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Fantasy For Astoria! - CS (Reboot)

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FireMaiden

Grade A Bitch
Supporter
Roleplay Availability
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My Interest Check
Hi there and welcome to the For Astoria! character thread! A like or love means your character has been accepted, and it's need before you start posting. You also need to send me a writing sample! Please either DM that to me here or on Discord or add them to your character sheet, but post your characters here!

BASIC INFORMATION
Name
: (Their true name.)
Aliases: (Other names, titles, nicknames, and aliases.)
Age: (Biological age. How long have you been there?)
Gender: (Male, Female, Genderless, or Hermaphrodite depending on Race.)
Race: (Please pick from the playable races. Also, be creative. I don’t want to see just a bunch if elves and humans)
Hometown:
Class: Fantasy Character Classes - TV Tropes

PERSONAL
Sexuality
: (Ships gotta sail, then sink each other.)
High Concept: (Sum up your character in a sentence, if possible.)
Religion: (if they have one or follow a god/goddess at all.)
Backstory: (At least a solid paragraph, but go as detailed as you wish. Put very long ones in a spoiler pls and thank you)

PHYSICAL
Appearance
: (Written, or a picture. If written, then at least a detailed paragraph of text.)
Weapons & Armor: (Anything that the character uses for protection, or attack during combat.)
Items & Personal Belongings: (Any other items that the character has, or belong to them.)
Skills & Abilities: (Not magical. Include things like bartering, or the ability to pickpocket.)
Spells & Magic: (Magical. Spells and magical abilities that the character has.)
Weaknesses: (Weak sides of a character. Fears, inabilities, inexperience, emotional issues, mental issues, etc. Only ones that could be said to negatively affect the character.)

FLUFF (Optional)
Hobbies: (What does the dark lord do in his free time, when not vying for supremacy over the world?)
Favorites: (things like favorite weapon, town, drink, food, etc, etc.)
Quote\s: (Notable things that the character has said, that may show off their personality or speech type.)
Theme: (Musical theme.)
 

  • 056e0c796102f135083c2e914da348d6.jpg
    BASIC INFORMATION
    Name
    :
    Aurelia Barrows
    Aliases:
    Snowpea, Wolf-Tamer, Nightingale
    Age:
    22
    Gender:
    Female
    Race:
    Half-Elf, Half-Human
    Hometown:
    Antiva
    Class:
    The Scout/The Ranger

    PERSONAL
    Sexuality
    :
    Bi-Curious
    High Concept:
    A bubbly young woman looking for the adventure of a life time
    Religion:
    She doesn't follow any religion really, but will sometimes pray to the elven gods
    Aurelia's story started with her parents. An elven noble woman named Shantel, a human commoner named William, and the one river that connected them both. William Barrows lived in Antiva his entire life, he was born there, and at the young age of 21 she came into his life. Returning from a successful hunt, bow on one shoulder, a bundle of hares slung over the other, she paused next to the river to watch the passing boats. On one stood...here. An elven woman of pale skin and dark hair, she was the most beautiful woman he had ever seen in his entire life. He ran to the river's edge, but was too late to call out to her. The boats had floated past, taking their goods and his dream out of Antiva. Everyday for a month, he'd watch the river for a few moments, hoping to see her floating back through. Just as he was about to give up, convinced she has moved somewhere further into Liomura...he saw her. William dropped what he was doing and ran to the river, a smile on his face. He slammed into an old fence. Which immediately gave way and sent him tumbling into the river.

    That didn't stop him, Willam quickly surfacing he found that the boats had stopped, if only momentarily to ensure they wouldn't hit him. He called to her, "What's your name?!" And the elf replied.

    "Shantel."

    "I'm William!" With the water in his face, he couldn't see that she had smiled in return. The boats know knowing he was fine, pushed off again, leaving Antiva behind. William wondered about that elf. And he'd be pleased to learn she was thinking about him. The silly human who fell into the river just to meet her. Shantel thought it was cute. But as fate would have it, a year would pass before she made it out of Eve Thelmar again. During that year, William had become a fairly well known hunter in Antiva with a small but successful farm. While working one day in his home, a soft knock came from his door. Upon answering, he found Shantel. The surge of emotion he felt just from seeing her face...despite not knowing each other at all, the two shared a loving embrace. It's true what they say about soulmates. When you know...you know.

    Over the next three years, they would spend a week together each month. Shantel found it hard to balance her duties at home and her love for William. And he couldn't move to the elven capital...but they made it work. It wasn't a paradise, but love made everything work. After three years together, Willam would propose with a modest ring he hand carved. Shantel would accept, and the two held a small ceremony in the Antivan Apple Orchards. The locals all came, as did two of her closest friends. But she still couldn't stay there with him. For a short while, their monthly visits dwindled to every three months, stress of family pressure and the responsibilities of her job were, at the time, running her ragged. At least that's what William assumed.

    Until one night, there was a rushed knock on his door. When he opened, he would find his wife. Panicked, exhausted, with a small bundle in her arms. She shared a kiss, pressing the bundle into his arms. Shantel couldn't stay. She couldn't explain. She had to trust her husband. William was of course confused...but even more so when he unwrapped the bundle and in the warm blankets and blessed herbs...was a small babe. William didn't even know Shantel had been pregnant! He didn't know why she had left their daughter with him, why she couldn't be with her mother. But questions would need to wait for answers, as William had a new life goal.

