and his many years of fighting and working have begun to take their toll on his body. He is very sharp, though perhaps not as well read, and he'll gladly partake in a drink and a challenge. He is almost always friendly and in a good mood, usually a joy to the party he is traveling with.

Equipment:
He wears a set of Plate Mail that he crafted himself under the guidance of Ortik Silverarm, legendary forger. With the ancient magics of the Dwarven forge, his armor gained a magic resistance, which allows him to resist the damage of magic. It isn't complete resistance, more to save his life than to tank it, though if the duty calls it is possible for him to tank multiple spells. Magic is unpredictable!

He has a Two-Handed Great Sword that he likewise forged himself, one that seems to have gained the ability to bypass magic shields and defenses. While this doesn't always work, and Brom isn't sure how this came to be, it became a very useful weapon in his battles against those more magically inclined than himself.

A large silver war-hammer that few mortal men can wield. Of course he forged this weapon himself, with the intent to use it against larger foes than himself (Giants, ogres, Trolls, ect). It is not magic, but few can survive a direct hit from him swinging this.

Ability/Powers:
He is a very talented Blacksmith, with over 20 years of work in the craft. He was trained by many great forgers, including Ortik Silverarm, and can repair and create almost anything. Nothing pleases Brom more than a good honest day of work, and a day at the forge is just that.

He is a great woodsman, and throughout his years of military and solitary work he has become an expert at tracking and surviving in the woods. He prides himself with his ability not to get lost in the woods.

He has a great strategic mind for combat. After serving various lords and armies for over a decade, he has worked his way up from a mere foot-soldier to a commander. While he usually gets into wars for the money or the work instead of the politics, as he has aged he finds himself caring more and more about 'why' he fights, less than what he gets for fighting.


Weaknesses:
He is very mortal, with no magic of any kind. Other than his armor and his ability to duck and cover, he has no defense against ranged weapons or magic, as he uses no shield.

He is getting on in age, and is not as spry as he used to be. His stamina isn't terrible, but his speed leaves something to be desired. He also has a general ignorance of magic, not liking it very much and preferring to stay away from it if possible.

He is not very booksmart, and has never had a formal education. He can read and write, but has never pursued any form of higher education.

Bio:
Raised in a small village in the middle of nowhere, Brom was raised to be a farmer just as his family had been for generations. They were not rich, but they got by fine, and never really had problems with anything aside from if their crops would grow and keeping foxes out of the hen house. When he was 11, he was offered an apprenticeship with the village Blacksmith, and excited to try something new, he accepted. A little over 6 years of working and training, the Blacksmith was killed in a robbery gone wrong. With nobody else to work the forge, he took over for the village, leaving his family's age old lifestyle.
He worked for another 3 years as the Blacksmith, getting very good in the art of the forge. His life was changed forever when a group of raiders attacked his village, killing his family and most everyone he knew and loved. He was one of the few who survived, but with only a dozen or so people left in the village, the people decided to take what they could out of the ruin and scatter. Brom had been taught by his master to use a number of weapons as it was, and after forging his own sword and hammer, he set out with some old chain armor he took off of a dead guard, and headed out into the world.
The next four years he spent training in fighting, training as a woodsman, and improving his art of the forge. He rarely spent time in one place, though he did serve in the army for a time (more for pay and the experience, not because of politics). After a while, he was called by an insane archmage to join a band of heroes for unknown reasons. He accepted, though after serving the group for a while, grew very disheartened with the state of them. He felt that powerful beings that were gifted with magic needed to be responsible with it, and had a great responsibility to use their gifts for good, not for fun. He left the party against the request of the Archmage, and eventually was tracked down by the King and his men to re-recruit him. He refused again, and after some fighting, was able to escape the clutches of this Archmage (who served the King).
For about 5 years he traveled around (constantly on the move so that they couldn't find him) helping rebuild towns from disasters, improving his own craft, and even training in the art of the forge under the Dwarves. One of his greatest accomplishments there was crafting the armor that he wears today, under the great master and former prince Ortik Silverarm (due to his literal arm made of silver after a lost fight with a dragon).
He would have been content to live with the dwarves, learning the forge and new combat techniques, but when the insane Archmage brought war to the dwarves for harboring him, Brom couldn't let his the people who treated him so well die; and he fled once again. Eventually he came to the sea, and after getting over the wonders of such a massive and magnificent sight, boarded a ship as a worker and sailed away.
Eventually, the ship took him to a new land, where he left the ship and tried to build a life for himself, always afraid that the Archmage would find him and bring him back in chains. He doesn't kill himself over the worry, but it is always in the back of his mind. He currently serves as a simple Blacksmith, thankful to finally have a home after so many years of running and travel.


Kabboom Kabboom
 
Name: Thrud Syndottir

Gender: Female

Age: 28

Race: Human

Appearance
juliana-wilhelm-2-f1.jpg

Personality:
* Confident in herself, but rarely to the point of reckless behavior.
* Neither genial nor milquetoast personality; she can be harsh to the point where "a handful of gravel thrown into a car engine producing heated sparks" becomes the best metaphor for comparison. On the other hand, she becomes subdued and demure and softens like melted ice cream when her significant other gets cute.
* Sharp-witted and aggressive towards foes, perceived or real. Doesn't back down from a fight; has a warrior's pride, won't refuse a challenge in almost any physical contest and will always keep her word in concord with the victory or loss conditions of these competitions, which is easily exploitable by those cunning or monstrously brutish.
* Reverence towards her ancestors. Fuck with the ancestral spirits, get fucked by the ancestral spirits' agent!

Equipment:
* One-handed axe. High-quality steel. Throwable if no other ranged option is present.
* A round buckler shield, to be wrapped on the forearm. Significantly larger than a pizza tray. Solid enough to protect from lesser magicks, arrows or melee attacks. Can also be used for charges, bashing attacks, or to provide some degree of cover to others.
* Jury-rigged armor suit, composed from some mix of fur, leather, chain, and armored plates over a light gambeson. It should honestly be sufficiently perdurable to defend from anything except a dire grizzly bear doped-up on magical steroids.
* A quiver of javelins for hunting replenished through regular and frequent visits to a favored blacksmith in Stately Keep, or roughly assembled from the bones of deceased enemies when lacking other options.
* Hunting knife won from an old tribe ranger during a challenge to see who could bring the biggest game. Damascus steel, sharpened to a polish.
* An assortment of travel supplies,

Ability/Powers:
* Expert fighter in her tribe, one of the strongest (human) warriors in her hometown. She's been known to arm-wrestle elves with adroitness and the force to win; determination and muscle to persevere against adversity.
* The whole parcel of the minor attributes and traits that compose the mental fabric of a soldier. Hewn and chiseled by almost two decades of experience. Includes general things, like tracking game, hunting, using maps, sailing, using weaponry, and basic medical care.

Weaknesses:
* Absolutely clueless when it comes to spiritual matters. Her tribe's shamans speak of the light, or findross in their native language, but all she understands from all of that is that humanity has some kind of binding force that lets it do cool shit, like magitech or blasting creatures of darkness away with elemental fire; a lot of her knowledge is conflicting or inaccurate; nonsensical beliefs, comparable to the blind thought that "pinecones grant a blessing of good health if collected on Thursdays." As expected from a smalltown girl from the pseudo-Viking boonies.
* Capable of basic combat tactics, like flanking, maneuvering, and is very skilled in most aspects of warfare, almost intuitively. On the other hand, she doesn't really do "people," or "politics." Those things are pretty difficult.
* Obeisance to an honor philosophy systemically equivalent to the Lucha libre; doesn't mind using underhanded tactics, but must keep her word. No lies, an oath or promise must always be kept, and will prefer humiliation or giving away earthly possessions to going back on a fair wager. As mentioned in personality, "easily exploitable by those cunning or monstrously brutish."
* Will do nearly anything for her significant other, which may include breaking the luchador code of honor her imprudent system of moral precepts.

Bio: Thrud Syndottir was the daughter of a hunter and a village guard; father and mother respectively. From the earliest years, she'd been taught to be resolute and rigid like steel by both of her parents, which may have influenced her feral behavior as an adult. For years, she trained in the use of every weapon her mother's armory access could grant her and found a sadistic glee in winning contests of brute strength; something she specialized in from early on. Seeing the humiliation on people's faces and being rewarded made the taste of it all the sweeter.

She only mellowed out as she entered her teenage years and met her significant other. Something between the two clicked, and the girls found themselves drawn together. As one of the rookie shamans put it, "findross works in the strangest of ways, putting together a moon with a moon, as opposed to a sun with a moon." His jaw was promptly broken, and he was summarily kicked in the shin, while Thrud was busy gandering lovingly into her passion's eyes.

Since then, they had left the village to seek life in one of the bigger cities, and hopefully obtain the money to create a family and live out the rest of their days happily together...

... while breaking lots of other people's bones on the way there, because why not?

Others/Extra: Comes as part of a pair with Epiphany Epiphany 's character, except I have no idea what Epiphany's gonna do so the backstory is kind of vague for now.
 
Name: Otrygg Stykarsson

Gender: Male

Age: 24

Race: Incurscan

Appearance
1576898360203.png

Personality:
Otrygg is always looking for a fight, goading almost anyone, tempting them to take the first swing so he's not the one that gets in trouble. It is in the fight where he feels most alive, so close to getting his arse kicked or head chopped off. He loves the adrenaline that courses through him and the feeling of superiority upon defeating his foe.

Equipment:
Otrygg carries into battle a large round shield and a one handed axe. He is then armored in simple leather with iron plates sewn in. This gives him adequate protection from cuts while still keeping him mobile. Crushing or piercing blows, however, don't even notice the armor.

Ability/Powers:
  1. Nordwaell: Otrygg summons a magical barrier from his shield. Though strong, it can be destroyed.
  2. Otrygg is a titan on the battlefield with his axe and shield, unflinching when struck by all but the most savage of blows..
  3. Being a polar bear Incurscan, his appearance does not fully convey the strength he has.

Weaknesses:
  1. Otrygg is not one for thinking. He thrives where he has to do as little of that as possible
  2. He loves a good fight, and is always on the hunt for the strongest opponent he can get his hands on. This can get him into some hot water, and has on a few occasions.

Bio:
Otrygg was born into one of the more unruly and restless Sarmanian coastal tribes, perhaps only heightened by their large population of Incurscans. They did not take well to being "integrated into the Sarmanian Empire", and made their resentment known through raids and missing tax payments (which they blamed bandits for).

When Otrygg was deemed old enough, he was allowed to join his first raid. And to be honest, he found sailing on the large raiding vessel to be fairly boring. Sometimes they used the massive oars, but otherwise they all sat around and let the wind do all the work. When they finally made landfall, Otrygg was the first out, and therefore the volunteer to drag the boat further inland so it was not washed out to sea while everyone was away. He hauled that boat a foot before realizing not everyone had departed, and waited impatiently for everyone to collect themselves and come to shore.

They waited until dawn's first light before striking, and what a quick strike it was. There were guards, the village having been a past victim, but the half asleep guards were no match for the well rested raiders. It was here that Otrygg got his first taste of battle, albeit watered down compared to the future conflicts he would find himself in. He learned that he liked the fighting part of the raid more than he did the looting part. This was the driving reason Otrygg left his tribe and went on a Gefeoht. A Gefeoht is similar to a Sojourn, however it is with the express purpose of fighting and achieving fame and glory through fighting. And Otrygg, in his eyes, is still far from achieving that fame and glory.

Others/Extra:

 
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luAKqCx.jpg
Name
: Brygita Brzęczyszczykiewicz

Gender: Female

Age: 28

Race: Human

Appearance: A tall, fit woman with long black hair and a penetrating pair of golden eyes.

Personality:
Brygita is one of those rare people who can't comprehend the word 'quit'. Struggles and obstacles exist to be overcome. Fatigue is something you ignore until it gets in the way; then you punch it until it lies unconscious while you carry on until the work is done. Brygita speaks swiftly and forcefully. She's not used to talking things out or working in a committee; in her homeland, Slayers work in groups find their own niches and are trusted to handle their part of a plan without everyone having (or wanting) to have a vote or say. She's an excellent follower and a surprisingly good leader, when given the chance. The only crack in her steely demeanor is her partner, Thrud. There's nothing feigned about the warm, affection and commitment she feels for the other woman.

Equipment:
* The Fiery Blossom of Magenta Inspiration: An ancient spear wrought of an unknown golden metal; seemingly indestructible yet the incomprehensible sigils etched across the spear-blade and the haft appear faded with age.
* A suit of leather armor banded with iron for additional durability.
* A hunting knife kept on a hip sheath.

Ability/Powers:
The Fiery Blossom of Magenta Inspiration is said to have been forged in heaven for a deity. Legend tells that it drains the life force of any except for the Chosen. In the hands of a wielder, the spear has several noteworthy properties:
The World-Spanning Kata: When the spear-blade is unwrapped and the weapon brandished, an ancient chant rises from air and ground, as if hundreds of voices on the other side of direction suddenly became audible. These ritual words give courage to those who fight with the Chosen and give fear to any enemy capable of experiencing the emotion. It's also known that the World-Spanning Kata rises in volume to drown out any word or other sound that might harm the bearer of the Fiery Blossom.
Haza Ziy Tikhi Dahna Zae, Mnetho Luy Ga Kae, Zihki Tahna Vae
The Fiery Blossom: If the Chosen succeeds in piercing a target, living or otherwise, a full second of concentration results in a spectacular eruption of flame. This has been known to ignite whole beings, sunder doors and even score stone walls. Using more than one Fiery Blossom a minute tires the Chosen progressively.
The Magenta Inspiration: The fearful weapon's most terrifying power is the magenta halo that surrounds the whole of the weapon when wielded in battle. Beyond shedding light, the light flares into cerise fire, scorching the wielder of any weapon or claw it parries. Crossing blades with the Magenta Inspiration can fell an unarmored man in several exchanges, while great beasts and monsters may survive the price of a dozen attacks made upon the Chosen.
Exaltation: The above powers can be accessed by any mortal wielder at the progressive cost of their life. For the Chosen, however, the artifact also bestows a measure of stamina and endurance. As long as the weapon remains in one's possession, a Chosen never needs to sleep and tires at 1/5th the rate they experienced before being Chosen. Additionally, bruises heal in minutes, stab wounds in hours and a broken bone within a day.