    And so, Aurelia's life finally begins. The beginning a bit of a struggle, as her father lived alone and his parents had long since passed. Not that she remembers her infant days, the local midwives like to relive the stories of her father coming to them in the dead of night for help through telling her the stories. Aurelia, as she grew, would become a staple around town. Always following her father around on his deliveries, being strapped to his back when hunting, doing her best to help him farm with that tiny shovel. She would, once getting a bit older, begin to join the other children in town at the town hall. There, a local scholar would teach them all how to read and write, how to count and about history. William hoped this would spark a desire for greater learning in Aurelia, but he'd be wrong. Shantel's visits were rare now, once every few months, Aurelia hardly knew her mother. But on one of these visits, when Aurelia was about 6 or so, Shantel gave her a small toy bow. It was of course, supposed to distract her while Shantel and William spent their limited time together. It did more than that.

    Aurelia loved that thing. It was nothing like a real bow, but she took it everywhere. With her father hunting, farming,bro school. It got to the point that William decided he should teach her to use it. Yes, it was a toy. But it still worked. William set up bottles as targets, making her practice arrows while Aurelia watched over his shoulder. Every evening, for maybe an hour or so, he'd show her how to use a bow. If you're expecting her to become and orphan in some tragic way at such a young age, you'll be disappointed. Life in a small town like Antiva falls into routine even if you don't want it to. In fact, the first major hurdle of her life would be when Aurelia was 10. Unknown to the citizens of Antiva, the main well they used for their water supply was tainted. As was their portion of the river, an outbreak of cholera ran through the town. Aurelia was among those affected by it.

    Confined to her bed, William who was also ill, did his best to care for her. Most of the children in Antiva fell sick, and desperate for help, the citizens reached out to a number of different people. At first a cleric, who, after two weeks of payment and empty promises, skipped town. They learned he was a fake. Next, a team of doctors who attempted to make a cure for what was going on. They succeeded somewhat, but their cure only helped with their symptoms. Antiva was getting desperate, there had been three deaths overall. And after contacting the military for help and getting nothing in response, the people of Antiva had lost hope. Until help came barreling into one of the orchards on a bear. Specifically, stuck to the bear. An adventurer named Sir Reginald Afton was in the area hunting a great bear and had unintentionally landed in Antiva. He expected a place he could re-supply before leaving to get his reward. Instead, they wanted him to leave as soon as possible, only giving him a brief explanation as to why.

    Sir Reginald didn't much explanation, and before anyone could stop him, this insane man stripped out of his armor and went diving into the river. It took him a few hours, but he eventually found the source of the infection, and from just a little up river, he pulled three bodies. They looked like they had been killed and dumped there, though the culprits were definitely an unknown. Bandits were the most likely reason...anyway, he'd next check the well. From there he pulled a few different plants and a a few rats. He could have left them. He could have just apologized for the bear and left them to their fates. But he didn't. Sir Reginald put his own bounty on hold for a few days in order to help the citizens of Antiva, and one of the lucky few who got to meet him was Aurelia. By the time Reginald had shown up, William's own symptoms had progressed to the point he found it difficult to do more than was necessary to keep them both alive. So they were part of the few that Reginald helped directly. As he did, he would tell the young Aurelia stories about his adventures, and she hung onto every word. Aurelia would recover before her father did, but for a while was left reliant on a mixture of immune boosting herbs and a lot of rest. Sir Reginald moved on eventually, but he would forever be a hero in Antiva.

    Shortly after the cholera crisis, Shantel was finally able to make it back to Antiva, and only then learned of what had happened. William was still suffering from the after math of the illness, so Aurelia had taken it upon herself to keep up the small farm and hunting that allowed them to live. It seemed to be an...awakening to the elf. Shantel had almost lost her husband and daughter...she was suddenly once again coming to visit once a month. William had his suspicions as to why, but Aurelia couldn't be happier. Going from maybe four visits a year to twelve? Who wouldn't want that? Shantel would expand Aurelia's education, at least she would try, with a more noble etiquette, and she would attempt to teach Aurelia elvish. But the girl only picked up on a few phrases. And Shantel's attempt to get her to be more...refined... didn't stick well either. So once again, Aurelia's life would fall into a routine. It wasn't a bad thing, but life in Antiva was simple. Easy. Not much happened there.

    At 15, Shantel arrived in Antiva much earlier than than William and Aurelia expected. Shantel had a few surprises for Aurelia. The first of which, was that Aurelia had reached a special milestone in elven culture. Despite their long lives, at the age of 15, elves would receive their first tattoos in Cyenhona. The thought excited Aurelia...until she learned William couldn't come too. He had to maintain their small farm, and Shantel explained that Cyenhona was sacred ground. Humans we're allowed. But Shantel promised that Aurelia would be home before they knew it. So the young girl packed up what she needed and said goodbye to her father. And for the first time in her life, left Antiva. It only took a few days to reach Eve Thelmar, and Aurelia thought it was breath taking. Tall tree with golden leaves as far as the eye could see, flower and plants she had never seen before, ethereal creatures Aurelia could hardly take her eyes off. Once they had crossed the border, Shantel informed Aurelia that they had two stops to make before Cyenhona. But she wouldn't bell her daughter where they were going.

    Their first stop ended up being Alvahil. It was a long trek, taking almost a week and three days with mounts. Aurelia was kept in the dark the entire time, it was her birthday surprise after all. When they arrived, Aurelia was finally let in the fact Shantel was buying her a mount. Her options as a Half-Elf we're limited of course, Aurelia would be unable to bond with a Roc or Shedu. But that didn't matter. Aurelia was brought to a new litter of pups who had just finished their training. And she was immediately drawn to one of them. A small pup with dark fur being ignored by it's siblings immediately ran to her side. He tipped a few times, nuzzling against her leg... Aurelia immediately fell in love with him. He was the smallest of his litter, but she didn't care. Him being a 'runt' would mean he would likely have been ignored by the elves looking for mounts to bond with, so he was sold to Shantel and Aurelia for half what they would normally pay. Once he was registered, and Aurelia had his papers in hand, they were off to their second location. Toumur.