Weaknesses:
* She shares her partner's ignorance when it comes to spiritual matters. Brygita has little knowledge of the Light. Her knowledge of the Dark is limited to the bestiary of monsters that have troubled her homeland now and again, but it's far from complete, with no understanding of the actual power behind such beasts.
* Brygita is an honorable woman and, like her partner, her word is her oath.
* Without question, Thrud is her single greatest point of weakness as she'd do anything to save her were she genuinely in danger.
* Without the Fiery Blossom of Magenta Inspiration, Brygita is 'merely' a competent, skillful fighter.

Bio:
Born in the land of Sarmania, Brygita grew up in a family of construction laborers. Her family clan were responsible for much of the public works projects in the village of Teramethual, ranging from building bridges to roads to meeting halls as the clans grew in size and occupied more area. Brygita expected to follow in her family's stead, learning to mix concrete, pump bellows and carry stacks of bricks even as a child. At the age of 10, however, she was presented before the clan's priests like all children. A sacred relic they guarded reacted to her and so Brygita was taken by their holy order and sent to the Violet Summit to be trained as a Slayer, the clan's designated monster hunters.

She took to the sword and spear with a natural grace, grew skilled with the axe and the bow though she lagged behind most of the other children, as they'd grown up in more martial families. It was here she met Thrud Syndottir, the daughter of a hunter and a village guard who befriended her and defended her, even as Thrud challenged her to excel. Brygita took that challenge and the two girls grew strong together. Close as they were, they grew closer still when womanhood came upon them. By the time they were old enough and experienced enough to serve the clans as Slayers, the pair were inseparable.

Not all approved of their partnership, though, and the two resolved to leave the Violet Summit and the villages they'd come from behind to forge a new life together. Thrud and Brygita came before the priests once more and pledged to undertake a Sojourn, where they'd travel out into the broader world to learn of nations, monsters and other dangers that could someday threaten the clans. But when they turned to leave, one of the tribe's ancient relic weapons came to life, a sign the shamans took to mean the girls would have need of it. When Brygita put her hands on the haft of the Fiery Blossom of Magenta Inspiration, the legendary spear woke to life and claimed her as its Chosen.

Ever since, Thrud and Brygita have traveled the lands beyond their home. To fulfill their Sojourn but ti also make money selling their fighting skills until they amassed enough to afford the kind of Magework that could create a family for them to raise.

Others/Extra:
 
Name: Damien Schlosser

Gender: Male

Age: 24

Race: Human

Appearance: Screenshot_20191008-201058_Chrome.jpg

knight_by_soft_h_d9azt3c-fullview.jpg

Height: 6'2

Weight: 217 lbs.

Personality:
Damien's upbringing left him internalizing most of his emotions, he is extremely guarded and keeps most people at arms length. His detachment was the result of an inferiority complex he developed as a youth, fighting was his outlet for his emotions, therefore he uses his repressed anger and internalized feelings to fuel himself during a duel or battle. He is also notorious for having a quiet rage, staying level and unassuming until he is finally set off. His rather violent personality is contrasted by a quiet loner. He has shirked most romantic advances he has been presented, using his profession as an excuse, his actual reason is his fear of opening up, which stemmed from a multiple betrayals of his trust. He distracts himself from his problems through working, which has made him a very profitable and effective mercenary.

Equipment:
- Field plate:
Half plate made of lightened steel, it's comprised of a chest plate, shoulder plates, greaves, gauntlets, and a helmet. Its lightweight an minalmist design help with movement, often wearing little besides regular clothes under his armor.

- Falchion:
Reliable and simple, its edge is well honed, the blade is shorter than a standard arming sword, but it gains cutting power with a weighted tip for the sacrifice in range.
20191220_131508.jpg

- Buckler:
A small shield that covers his left hand and lower forearm. Its maneuverability is a trade off for it's small size, as well as it doubling as a potent bashing weapon.
w_3_0074127_large-fleur-shield-buckler.png

- Karambit: A small dagger stored in his right boot. It's small size make it easily concealable and is a weapon of surprise and last resort. It is extremely deadly in close range being able to slice and rend with suprising ease.
Screenshot_20191221-094604_Amazon Shopping.jpg

Powers:
- Precognition (repressed):
As a child Damien would sometimes feel strong feelings of deja vu, as well as somehow knowing when someone was going to do something. He began ignoring these occurrences, after a while, these instances faded overtime. With his becoming a mercenary he began to be able to feel an opponents movements and stay 4 steps ahead in times of danger.

Skills:
- Freakish strength:
Damien is deceptively strong and fast, from borderline obsessive training, he can outmuscle most people in a straight up fight, he hits harder as well as having a ridiculous pain tolerance.

- Expert combatant:
Damien has mastered the art of using a buckler and short sword as well as fighting with his signature curved knife, he is able to fluidly block and attack with both the falchion and buckler. He is also a great unarmed combatant, being a champion savate fighter with the mercenary company, he is also proficient in a style of no-holds-barred wrestling called spartan pankration.

Weakness:
- Ranged combat: due to his close range fighting style, opponents who utilize long weapons or ranged weapons give him difficulty when fighting.

- Withdrawn: He is not an extremely social person, and when thrust into sudden social situations he becomes awkward and can come off as unpleasant as he does not mince words.

Bio:
Born in the empire his father's heritage was unknown, but from a young age he was expected to be able to excel in schooling, his scholastic career was mediocre, his father being a negative influence on him in his life, never abusing or berating Damien, he could still feel his disappointment in his son though, and his sister became his father's pride. Damien became notorious as a fighter in school, a result of bullying, his father worked with the banks of the empire, and Damien learned probabilities and statistics rather quickly although he was still lacking in other academic areas.

Even at age 10, Damien had begun practicing savate, a local martial art, and naturally took to it, able to beat most of the other children in his age bracket. He also began to learn a vicious style or wrestling. His fighting skills eventually garnered the attention of a local company of soldiers of fortune, they offered to teach him how to use a weapon if he would fight in bouts for money. Tired of the constant pressure from his family he accepted and ran away from home and began traveling with the mercenaries, who he eventually learned were with Sokolov solutions, one of the premier infantry based private forces group. After another 5 years of training he fought his first battle at 18. And realized he was good, extremely good at being a soldier.

After another six years he had become one of the best fighters in the company. He was sent on sensitive assignments that required skilled soldiers, the most recent assignment was to Simeria, to help the locals fight the Sarmanians. After months of turning the white snow red, he took some leave back into the empire to recoup and relax before going back out on assignment.


Extras:
 
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Character Sheet:
Name: Eliza Starborn

Gender: Female

Age: 22

Race: Human

Appearance
twin-tailed knight.jpg
Height: 188 cm
Weight: 88 kg

Personality:
- Quick to laugh, smiles easily and constantly, and typically is an all-around friendly person to those she meets
- Strongly opinionated on injustices, short-tempered when tragedies or murders are mentioned in idle chatter
- Confident in their abilities and knows their limits, yet tends to not stand idly by when immoral things are taking place
- Takes pride in their strength and time in the Imperial Guardsmen Legion, yet tends not to mention it unless the topic arises
- Reluctant to let down her guard, even amongst allies
- Bashful around other selfless-minded people like herself, prone to blushing
- Strong sense of empathy for those in need or that have made their trauma known

Equipment:
A standard longsword

A large metal shield bearing the Imperial Guardsmen Legion crest and a number of dents.