    Once again, Aureli was kept in the dark about their final destination, using the four day trip to bond with Magni, her new best friend. But the closer they got to Toumur, the more Aurelia noticed the trees were changing. But still, as they reached the city Shantel wouldn't tell her what was going on until they reached one of bowyers. Shantel, in preparation, had put in an order for a custom break down bow made of White Elderwood. Aurelia would be given a two hour class on how to care for her bow, how to make arrows, and what to do if the bow ever needed repairs. But if she listened to the care guide, that wouldn't be needed for years. Aurelia would also be given an hour to get use to her new bow there in Toumur so any adjustments needed could be made before they would finally move on to the final stop in their trip. Which would turn out to be harder one. Cyenhona.

    Aurelia was aware that Half-Elves such as herself were not welcome everywhere. But the reality didn't dawn on her completely until they had reached Cyenhona. In the entire place, there was only one artist who was willing to work on half-elves. And Shantel...hid her appearance. Aurelia heard elven words she had never heard before, obviously slurs. Some weren't so secretive, spitting toward them as she passed. A part of her wanted to leave, but Shantel wouldn't allow that. The artist they were seeing was hidden in one of the deeper parts of Cyenhona, tucked away in a little shack. Aurelia would be asked a few questions about her life, what she wanted. And her first thought was to get her mother's family crest. It was apperantly a common practice. But Shantel flat our refused. Her father didn't have a family crest...so Aurelia decided to get a wolf in honor of her new companion Magni. On her arm, after a four hour session, Aurelia had a swirling minimalist elven design wolf tattoo. After paying, Shantel and Aurelia left Cyenhona as fast as possible. So, after about a month of traveling, Aurelia would return home to and Antiva with her gifts and a new outlook. An outlook that would quench her thirst of adventure.

    Over the next five years, Aurelia nwould once again fall into the routine of her youth. Hunting with her father, maintaining the farm, practicing with her bow. Of course, with Magni around, things were a little more interesting. He made a great hunting companion and guard wolf for her and her father. And the big softly would be a favorite in Antiva, befriending the locals in one way or another. Aurelia and her father began to branch out as well, adding fishing and whittling to their skills. Aurelia didn't care much about fishing. She learned how since it was definitely a valuable skill, but she grew fond of whittling. Making small charms of various animals, she'd sell them for cheap for extra pocket change. She began to help in the Orchards as well, growing too old for school, she would learn how to bake simple things, how to properly smoke meat. Aurelia was gearing up for a simple life there in Antiva. And she was fine with that. But one day, shortly after she turned 20, Aurelia returned from an early morning run into the fields with Magni to discover her father was gone. Not dead. He didn't leave for the store either, Aurelia checked. He was just...gone. It didn't appear that any of his belongings were missing, there was also no note...Aurelia assumed he had maybe gone hunting, and decided to just continue with her duties for the day.

    She did that for three months. Aurelia had grown increasingly worried, going out into the woods everyday to search for him, she had those working in the orchards to comb it for his body. But nobody knew anything. There was a rumor that he abandoned her. THere was a rumor Shantel had come to get him in the middle of the night. There was a rumor that the royal military had come to take him for speaking out against the king. Aurelia didn't know if anything of it was true, but after three months, she was confident William was no longer in Antiva. So she began and campaign, looking for someone to be a guide, to help her travel outside of Antiva. None of the locals seemed to want to help in spite of liking Aurelia. So what a stroke of luck it was that she met the one and only, Roman Durant. He listened to her story, to her plea. And he agreed to help Aurelia. The girl had a few things to handle there, asking a family friend to watch over her home before she packed up her belongings...and headed out of Antiva.

    The past two years have been an adventure. They've traveled from city to city looking for clues, but at the same time, acting as swords for hire. They've done everything from ruin diving to goblin hunting, to calming a heart-broken griffon. Which was not easy, by the way. They've made a name for themselves as a competent duo, and Aurelia knows that only more adventure awaits them. And she can't wait.

    PHYSICAL
    Appearance
    :
    Aurelia stands at 5'6", weighs around 137lbs, and has a neat hourglass figure. Her hair is almost white, and wavy. Aurelia's eyes are a greenish-blue color, and her eyebrows are a slightly darker blonde than her hair. It falls just below her shoulders and is often kept up in a pony tail. She never learned elven styles, and a pony tail is just practical. She doesn't have many scars that are our of the ordinary for someone who climbed trees a lot as a kid. And her hands are soft, but calloused from her years of using a bow.

    On her upper left arm, there's an elegant, twisting elven tattoo design that looks like a wolf. Aurelia is also a bit colder than other people thanks to her being part snow elf.
    Weapons & Armor:
    • Armor: Aurelia doesn't wear a lot when it comes to armor. On top of her regular clothes, she wears a thick sash which lays under a leather belt. She has a pair of hardened leather bracers with iron details for extra protection. Her boots came from the same set. To protect her fingers while using her bow she wears some modified fingerless cotton gloves. She also wears a harness of sorts which holds her quiver and bow when it's not in use.
    • Weapons-
      • Elven Breakdown Bow: A bow of elvish craft and design straight from Eve Thelmar. Made of a combination of ash and elder wood, her bow is almost white in color and inlayed with small crystals. They don't do much but look pretty. It also has a high draw weight which makes it harder to use, especially if you aren't trained in Archery.
      • Iron Daggers - Two simple, double edged iron daggers with hard wood, leather wrapped handles. She keeps them on her belt.
      • Steel throwing knives - Small double edged blades that Aurelia keeps in a special pouch. She has five of them, one of which doesn't match the others exactly because she lost on of her original set
    Items & Personal Belongings:
    • Small Rucksack: A worn leather rucksack that still smells vaguely like her father's tobacco. Inside are two changes of clothes, her soap, a few days worth of rations, a map, a thin bedroll, her rune crafting kit.
    • Water Skin: Kept on her belt
    • 10ft of thin rope
    • A small pot and pan attached to the outside of he rucksack
    • A portable anvil and hammer, also on the outside of her rucksack
    • Treats for Magni
    • An elven necklace her mother left behind
    • A sharpening stone and fire starter
    • A collection of practical runes that have a variety of useful effect for every day life.
    • Magni - Not and item, or a belonging, but he's very important to Aurelia. A 7'1" tall, dark grey, Dire Wolf mount who is also her best friend. He's highly intelligent, and a sweetheart to most people. But he's also extremely deadly. He likes to talk shit.
    Skills & Abilities:
    • Archery - Trained from a young age, Aurelia is a crack shot. She's incredibly skills with an bow, and of course uses it as her primary weapon. She isn't a master, but she's definitely a threat.
    • Knife Throwing/General stabbing - Aurelia carried a few knives on her person at all times. Two daggers, a serrated blade, and a small set of three flat knives. She uses them all in various ways but in combat, she uses them as a secondary projectile and her primary melee weapon when needed.
    • Rune Crafting - After much trial and error, Aurelia is capable of crafting a number of support runes and a few combat based runes and is always trying to learn how to make more.
    • Hunting - Aurelia needs to survive and hunting is a huge help. She typically hunt small game with either her bow or snare traps.
    • Hand to Hand combat - She's no expert, but Aurelia knows enough about how to fight barehanded. Not that she has to often, but it's still good to know. Aurelia also fights dirty. Because you're either honorable or you die.
    • Mounted Archery - Archery but moving!
    • Basic Blacksmithing - She knows enough to repair her weapons and make arrow heads.
    • Cooking - Roman can't do it. He likes it. And he likes to think he can cook. But he can't. Aurelia knows how to cook a range of different foods, and learned when she was younger because like Roman, her father wasn't good at it either
    Spells & Magic:
    • Bestial Speak (Passive): Aurelia's elven passive ability allows her to speak to forest and plain creatures. Aurelia can at this point, speak to small to midsized creatures ranging from things like squirrels to wolves. She struggles to communicate with larger creatures, only having very few successes so far. She also struggles to speak to creatures that original from the icy areas of Astoria. No, she cannot understand yetis.
    • Ice Creation: Aurelia can create and form ice into a number of simple constructs such as spikes, shields, and clubs. Those aren't the limit to what she can create, but for now, Aurelia can't create anything with too much detail.
    Weaknesses:
    - Naive: Aurelia spent most of her life in Antiva. It's a tight knit community and while there is no shortage of travelers, Aurelia hasn't left much. She's only been on the road for 2 years after all.
    - Limited Nobility Knowledge: Living in Antiva, the most noble people are just the ones who pass through. Aurelia knows who the rulers are, and she can spot the nobles. But passing as one of them would be really difficult for her.
    - Allergies: Aurelia can't eat tomato, and getting stung by bees and wasps makes her a bit sick. This also isn't exactly an allergy, but she's somewhat heat intolerant and will get sick if she gets too hot.
    - She's terrified of drowning and large boats. Aurelia is also terrified by the idea of getting trapped in caves or old ruins.

    FLUFF (Optional)
    Hobbies:
    • Whittling
    • Climbing trees
    • Making arrows
    • Hunting with Magni
    • Exploring ruins
    • Making Runes
    Favorites:
    • Her favorite town is her hometown, Antiva.
    • She loves Elven soap, she always has two bars of honeysuckle and yuzu
    • Her favorite weapon is of course her bow
    • Her mount, Magni, the giant dark dire-wolf always with her is of course, her favorite animal
    Quote\s: (Notable things that the character has said, that may show off their personality or speech type.)
    Theme:

 
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Name: Alixaviah of Roalon
Aliases: Red Maiden, Bulette Breaker, Hero of Giltergash Mine, Roalon Guard Captain, Viah
Age: 29
Gender: Female
Race: Human
Hometown: Roalon
Class: Fighter

PERSONAL
Sexuality
: Bisexual
High Concept: Fiercely loyal with an iron will.
Religion: Non Religious/ Undetermined
Backstory: discovered floating down the Galley River in a small wooden rowboat near the mining city of Roalon as a child with no memory of where she came from, Alixaviah knew only her name. Soon she was taken in by a strick but not unkind middle class couple living in the city. Her foster father worked the mines and her mother stayed home to chore and take care of young Viah until she was old enough to work with the other children sorting gems. Once she had been with with her new family for 12 years, she began to work in the mine with her father. Even as young as she was, Alixaviah was already standing as tall as most men, and she developed quite a muscular physique working in the gold mines. One day a Bulette attacked the group of miners Alixaviah was in, and she fought it off with a pickaxe, allowing the others to escape and making her a local hero. Not long after she was made a Roalon City guard where she spent the next few years working her way up the ranks until she became the captain.