A set of heavy armour bearing a number of dents and gashes, yet cleaned relentlessly and always shining

Ability/Powers:
- Healing Magic: As a part of her training as a youngling, Eliza learned the intricacies of healing magic, and whle she isn't the most skilled healer in the lands, she's more than capable of mending minor wounds on the fly, and larger injuries over an afternoon, such as sword or knife cuts.
- Holy Magic: While training to become a paladin, she was also taught how to temporarily imbue the power of light into people, armours, and weapons to strengthen them and improve their capabilities, with added effects against those of an unholy nature.

Skills:
- Years of strength, weapons, and endurance training have led to her becoming a warrior with strength that surpasses most men, and skills with the sword and shield to match, capable of dueling and battling for what could be deemed as an unnatural amount of time. Boasts an exceptional pain tolerance
- Battle-hardened - Having born witness to countless battles and suffered a number of wounds, Eliza is adaptable to such situations and knowns how to cope without panicking

Weaknesses:
Lacks finesse, speed and all-around mobility, making her poor at escaping, chasing, sneaking, and anything else requiring subtlety

Overworks and strives to accomplish as much as possible, typically to the point of exhaustion and forcing themselves on for their own ambitions

Bio: Growing up listening to tales and fables of knights and heroes, Eliza was decided on what she wanted to be from a young age despite her father attempting to dissuade her from the life of chivalry, being a knight of the Imperial Guardsmen Legion himself.

Eliza trained and begged for instructors on weapons and general physique until they were provided and grew up training, struggling on through about endless hours of practise and training alongside her standard education until the time came for her to take on the mantle of a knight herself.

Spending years in the Imperial Guardsmen Legion, she bore witness to destroyed villages, countless corpses and the death of friends. Disgusted by the abhorrent things villains were capable of, her heroic mindset did nothing but grow as she strived to make the world safer, trying to become a legend like the stories she'd loved so dearly as a child.

.. And this she did. Strangely not through any outstanding acts such as slaying a dragon with their bare fists, but through her undying motivation to help. Her words circulated around the empire, spurred on by the surprising strength of a woman capable of standing toe-to-toe with death and surviving time and time again.

Yet still, she was not satisfied.

Eliza decided to join the adventurer's guild upon hearing its talk of more dangerous trials. It sounded like the most effective way for her to achieve her goal of aiding the ones she loved and protecting her homeland, the Empire, and thus, made her way there.

Others/Extra:

"I'm surprised anyone would want to be a criminal with me around, heh."
 
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Name: Kan Argent

Gender: mAlE

Age: 31

Race: humie

Appearance (Pic is preferred, but not required.)
27984322-410E-43A7-A28A-AFD9B2682C77.jpeg
-Height 226 cm
-Weight 121 kg
Appearance is wip.

Personality:
-Almost always talks to his imaginary friends(who represent his dead teammates based on his memory) or himself. Also won't let his sword or 'torch' get far away from himself.
-Ruthless, savage and very violent when engaging against Darkborne.
-Almost always looking around. Sound of animals roaring or howling can make him extra alert. Bonus score for dark places.
-He's not much of a thinker now.
-After years of going on missions alone and talking to himself and his imaginary friends, Kan's social skills have become very useless. Now he's not much of a person's person.
-after surviving the incident Kan has a twisted faith that the light has chosen him to survive the cause. He continues to serve it by fighting as a guardian, carrying the burden of his friends on his shoulders.
-Deep inside his mind he feels responsible for the death of his teammates, blaming himself for the whole happening. His mind is more concentrated on this than revenge.
-Speaking of revenge, he does have a crave for revenge. It's just well suppressed.

Equipment:
-Combination of rags, leather and plate armors as a set of protection.
-Ginfri: A greatsword with a threatening blade. Its sharp, heavy blade allows for devastating strikes.
-Aldka: A Guard Weapon forged by a blacksmith within the Guardian ranks and given to Kan. It is a torch that can be loaded with Light Magic battery(which is rechargable by a skilled magician) to emit fire with light magic enchanted upon it. Lesser Darkborne will be sizzled against the light. It can also shoot small fireballs too.
When out of battery it can still burn fuel to function as a normal torch, and also chuck normal fireballs.
After the grand betrayal and his survival, Kan developed a strong faith in his gear and refuses to use any other weapons in combat. Things like hand held bombs or ropes can be exceptions.

Ability/Powers:
Ability
-Tool of Zealousy: Kan's twisted faith and obsession for his sword tainted his potential with magic into a strange form. Fueled by his willpower, Kan can enchant his sword with a slight bit of light, each strike holding light and leaving a temporary mark of burning light on impact points. It also makes the sword glow slightly. The light around the blade ripples violently when it detects a Darkborne nearby. This only works on his sword and his sword only.
The light magic isn't very strong due to his mind being tainted.

Skills
-Swordplay: Though his mind is clouded, Kan still remembers his way through swords. Utilizing his giant sword and intense strength, Kan strikes enemies in burst of slashes using the momentum.
-sense of deceit: After being betrayed by his friend, Kan is keen about sensing betrayals.
-Years of Guardian duty gives him skill in fighting monstrous beings.

Weaknesses:
-Lack of communication skills(they are barely at minimum levels for cooperative operations) make it near impossible for him to be a part of a team effort.
-Can get a bit too emotional dealing with Darkborne, giving disadvantage in many things. Such as using a well thought out tactic against one.
-Very obsessive about his current weapons, and is quite useless without them unless furious punching works against the enemy.
-Doesn't know how to shoot guns or shoot bows. If something's out of his sword range he probably can't hit it.

Bio:
Kan is a guardian. He has been for some time. He, and a group of childhood friends, grew up to be guardians and worked as a squad ever since. Yes, a classic story of friends. They went to missions together, watching out for each other as friends did. They made through many perils and adventures. This sturdy squad took on many dangerous missions with pride, some that included dealing with people who had given up themselves to the darkness.
Of course, it went wrong one day. They were on the lookout for a target, wandering out into the wilds. They searched, and searched. Minute after minute they walked. Then, they walked into an empty cave. Magic stopped working. Hordes of lesser Darkborne surrounded them, the only thing keeping those little pests away being Kan's torch. The leader assaulted his teammates, breaking the torch and breaking hell upon them. What seemed like a merciless, bloody battle commenced. Cut from magic the three guardians suffered a great disadvantage, and one went down. Then another. Kan was able to miraculously survive, slicing every darkborne in front of him and managing to force the traitor to flee with a critical injury. The man then dragged his friends' corpses back to safety, collapsing only after he saw soldiers come out to escort them.
Twisted from the encounter, Kan continued his duty but not like the old days. He was now a scarred, crazed dog hunting down monsters. Calm tactics were no longer his gig. He roamed and fought like an animal, barely able to hold up a normal conversation with anyone.

Others/Extra:





Pre rp interactions
Pilgrim59 Pilgrim59 Kan met Satorie at the Guardian Academy. They became acquaintances, but not really close friends.
Noble Scion Noble Scion Eliza was one of the Imperial soldiers that retrieved Kan and his deceased friends.
Ayama Ayama Iniko and Kan ran into each other on the streets, and had a short conversation. They did meet a few more times too, getting to know each other a little but not too greatly.
 