PHYSICAL
Appearance
:
677b63969afdf9d1f17d092d1cbed5b8.jpg
Hieght: 7ft. 3 in.
Weight: 252 Lbs
Hair Color: Red
Eye Color: Green
Further Description: Alixaviah is a Tall and broad shouldered woman with muscles from her time spent working the Giltergash mines in her younger years, and covered in scars from her famous battle with a Bulette
Weapons & Armor: Generally carrying a basic Roalon made longsword at her hip, and wielding a spear with a haft long enough to accommodate her height when on duty. She has been known to practice with a bow as well though though generally doesn't carry one with her. Her armor consists of a chain vest and gambason with metal pauldrons.
Items & Personal Belongings: Due to her height, Viah has to get around using a horse drawn chariot instead of actually riding the horse. To this end she owns a basic wooden chariot painted black and lined with steel.
Skills & Abilities: General weapons skill, item value appraisal, Chariot riding, basic sewing, rudimentary field first aid
Spells & Magic:
Tremor- causes the ground around the caster to shake violently in a thirty foot radius

Manipulate Earth - Caster is able to manipulate the earth itself to make inanimate constructs such as walls in exchange for a large sum of mana

Wreath of Fire - When active, this spell cloaks the user in burning flames that will even begin to burn the caster with extended use

Weaknesses: Self conscious about her height. Bothered by her lack of knowledge on her own origin. Incapable of fitting into some spaces. Unable to properly ride a horse.

FLUFF: Due to her size and mysterious origin, many in Roalon believe Alixaviah to have giants somewhere among her ancestors.
Hobbies: Working out, mantanance on her gear, nature walks, drinking at a tavern
Favorites: Ale, Mead, Pork, Potatoes, Emeralds, the color green
Quote\s: There are many things that I do not know. I have no clue where I come from, I have no knowledge for how to forge... But I at least know I can beat you."
Theme:
 
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BASIC INFORMATION
Name
:
Arcturus De'Rune
Aliases:
The Thelmarian Dark Elf, Arc, Archimedes Mairdieu
Age:
33
Gender:
Male
Race:
Elf
Hometown:
Amaranthinos
Class:
Dark Mage

PERSONAL
Sexuality
:
Bisexual
High Concept:
Well-read, eccentric dark wizard claims death is meaningless and proves it.
Religion:
Atheist
Backstory:
The fact that Arcturus survived to the age of three is a miracle in and of itself. A premature birth, near asphyxiation, constant illness and other health problems, and one skittish horse that almost bucked him when he was two very nearly killed him. The horse had tried to eat him instead for god knows what reason, a two-year-old doesn't seem very appetizing, they kind of smell really. That may have kicked off his fear of equines, actually. He couldn't look at a pony without crying until he was six. That's beside the point though, and the point is that he should really count his lucky stars that he survived childhood.

Arcturus was the spare heir. The spare's-spare. The spare's-spare's-spare's-spare, plus a couple more spares. The De'Runes were the upper crust of the Elven nobility, and they had a very limited number of shits to give for people, so they reserved them specifically for the few they saw as important to be worth their time. This extended to family. With eight sons and one daughter, they had to pick and choose their favorites based on how well they lived up to the family name. Arcturus, youngest of the eight, never stood a chance. His only real purpose to serve the family was to carry on the bloodline on the off chance all seven of his brothers died in a freak accident. (His sister had it even worse, poor girl. He was happy to hear she married out of nobility and became a healer somewhere in Terberis).

He was ill most of his childhood as well, stopping him from getting the barest form of recognition by getting an apprenticeship. He was the only child born from his mother's second marriage as well, to a wealthy dark elf from the coasts. Being the only dark elf in his family of snow elves ostracized him, stemming the growth of his relationships with his siblings in his childhood. Left alone in his room most of the time, his only visitors being physicians and surgeons, he took to studying if just to burn some time.

He took surprisingly well to it. Textbooks were finished in a few hours, alchemy and rune supplies were ordered for him to dabble with, and when he was healthy enough he'd practice basic spells in the yard. Then things started looking bleak. In his late teens, Arcturus' health declined even more rapidly. At some point, the physicians just couldn't understand how to help him.

Well, funny story, actually, one of his doctors stopped trying to categorize the symptoms under known illnesses, so they just listed the symptoms under Arcturus' name, and the next doctor completely misinterpreted the previous' notes, and well-

The point is, Arcturus unwittingly had a terminal illness named after him. Flattering, but not exactly the legacy he wanted. Coincidentally, that was also how he realized he had a terminal illness in the first place. His doctors didn't know what was wrong with him, he'd go into coughing fits at random, nearly choking on the very air he breathed, and nothing they could do could stop it. Eventually, they just marked him down as terminal and told his family to get his affairs in order.

Arcturus had unfinished business though, too much spite to die just yet, so he refused to buy the farm that early.

As soon as he got the bad news, he set to work learning the less than savory spell types. It was hard just getting the reading material for dark magic, harder yet to keep his practices under wraps. Arcturus found out the hard way that blood sacrifices don't work really as well as you'd think they would, not even your own blood. He was desperate, sue him. But, using some frowned-upon techniques, he was able to stem his symptoms and return enough strength to his body to have an actual chance at surviving his illness if he just found a cure.

So, he disappeared in the night, taking family valuables to fund his half-baked, idiotic plan. The getaway hadn't been so clean, a guard or two tried to ask him what he was doing leaving the estate, and, well, they had to be dealt with. He was being extraordinarily gentle with his shadows, but apparently, the guards hadn't seen it that way. All they'd seen was a black abyss swallowing them for a good fortnight or so, blocking all senses and any chance of escape before kicking them back out, scared and alone.

He's still not sure how he did that.

Point is, the public didn't take kindly to his actions. A dark elf, doing dark magic, the magic they were perfected to cast since birth? Preposterous. Apparently, that isn't socially acceptable in Eve Thelmar. So, before he'd known it, his family had disowned him, his reputation was in tatters, and superstitious peasants were ready to stick his head on a spike.