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Name: Jazmin

Gender: Female

Age: 23

Race: Human

Race Description:

Appearance:
1550188844597.png



-Height: 5' 6"

-Weight: 198 lbs

Personality:
-Shy
-Caring
-Motherly
-Pacifist

Equipment: Cleric Chime and Cleric Staff

Ability/Powers:
-Massive Heal, can heal wounds on one target
-AOE heal, can heal multiple people in an surrounding area


Weaknesses:
Is terrified of any and all monsters and creatures typically larger than her and can go into a paralyzed state of fear around them.
Wishes she could do better in the world, but cant get past her self doubt
Her spells can backfire on her, causing the top layer of skin on her body to completely disappear and cause immense internal damage.

Bio: Jazmin grew up behind the walls of a cleric facility that was meant to train clerics to the most advanced healing spells, unfortunately for Jazmin, she was only capable of learning the most basic healing spells, and even they can backfire against her. She begged for a way out of the facility so she could actually be capable of helping those who need help and they sent her on her way.

Others/Extra: Jazmin loves to sing and often sings to the ones she is healing
 
Name: Sylvia

Gender: Female

Age: 27

Race: Incursian (Kitsune)

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

Appearance 1577300650322.png
-Height 5' 4"
-Weight 175 lbs.

Personality:
-Cautious
-Alert
-Fiery
-Passionate

Equipment: Shurikens and broken blades(see skills), plus stuff seen in appearance

Ability/Powers:
- General Ability: Fire Fox Form - Sylvia can call upon an ability that transforms her into a large, nine tailed fox covered in flames. She also acquires a unique fireball that she can charge up and fire at people if needed. Once it starts raining, she uses the fireball ability, or she expels all her light energy, the form dissipates.
- Fire Blades - Sylvia can turn hilts of any broken blade blade into a fire blade that allows her to slice through metal armors. Cannot work if it is raining outside and she is outside.
- Fire Manipulation - by controlling the oxygen in the air, Sylvia can conjure blue flames from nowhere and hurl them at her opponents. She can also control flames from torches, wildfires, etc. and use them to her advantage. Ability nullified if raining while outside.


Weaknesses:
- Sylvia hates water. If she is outside and it is raining, her abilities become useless. also happens if she becomes drenched in water.
- Sylvia fears bugs. she cannot stand the sight of them and will usually either burn them away, causing fires on accident or she will run.

Bio: Sylvia grew up as a Guardian, always going to her sessions and learning the proper way to do things. One night though, she ran into a group of assassins that wanted her to join them because of her unique abilities and the fact she had fox like reflexes due to her race. Sylvia joined them without a second thought and disgraced herself among the Guardians and thus, had one of her abilities stripped from her that she can no longer even remember. She quickly became one of the top tier assassins in her group, successfully completing about 250 assassinations in a matter of months. She hardly had to rest and food was easy with her being half fox. Her latest task was to Assassinate the head fighter at the guild that everyone adored. This was to be her most difficult task yet. She had almost had him too while he slept...if not for the damn guard dog in his room. Before she could retreat, the rest of the guards had appeared and cornered her, forcing her to surrender to them. Now she suffers in the Guild Prison, awaiting for them to either execute her or do something worse to her

Others/Extra:
 
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WIP

Character Sheet:
Name: Merid Goldroot "The Light Bringer"

Gender: Female

Age: 21

Race: Human

Race Description:

Appearance
1577507373762.png
-Height 6'3"
-Weight 210lbs

Personality:
- Stubborn "I know wat I am doin here..."
- Caring "We 'ave all lost someone before... I'm with ya..."
- Protective *After taking a beating protecting someone* "Wel… ya ready to get bak in dere?"
-Set on her goal "I'm not lettin a Titan go that easy..."

Equipment:
  • Hammers crafted from her parents armor
  • A silver broche from her mothers drawer she found when she returned

Ability/Powers: Gaurdian-In-Training
Merid is immune to lightning and is able to channel it into her to become more powerful, able to channel it into her hammers.
Merid is also able to summon lightning from the heavens once she stores enough energy.


Weaknesses:
Her own carelessness
She is mortal
She is focused on her goal, and she would let herself get killed to complete it.

Bio:
As a young girl, Merid had a normal life. She wasn't "Exceptional" or "Wonderous." Her parents were part of the village guard so she wasn't too rich but definitely not poor. Her village was home to a powerful elemental wizard as well, practicing their magic throughout the days. All was peaceful for the early days of her life.

Then... the Titans struck...

The Titans, the dark driven, The Knights of Death.... whatever people called them, they arrived in Merid's village with intent to kill. Merid was taken further into the city to be protected while her parents fought to save them all. All Merid remembers of that day is a sharp pain in her back and then blackness. When Merid awoke, she found scorched earth, flames rising from buildings, and the scorched earth starting where she was laying. She ran to find her parents, screaming and crying. She found them, torn apart by Darkin. She knelt there on both knees, crying more than she had ever done before. Lightning crackled from above as it started to rain.

Days passed, Merid survived on food scraps and guilt. she did not know what had happened, but she feels as though she did this to her village. Soon a travelling woodsman group found the remains of her village. In turn, they found Merid curled into a ball in the remains of her old home, shaking and afraid. They took Merid in, and raised her as one of their own. She trained to be a woodsmith, chopping trees, crafting tools, and building her muscles. Over the years, Merid never truly forgave herself for what happened to her village, but she could not end the guilt before ending those that caused the start of it.

Merid soon found her powers of lightning after an argument with a merchant... and accidentally obliterating their cart. She soon found that her powers were linked to what happened in her village and swore to rid the world of the Titans she had seen that miserable day. Of course she paid for the cart. She set out, after thanking her adoptive father. He offered her his last name, but she turned him down. She honors her bloodline as one should do. She returned to her old village, finding her parents armor where she had left them all those years ago.
She took them, more easily than before, to the smith and forged her hammers she now uses in battle.

She honors her family, her woodsman, and her humanity in this way. Fighting the forces of darkness and ending any that follow that path. She has slain many, and ended many lives that have gotten in her way. she is not afraid to do so again if it meant her parents and village were avenged. She does not know why she was left alive that day, but she will make her life have a purpose.


Others/Extra:
 
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Character Sheet:
Name: Keikling Farongar

Gender: Male

Age: 30

Race: Giant

Race Description: pretty big boi

Appearance
ece16c176c91c5ab60d52a984050314d.jpg

-Height: 420cm
-Weight: 273kg

Personality:
-Simple-hearted: Farongar is not one to frequently suspect people of wrongdoing.
-Airhead: Frequently thinking about irrelevant things, Farongar gets lost in his thoughts easily.
-Obedient to a fault: Being a Giant, and also being relatively stupid, Keikling is very easy to boss around. Idioms and metaphors do not fare well against him if they're included as instructions, though.
-Thick-skinned: Being a Giant, and also being relatively stupid, Farongar is no stranger to being berated and degraded verbally, or sometimes even physically. He doesn't hurt easy.

Equipment:
Farongar's equipment, being a rare Giant archer, is adequately sized for him. Due to the nature of his fighting gear, he does not carry a backup weapon such as a knife or a shortsword, instead simply relying on his 'ammunition' as a backup weapon in melee attacks, as well as his raw hand-to-hand combat prowess.
OMP19916035.jpg

The aptly named Keiklingbow, tailored to his personal stature and needs, is a simple recurve bow fashioned out of strong oak, Hammergrazer sinew and iron plates, with thick ropes making up the bowstring. Aside from that, the Keiklingbow has nothing of note about it, other than its size, being almost half as tall as the man using it.
3192c51d13a66e9e36f652af1073d87f.jpg

His ammunition, however, is a bit different than regular arrows. Farongar uses normal-sized spears as ammunition, utilizing his superior strength through size to its fullest. Fashioned out of normal wood reinforced with iron, these spears maintain most of their recognizable shape, with the main differences being the altered tips: most of the spears have arrowhead-like tips, with little emphasis on cutting edges and broader heads. No feathers accompany them, however, and Farongar just relies on raw speed, training and luck to hit accurate shots with these absolute units.