He disappeared off the face of the Earth after that, only popping up in reports about witchcraft and dark magic which did nothing to help his reputation. He only became a known name when he popped back up when he was twenty-two, surprisingly healthy and energetic for who should've been a terminal patient. It was at this point that he and the law began to really disagree.

See, sometimes Arcturus and town guards get into misunderstandings. Sometimes he got reckless performing a spell, sometimes a new rune would backfire, and sometimes he'd just get bored and everything would get out of hand and because of that the guards just couldn't understand the fact that he wasn't directly responsible for the undead dwarves eating through the granaries. Usually, this would result in a warrant for his arrest, which would quickly be followed by Arcturus' tried and true response of "I'd like to see you try". Moral of the story, he's never allowed back In Grayport, ever again.

His reputation only grew worse the more he meddled with dark magic, and the wider he traveled the worse of an impression he gave. It wasn't so bad though. He met Ozmintj'breu, affectionately dubbed Ozzy for simplicity's sake. A human lycanthrope hailing from the farthest North man can reach, Ozzy owes Arcturus a life debt that he's been gaining interest in ever since. Ozzy acted as a much-needed realist to ground Arcturus and handle social interactions, something Arcturus can barely function without. Well, he could function without Ozzy, but his definition of the word is a lot less socially acceptable than Ozzy's.

Nowadays, Arcturus hops from one city to another, dodging guards and warrants while perfecting his "Art". Ozzy says he "Accidentally" became a dark wizard, but Arcturus says it was purely intentional. If so, then he's just about the most cheerful dark wizard you'll ever meet.

PHYSICAL
Appearance
:
Arcturus looks mental on a good day. Heavy bags under each eye, wild, unruly black hair, pale skin, and the beginnings of stubble on his chin. His hair is long for a man's, reaching almost all the way down his neck. It's fluffy as well, making it look like he has a giant, curly head of hair. It's easy to grab, which is a problem, but his hair constantly grows back to the same length. It's annoying constantly cutting it off, so he's decided to just leave it be and keep it in check by using headbands and hoods.

His complexion and sunken eyes don't help his image. Given the right, or wrong in this case, lighting, he almost looks like a walking corpse. He'd generally look foreboding if he didn't smile as often or had a light in his eyes. Sometimes, the light in his eyes and his smiles don't do him any favors either because he can take on an almost manic glint when his experimentation has sparked his excitement.

He dresses in neutral colors often, usually in blacks and greys, but keeps enough color in the form of white, yellow, and blue to make sure he doesn't look too stereotypical. He uses robes and coats most often, in good condition or not, with coat-tails reaching to his feet and most often a hood attached. His chest and belt are little with pouches and holsters for vials, books, ingredients, scrolls, anything he needs that he can pick out at an instant. He travels with a lightweight travel pack, simple in design, filled with food, water, maps, basic survival equipment. He leaves the pack behind whenever he can and comes back for it later.
Weapons & Armor:
Runes & Potions: Arcturus uses a wide variety of runes and alchemical potions during combat. Ranging from explosive runes to a crude form of corrosive acid, he simply chucks his creations at the enemy and sees what works.
Dagger: He might not be well versed in which part of the body is best to stab, but he is good at driving the blade in. The dagger is inornate, completely replaceable.
Items & Personal Belongings:
Books, alchemy supplies, and a varied collection of runes. His belt is cluttered with pouches and his small travel pack is almost always filled to the brim. He wears a plethora of necklaces and bracelets at any given time, cluttering his neck and wrists with accessories that are supposed to be magical. He's not sure which works and which doesn't, so he just wears them all. He also has a pocket full of bird feed at all times.
Skills & Abilities:
Alchemy: Arcturus can make just about any potion given the right ingredients.
Rune magic: Arcturus is very experienced with using and making runes.
Surgery: The non-magical kind of healing, Arcturus knows how to keep someone alive with medical practices and potions until someone better equipped can help.
Spells & Magic:
Illusions: Able to cast temporary illusions to hide in plain sight or just to mess with people. The bigger the illusion the harder it is to maintain and sometimes people with strong mental fortitude sees past them anyway. Only small illusions like changing colors are sure to work.
Shadow manipulation: The ability to manipulate darkness and give them a semi-solid, almost tangible form. He can use the ability to hide himself or others, grab objects, and create tricks of the light. Easily his most general-use ability.
Necromancy: The ability to grab souls from the great beyond and tether them back to the mortal coil they left behind. Usually requires unbroken concentration to complete the spell, sometimes a ritual.
Seance: The ability to speak to the dead. Sometimes, the presence of the spirit is strong enough to be spoken to clearly and easily. Other times, the process requires a ritual, and even then the spirit can barely be communicated with.
Weaknesses:
-Fear of fire: Wave a torch in front of him and he becomes almost comically horrified.
-Fear of deep water: Refuses to cross bodies of water, even by ship, unless he absolutely has to.
-Lack of training: Lacks any kind of formal training with hand-to-hand, sword-fighting, or bowmanship.
-An irrational fear of unicorns: He claims it's "Perfectly rational".

FLUFF
Hobbies
:
Alchemy
Rune experimentation
Reading
Cooking
Studying
Keeping journals of events, his studies, and anything he finds interesting
Favorites:
His favorite runes are the explosive variety
His favorite potion is a type of red acid he invented
His favorite books are thick, boring textbooks that way close to 10 pounds
His favorite bird is the crow
Quotes:
"I can do whatever the hell I want! I'm eccentric!"
Theme:
I think this embodies the spirit of adventure
 
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Age:
At least 200 years old

Gender:
Female

Race:
Elderwood Nymph

Hometown:
The wilderness
Class:
Ranger

PERSONAL
Sexuality:
Pansexual

High Concept:
A very proud yet unsociable somewhat deity who is more connected to the earth and animals than humans and can turn into an abnormally tall Elder tree.

Religion:
That is for humans.

Backstory:
Apples, due to her age, does not remember much about her past. She does remember that there were a lot more Elderwood nymphs at one point. She lived in a tribe of them at one point. For reasons still unknown to her, she had been put into a deep sleep as a tree, having only woken up in the last couple of years, only to learn that her race of nymphs is almost extinct. Since then she has lived primarily alone in the wild as a hermit, but with the ever expanding human world encroaching on the forest, she has recently decided that, for her own sake she might as well try and adjust. Dragging her heels the whole time, but still it is the thought that counts, right?
PHYSICAL
Weapons & Armor:
Apples carries a staff which she uses for protection.

Items & Personal Belongings:
All Apples owns in terms of belongings is her staff (which is actually one of her arms)

Skills & Abilities:
Intimidation- Her height and imposing stance works well to intimidate people.
No need to eat- Apples gets her energy via photosynthesis and as long as she is in contact with light, she will retain her strength.
A great understanding of plants and animals- Having spent much of her life in the wild, Apples is very in-tune with nature and is sensitive to changes in the air and envirnoment.

Spells & Magic:
Transfiguration- Apples has the ability to turn into a 25ft Elder tree, retaining her sentience and having the ability to pick up and throw things with her branches despite being unable to move.
Earth bending- Apples can manipulate the earth to her whim, but becomes exhausted if this ability is overused.

Weaknesses:
Darkness- As Apples gets her energy from the sun, too much time spent in the dark causes her to have the same symptoms as hunger to a human which causes her to lose her power.
Fire- Apples is deathly afraid of fire and refuses to engage with it.
Smoke- She can become sick if exposed to smoggy air for too long.

Lack of social skills- living in the wild for as long as she has, Apples is not versed in normal human customs.

FLUFF
Hobbies:
Sleeping- Apples sleeps a lot throughout the day and tends to be more active during the night.
Travelling- She has spent a long time on the move and really enjoys seeing new places, not involving humans though.

Favourites:
Food- She does not know it yet given how she's never eaten before, but she LOVES cake.
Weapon- Her staff, but she does like to use the saplings that grow on her lower legs to freak people out.
Location- The forest.
Animal- Deer and wolves, but likes robin redbreasts especially.
Season- Summer, days are long giving her plenty of nourishment. Winter, not so much.

Quotes:
"I always thought that humans were dumb. And you showed me.... that you are inhumanely dumb."
"Now go away or I shall taunt you a second time."
"My dear old steer, go spread your pat elsewhere."

Theme:
 
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Name: Alaric Hayden
Aliases: Spellsword
Age: 28
Gender: Male
Race: Human
Hometown: Terberis, ( Reaycaster during his time at the magical academy)
Class: Mage Knight

PERSONAL
Sexuality: Heterosexual
High Concept: Peace Loving Swordsman who will jump in to help those in need.
Religion: Follows Gadiel, Angel of riches and good fortune in addition to Enone.

Backstory:
Alaric was second born to a loving mother and father who existed within the noble class of the Empire of Liomura. His Warrior class father, Han, married into his Noble class mother, Sophie's, family after proving himself to her family by not only being good with a sword, but also showing that he had brains to boot too. Alaric's childhood involved book lessons on technology of the empire followed by sword lessons by his father. His older brother Jacob wondered why Alaric was wasting his time with swordsmanship when he could simply just let the hired help deal with any problems that arose. Naturally, Alaric and Jacob didn't always see eye to eye on things, but they both agreed on one thing, protecting their baby sister from any untoward advancements. One day Alaric and his father were sparing when his father suddenly got the upper hand during one of their mock fights. Instinctively Alaric placed his hand on the flat end of his blade and it began to glow causing his father to immediately stop fighting and ask Alaric what had happened. Alaric was confused and didnt understand what had just happened so the two of them went to the Hayden Patriarch, Joshua, and asked him about it. Joshua revealed that his own father had the capacity for magic, but the gift did not manifest itself in Joshua much to his chagrin. He also offered to bankroll his grandson's studies at the Lucien Magical Academy to see if Alaric had inherited his great-grandfather's magical gifts fully. Sophie was both awestruck at Alaric's sudden magical abilities, but also despondent that she would not be able to see him very often during the typical 12 years it took for academy training.

During his 12 years at the Magical Academy Alaric discovered that he had the capacity to use the typical four elemental magics and even had the capacity to harness light/divine magic. No matter how hard he tried Alaric could not manifest light/divine magic much to his disappointment. Still, Alaric focused on Fire, Earth, and Lightning magic despite having difficulty with Air magic. Alaric also eschewed water magic completely not seeing the usefulness of it in his fighting style. Once his studies concluded, he received his mark and went back home, but felt the wanderlust of adventure overtake him.

PHYSICAL
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On the back of his right hand is an arrowhead birthmark, tip pointing towards his fingers. It was common in his father's line and it signified a warrior's hand. His older brother did not receive it at birth, but Alaric did. He tends to keep it covered half of the time.


Weapons & Armor:

Longsword- Alaric's traditional weapon he uses in combat
Two Iron daggers- Alaric keeps these on his belt and doesn't typically use them for anything other than survival skills.
Steel chestplate- Joshua spent a good deal of money getting this for Alaric upon his graduation from the academy and his turned a few blows here and there.

Items & Personal Belongings: (Any other items that the character has, or belong to them.)
Medicine Kit,
Whetstone,
Rations,
Coins,
Travel Gear,
Hayden signet ring hidden in his belongings
Lucien Magical Academy Sigil,
Waterskin,
Rucksack to carry most items.