Ability/Powers:
- Light Conduit: Being a Giant, Farongar naturally harbors a lot of Light energy within him. With no magic, however, this results in him being a readily available battery for anyone or anything that requires Light energy, and leaves him very energetic - for a Giant, at least.
- Marksman by training: The awkward Keiklingbow along with the spear-arrows do not treat beginners kindly - and Farongar is no beginner. Training since he was young, Farongar has developed acute hand-eye coordination, able to accurately hit things far away with his hands.
- Thick-skinned: Having faced his fair share of abuse and labor, he has quite the resilience against physical pain.

Weaknesses:
- Untrained: He didn't get any formal training, especially in hand-to-hand combat (apparently not a lot of Giants exist as instructors - not a lot of customers in the big cities). His best efforts defending himself in close range can be described as pitiful.
- Naivety: The fires of war do not bother him, but the plots of evil men have yet to be discovered by Farongar. He falls for scams all too often.
- Strength disparity: In combat or in movement, Farongar is energetic, but when he loses that energy, he becomes extremely lethargic.

Bio:
Born and raised in Pyphorus, Keikling Farongar was a peculiar Giant. His size, while impressive compared to the average human, is absolutely pitiful compared to members of his race, and Farongar faced frequent ridicule during his upbringing. Still, it was his size that allowed him to escape the common fate of a city Giant - being much too small, and ergo too weak to operate the massive hand-cranks of the industrial workshops, he was instead relegated to a simpler occupation at birth: repairing and operating looms in tapestry workshops. Born as a slave, the brethren that he never knew were forced into hard labor at the massive factories, churning out steelworks, warships, wagons, while he migrated throughout the weaving workshops, and earned a reputation with his surprising dexterity.

It wasn't long until he met someone that would change his life: a seamstress who liked his work so much that she bought him off of his old handler. The old lady ran a rather shabby workshop on the outskirts of Pyphorus, and she put Keikling through events that would lead him to where he is today. Realizing his potential, the lady allowed him increasing freedom in her workshop, even letting him weave his own tapestries during off hours. Her friends soon took fancy of the weird small Giant casually belting out works of art, and he actually made a fair fortune selling his token exotic tapestries to the odd noble passing by, and the lady quickly denied any advances or attempts to buy Farongar off of her hands. The lady's friends, some of which being old warriors of the Empire, accidentally taught him the art of archery in his spare time, and Farongar fashioned his Keiklingbow after a year of personal work, with frequent advice from the bowsmiths and blacksmiths in the suburbs.

The call of battle inevitably followed, for Keikling. A traveling band of merchants and mercenaries passed by the suburbs, at the beginning of their pilgrimage to the frontlines of the Empire. The old lady noticed Farongar's fascinated eyes tracking the merchants during their sojourn at the nearby tavern. With much grief and hardship, the old lady bode farewell to Keikling, as she ushered him to pursue his own will - a rare opportunity for a Giant. Farongar soon joined the traveling band, and made for a good partner among the mercenaries. Among their travels, Keikling had access to an amount of spears far beyond what he'd been able to use back in the suburbs, and this is where his archery truly had a chance to flourish. Many battles were fought against bandits and monsters alike, with Farongar's bow proving invaluable each encounter.

It was a long and arduous journey, and many familiar faces lost their lives along the roads less traveled. The weary band crumbled and disbanded at Seedingstate, with all the pivotal members having perished or lost their fervor for the battlefield, and the mercenaries running out of pay. Farongar soon truly rested himself, for the first time since he departed from the old lady's workshop. Until he got summoned by the Guild.

Others/Extra: He likes knitting, and is in the middle of knitting a beanie for himself.
 
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70e7c60e02a279f2a17e6ae371ef38a7.jpg

Alastor Lupom


Gender: Male

Age: 26

Race: Incursian (Wolf)

-Height: 5'9/175 cm
-Weight 188 lbs/85.7 kg
-He has black wolf ears and a tail

Personality:

- Observant: Alastor is highly observant to his surroundings and a situation. He's not omniscient by any means, but he's always looking out for anything unusual.
- Intelligent: Years of learning and and practice into magic and various other skills requiring a decent mind has given him a great deal of knowledge to apply to his situation from archeology to battle strategy.
- Hyperminded: Constantly thinking. Often, it's in a specific area which also ends up pulling his mind onto one thought, but it's a powerful kit when casting or planning on the fly. Pull up his passion for knowledge and he won't shut up easily. At the same time it can mean he's constantly quiet, in his own world.
- Curious: Like a kid collecting shiny things, he has an insatiable lust for novelty. New things excite him.


Equipment:

Staff: Walking cane plus magic cell phone. He'll put it on his back, but it exists as a conduit to the larger magic network as well as a capability to store power or act like a magical transformer.

Dagger: Only weapon he'll be using. This is a last resort and he is very much not proficient with it.

Bag: Stores stuff he finds as well as stuff to use for magic.

Notebook: Drawings, diagrams, etc. He takes notes.


Ability/Skills:

Idnetity: By assigning meaning to an object, words, or writing one can give it certain properties. These properties can often be vague.

Craftsman: Very good at crafting things. He can make cheap/knockoff magical artifacts on the fly and even has some pretty good repair skills. Knowing what to use and how is one of the reasons he understands.

Language Studies - Runes, various languages, and even dead writing systems are well studied. This effect bleeds into his magic and casting style where they are his only methods.


Weaknesses:
Wimp - Do not ask him to fight. His muscle mass and reflexes are not suited for combat. He would be bedridden from an arrow to the knee so to speak.

Action Time - Most of his runes must be drawn manually or he must utter an incantation to cast a spell. He is incapable of silent casting.

Complacence - Not prone to take action immediately. He also doesn't treat every situation with the severity it deserves.

Support Focus - To Alastor magic is a tool, not a weapon. This means his magic focuses more on utility than power. He can make VERY powerful offensive spells, but these can take days of preparation to prepare the runes and the circle's circuitry. This is compared to buffs and debuffs or runes that can do damage like mines, but that does no damage or can be easily avoided.


Bio:
Alastor grew up to parents who served a noble household. His mother was a maid and his father a gardener. His parents were married for a long time. His parents' employer had a daughter about his age whose mother died from her birth. His mother, Anastacia had been very close to the lady, and was there for her lord's hour of mourning. His father, Omar, had been a soldier of the lord and served as his gardener after an act of bravery.

Over the years Alastor grew up along side the daughter of the lord. Her name was Elaine. Elaine taught him how to read and he became absorbed in books of magic and long dead societies. As the years wore on and the teenage years came to be. Alastor and Elaine had a very good relationship. Anastacia cared much for Elaine as her father's relationship with her was estranged due to her being the reason her mother was dead. Around the time they were fourteen, Elaine's father's grief began to dissipate and his eyes now wandered to Anastacia.

Omar caught on one day when he saw Anastacia with Elaine and her father. He noticed when he observed a hand slide down to Anastacia's waste. Omar and his wife were shocked, and Omar had to play mediator between Anastacia and Elaine's father. Eventually Omar was kicked out. When Anastacia tried to follow her husband, she was held back. Weeks later and Omar was convicted of a crime for an act during his service that wasn't really his fault and happened years ago. Alastor watched as his mother was essentially enslaved to be a concubine.

Alastor grew to despise the lord and it dampened his relationship with Elaine. At the age of sixteen, Alastor was sent off to a school where he studied what he did. He studied at first to distract himself from the callous twisting of his life. He dived deep into his studies and never returned. All he had left was his father's spear. He would never forget the situation as he turned the shaft into a staff as he walked further and further down the path of a scholar and the path of a mage. He enjoyed walking that path. The past could only provide answers and insight while magic never betrayed him.

Further and further he learned that learning was what he enjoyed most of all. He loved his studies and finally felt free of the burdens. He wanted to understand more and more, eventually becoming so engrossed and fluent in his studies that it attracted some fairly surprising attention. Yet again, he was forced into a position he didn't entirely want. Now he wonders what's worth trying? No one really cared. He really is just another incurscan in the eyes of the humans. Just as his father and mother were treated as tools, it seems so will he. At least he enjoys his work if nothing else, right?
 
Name: Garax Jadescale

Gender: Male

Age: 19

Race: Lizardman

Race Description:
The decrepit and sunken ruins of the Regalian hinterland tell tales of a long lost civilisation, whose knowledge and riches attract many. Though deep within the jungles and marshes, remnants of this fallen empire remain, as the only thing between the Drake King and the unification of all Regalia. These ancient creatures call themselves custodians of the jungle, and most know them as the Lizardmen.

The common Lizardmen are but one of six sentient reptilian species that dominate the 'green hell' of Regalia as separate tribes from the remaining 6 cities of their empire. Covered in sturdy scales, natural camouflage, possessing opposable thumbs and forged by their harsh lifestyles, the Lizardmen can perform sophisticated tasks, being more than capable combatants, and particularly dangerous in their natural habitat. They are, however, set back by their basic mindset and average intelligence, preferring to delve on knowledge of ancient days rather than exploring new methods.

Appearance
liz.jpg

-His left arm is covered in tattoos of alien glyphs and symbols.
-Height: 8'2''
-Weight: 189kg of muscles, bones and shimmering green scales.

Personality:
- Garax's mindset has an emphasis on self-preservation. He will not fight a threat, instead choosing to avoid it if possible, and only fight when cornered.
- When cornered, he can be expected to fight as ferociously as a mountain of scales and muscles can be.
- Garax is protective of his equipments and those he wishes to protect.
- Garax is easily distracted by strange or shiny things.

Equipment:
- Double-bitted axe
- 3 daggers
- Basic supplies
- An old sword
- One complete skeletal remains

Ability/Powers:
- Lore of Death:
Ancient Lizardmen magic is essentially Light magic, albeit the Lizardmen's interpretation of it. Much of the lores have been lost following the crumble of their empire, and what remains are inscribed in the form of glyphs, bestowed from masters to their apprentices in the form of tattoos. This type of magic is noted to be volatile and difficult to control.
Garax's specialisation is the Lore of Death, an equivalent to the Imperial HERESY! known as necromancy.
Unlike the modern cultists who raise the dead to be thralls and minions, Lizardmen Tombpriests take upon themselves a divine bond with the dead raised to perform their duties. The nature of life is sacred, to awake those of the Eternal Slumber is to break this natural order, and is by itself a divine favour. The dead made a sacrifice to rise, and must be revered for this.

At his current state as a very young novice, Garax is only able to animate one corpse - that is the skeletal remains he carries around. The bond he forged with this individual as part of their pact allows Garax to communicate simple ideas with the skeleton. *This skill is in development and he will learn how to further his knowledge of necromancy in the future*

- Basic magic: From his training, Garax could light a little fire, create a gush of wind, and pull something towards or away from him.

Weaknesses:
- Due to his limited knowledge of the outside world, Garax is quite easily intimidated by strange new technologies or looming giants.
- Garax has very limited arcane prowess. He cannot call down a torrent of flame or crush his enemies with some supernatural force. Garax can animate one skeleton to aid him in battle, and so he mostly rely on his hulking stature and physical strength. He is also quite easily intimidated / impressed by slightly sophisticated arcane tricks beyond his skills.
- Limited knowledge of the Dark and its worshippers.

Bio:
When the Lizardman emerged from the spawning pools of Kisilza, the local shamans had immediately marked him for greatness from his sheer size and ferocity. He’d never known his parents, though such is the way of his kind, where eggs are gathered in communal spawning pools and collectively tended. A name was given to Garax, and he was taken to be tutored by the warrior-priests of clan Jadeclaw in the ancient lores, when he was not attending to his hunting-gathering duties as a citizen of Kisilza. Though he learned what he could from the hunters, Garax’s size would turn out to be his shortcoming, and so he ultimately settled upon a more direct, brutal fighting style where his strength could be properly utilised as his greatest weapon.

Even from a young age, stalking prey in the damp marshes and thick foliage of his jungle home, Garax had great dreams of conquering the great mountains at World’s Edge, as they were known, that had walled in his kind in the South. And conquered them he did, when Garax discovered the secret passage the warmbloods had been using. Beyond, to his disappointment, he found naught but swathes of frozen wastes, though the natives of which were amiable enough in the limited contact he had with them, and were more than happy to teach him of the world outside. They spoke of a large place beyond the wastes, a land of many riches and wonders beyond the lizardman’s wildest imagination.

When the warmbloods ran dry of tales, Garax embarked upon the second leg of his journey, which all by itself was a challenge for the lone lizardman native to the warm, tropical climate. Not to mention the few close calls he’d had with the aggressive warmbloods along the way. Fortunately, when digging a nest for cover from a storm, Garax unearthed the skeletal remains of a warmblood, which identified itself as Boris, a soldier who succumbed to his wounds and buried on the side of the road by his companions. As a pact was forged, Boris begrudgingly agreed to aid the lizardman on his travel, and the duo soon found themselves in the Empire of the Light.

Boris’ presence at Garax’s side, to the lizardman’s surprise, earned the two no shortage of troubles with the locals of the new land. A run-in with a certain warmblood who called itself Maroni helped alleviate this however, a debt Garax would not soon forget. With his intentions proven, Garax and his undead companion went on performing various deeds at the behest of the locals in exchange for shelter or food. The two even managed to rescue a minor count from bandits at one point, earning a stable income in the count’s employ.
The tales of the lizardman would not go unnoticed, and a certain envelope would eventually find itself delivered to him, containing a certain invitation…
Screen_Shot_2020-01-01_at_14.14.51.png
 
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[div class=fyuriwrapper][div class=topper][div class=charactername]Carabinierre di Trentino
★★★★
Maroni[/div][/div][div class=wrappertwo]
[div class=left][div class=faceclaim]
[/div][div class=textarea][div class=subheader]General[/div]

Name: Satorie figlia di Sajio e Koasa di casa di Maroni (Satorie di Maroni)

Alias(es): Maro ; Sentinel of Trentino ; Shorty (affectionately called by some)

Gender: Female

Age: 25

Race: Human

Alliances / Affiliations:
Regna di Regalia (Kingdom of Regalia) - Maroni Family - Elder Daughter
Guardian of Light (Empire of Light) - Venturing Graduate-Guardian (Current)
Seedingstate Adventurer's Guild (Empire of Light) - Member (Current)

Physical Appearances:
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Height: 4 ft. 9 in. (144 cm)
Weight: 90lbs. (40 kg)
Maroni is a tender and somewhat underdeveloped Regalian of her age, who fairs a pale complexion. She possesses round, bright azure eyes, accompanied by her silky blonde hair that is often fashioned in a double-bun manner. Despite her age, her physiques are that of a young child, which at times can catch the attention of those younger than her. Maroni is generally seen in her combat dress that is woven with Lunala moth silk and enchanted with light magic. She also dons a red cloak that bears the emblem of her family - House Maroni of Trentino. As a knight-class graduate, she is often seen with her rapier and shield.

[div class=subheader]Personality[/div]
Maroni is a generally inquisitive and cheerful personnel of interest, whose reprimanding yet lenient ways make her a complex, but earnest person at heart. She possesses a facade of an eager Guardian, whose hospitable expressions arbitrates her willingness to lend a hand for those in needs, while advocating a certain level of liberty when addressing her peers.

As a mentor to her initiate (Merid), Maroni carries the weight of responsibilities for her student and those that shares her cause. While disciplinary, Maroni retains a calm and collected mind that lets her confront certain situations through diplomacy. Elegant in social gathering and on the field, the Samo-Regalian engages herself where needed and does not shy away from doing her best. Maroni fondness for her student and colleagues makes her a compassionate and just Guardian - to a certain extent.

Personal Weaknesses:
- Prone to prolonged combat fatigues & stresses
- Somewhat stubborn
- Somewhat childish (especially when confections/sweets are involved)
- Her physiques are inept when it comes to burdensome activities. While she excels in speed and agility, she lacks the fortitude to do the heavy lifting.
- Despite being an agile duelist, and a formidable support knight, Maroni fares better against one entity at a time than multiple enemies at once.
- Mitigation support knight, not viable to tank (tiny body)

[div class=subheader]Abilities/Gears[/div]
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Combat Skills / Relevance:
+ Basic & Advanced Sword Proficiency
+ Guardian School of Knights
+ Naval Basics & Swimming
+ Regalian School of Fencing
+ Sarmanian & Regalian Language Courses

Main Abilities:
[I. Avanti Maroni!] Offensive - Single Target
An adept duelist of her class, Maroni's rapier pierces through her target with great speed. The velocity of her lunges is amplified, similar to a reverb effect when dealt. The effect fades over distance, making this ability most effective at close range. Due to the rapid motion of the lunges, Maroni's strikes seem as if she is letting loose streaks of flashing bolts from her blade. While effective against armored targets, the ability lacks an area effect. Thus making Maroni susceptible to being swarmed by multiple targets at once.

[II. Castello di Trentino] Defensive - Countermeasure / Barrier
Specializing in Regalian tactics and Sarmanian magic, Maroni utilizes her modified shield as a refracting mirror that channels her connection to the Network. The shield is planted into the ground, where it remains there to harness Maroni's preparations. The shield's array of concentrated mana can then be used to neutralize any incoming projectiles or attacks within a short perimeter. The concentrated surge of energy disperses to meet any incoming projectile. A countermeasure ability that can protect her allies, but renders Maroni immobilized.
(see equipment section for shield's description)

[III. Ancora Via!] Evasion / Controlled Maneuver
Channeling her mana, Maroni "mark" a target. The marked target can be pulled towards her at her command to close the distance instantly, as if pulling an invisible chain bound to her opponent. Alternatively, the target can act as an anchor point for Maroni to gravitate herself towards. For example, Maroni can mark a tree, and pull herself towards it to get out of harm's way. The radius is generally restricted within seventy meters. Anything past that will take a toll on her mana. The weight of her target can also affect this ability's versatility. For example, Maroni cannot pull a target that is ten times her weight towards her. Instead, she would be pulling herself towards the target. This can also be applied to her companions (target) and any surrounding location (anchor point) to yank them out of danger.

Gears / Equipment:
I. Drakenforge Modello Zara
+ Specialized Rapier imbued with mana crystal to properly channel Network mana.
+ Light-weight metal
- Impractical for slashing
- Light parries only

II. Drakenforge Skutati
+ Embedded crystal to properly channel Network mana.
+ Impact-counter design that absorbs most melee and magic blasts
- Weighted to anchor into the ground (heavy)
- Older design, requires rare metals to fortify and repair

III. Salista Canisters
+ Medicinal herbs, when grounded into white powders can be used as a smokescreen dispenser to conceal movement.

IV. Journal
+ Contains a compile of most confection establishments in the Empire, Regalia, and Sarmania.
+ Imperial / Regalian / Sarmanian slangs
+ Random doodles and sketches

[div class=subheader]Biography[/div]
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Satorie is the eldest daughter of House Maroni, whose responsibilities were ordained since her birth. As such, the Regalian received the best that her family could offer for her education. Despite growing up in a noble household, Satorie grew up adhering to civility and shied away from mischievous deeds. Her Sarmanian mother had lived a life of poverty before being married off to house Maroni. As such, the young Satorie had learnt a multitude of lessons of modesty. Where her father imparted profound knowledge and training upon her, Satorie's mother would give her a multitude of life lessons and generous wisdom.

Satorie eventually set out for overseas studies, before taking up the Guardian Trials to find a purpose of her own. During her time at the Guardian Institute, Satorie met Eliza Starborn on a few occasions when frequenting the Imperial Academy's library ( Noble Scion Noble Scion ), of whom she quickly befriended. Despite their differences in age, the two led an amiable relationship as best friends (particularly their same field of studies). This came to be the case for a certain Lizardman ( Trappy Trappy ) that Satorie came into contact with by mere chance. When Garax was reprimanded for his practice of magic, Satorie chimed in to alleviate the situation, believing in the Lizardman's earnest interests. Together with Eliza and Garax, Satorie spent much time in the Empire before departing for her errands. It was on her journey eastward for a year or two, that she encountered a certain individual that would fatefully became her apprentice.

Merid Goldroot ( Inkles The Octo Inkles The Octo ), as she called herself, was left on the street to her own device, where she bumped into Satorie. Seeing the hardships written in her eyes, the Regalian did what she did and accommodated the tall, mysterious girl with the hammer with a roof over her head and plenty of food. They spent several weeks together, before Satorie took to heart her responsibilities as a Guardian graduate to see to Merid's proper induction. The latter's profound gift was nothing short of a rare shine in a heap of stones. Taking this as a sign of her destiny, Satorie took Merid under her wings as her Guardian immediate-superior. Before long, the two would end up in the Seedingstate Adventure Guild, where Garax and Eliza were already awaiting Satorie's unexpected reunion.

[div class=subheader]Extras[/div]

> Maroni loves confections (pastry, donuts, sweets)
> Usually persuades Merid into buying her sweets.
> Tall pantry that houses cookies and sweets aggravates her. Or tall people in general.




[/div][/div] [/div][/div][div class=fyuricredit]code/design by @Fyuri[/div]
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Last edited:
Ayama Ayama Fixing and adding more details, basically

I've only @ed people with CSes on here so far

When's your CS going to be completed btw?
 

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