Skills & Abilities:

Bartering- Can usually talk down a price

Swordsmanship- Taught by his father, Alaric is a good sword fighter and it has helped him out in more situations than he cares to admit to his mother.

Surviving and Hunting- Han taught his son how to not starve in the wilderness and what naturally grown foods are edible as well as what the best wild animals to hunt are. He is far from a master at it, but he is competent enough to survive.

Nobility- Having walked among nobility from a very young age, Alaric understands the nobility way of thinking and can anticipate when a favor or request is about to be asked. He also can attempt to try to seek an audience with other nobles, but this often doesn't succeed.

Spells & Magic: Fire, Earth and Lightning affinity.

Fire magic- Alaric's Offensive spell set which involves the ability to send fire at his foes and coat his blade in fire.

Earth Magic- Alaric's Defensive spell set which involves the ability to shape the terrain around him to give him a slight advantage in fights.

Lighting Magic- More often than not, Alaric panic casts this type of magic if he is backed into a corner and it can either help or hinder him. This only typically results in bolts of lightning shooting from his fingers, coating his sword in lightning, or having it explode in his face.

Weaknesses: Alaric tends to trust once he *thinks* hes understood someone and it has backfired on him severely in the past. He also has trouble seeing members of the opposite sex as anything more than comrades. There HAVE been instances of him breaking through his problem, but they are far and few between. Casting lightning magic tends to do one of two things; the spell succeeds and the effect is cast successfully or the spell blows up in his face *literally*

FLUFF (Optional)
Hobbies: Fishing, Wood crafting, Sword Training, Hunting, Exploring,
Favorites: Alcohol, Sweets, and Meat.
Quote: "You've crossed a line that should not be crossed!"
 
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BASIC INFORMATION
Name
: Aloi Navi
Aliases: Mouse, Borrower, Brownie
Age: 28
Gender: Male
Race: Faye
Hometown: Reaycaster
Class: The Swashbuckler/The Scholar

PERSONAL
Sexuality
: Heterosexual
High Concept: Faye Mouse who practices the sword and uses scholarly understanding and magic to weaken enemies or strengthen himself.
Religion: Mixed worship of Pholomos and Xyra.
Backstory:
Aloi is a Faye in the shape of a bipedal mouse. His family existed for generations in the walls of Lucien Magical Academy, staying out of sight of the humans practicing their magic. Those who tolerated their presence often left gifts out in exchange for aid in maintaining various areas of the academy. It is in the nature of his family to aid those who need it. Aloi himself often found himself exploring the library, dashing between shelves and often picking up and returning misplaced books. When it was especially quiet, he would spend a lot of his free time reading the books he could safely access. Often times they were informational, types of creatures, their abilities and skills.

He listened to students tell stories of adventures out in the world, often second hand and blown way out of proportion, but they were enjoyable. Sword fighting pirates, magic slinging wizards, it was all so...exceptional. In-between reading books, and tidying up the library, he also found time to observe the lessons, testing out his own magical capabilities as well as practicing sword play with a needle he found.

As the years went by, he became more proficient in magic, often finding time to sneak out and observe the Lord's guards practice swordsman ship, making small adjustments for his more lithe size. Magic wise, he didn't find much use for attack magic, spending most of his time around easily damaged materials restricted what he could safely practice. He tended towards Air and Natural magic types, as was typical of the Faye, though he also had a small affinity towards Light magic, typically geared towards buffing himself. In combination with his Air magic, he could increase his already impressive speed as well as his ability to leap large distances...for a creature his size. With Natural magic, he could charm animals in the city and use plants to get over tall places he couldn't leap over.

Eventually though his studies stalled as he'd read almost every book he could get his paws on and spent more than enough time to have been considered a graduate of the Academy...if a majority of those at the Academy knew he and his family were there.

He was not content to simply stay in and continue cleaning up and doing simple tasks. He wanted to improve his abilities with magic and the sword...and to get an actual sword for his size, not just use a discarded needle. So he set out to explore the world, to expand his knowledge and skills.

PHYSICAL
Appearance
:
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He's only about a foot tall.
Weapons & Armor:
Armor: Aloi doesn't wear armor, just simple clothing, relying on his speed to avoid attacks. He does hope to one day acquire magical armor light enough to wear with his fighting style.​
Weapons: Aloi only possesses the needle rapier he carries at his side, the hilt a craft of his own design. Other than that, he does have the naturally given claws of his.​
Items & Personal Belongings: A small bag of grass seeds he uses both as emergency rations and as a foci for his natural magic.
Skills & Abilities:
Fencing: Years of sword practice have gifted him with excellent precision when using his sword. His style is unusual as he is self taught but it is effective.​
Clothwork: Not all clothing is made for creatures of his stature. His ability to sew and create works of cloth such as clothing, packs, ect.​
Stealth: Spending years living among humans and attempting to avoid their notice has led to him being both stealthy and quick of feet.​
Bestiary: He's read more books on normal and magical creatures than most people have in a lifetime. He is a walking trove of knowledge on some of the lesser known creatures and always has fun tidbits about the more well known ones.​
Graceful: Small creature in a big world. He's naturally gifted at moving freely along more perilous routes.​
Spells & Magic: Primarily Air and Natural magic with a touch of Light.
Charm Beast: A spell designed to charm more aggressive animals to prevent them attacking him and even help him in times of need. Mostly used against wild cats.​
Growth: Plants respond well to magic and he uses it to overcome obstacles and entrap enemies. A single grass seed can be coaxed into becoming a tall climbable surface. A group of seeds can be used to entangle pursuers.​
Zephyr's Step: A spell to make him lighter and faster, like the wind passing through leaves.​
Zephyr's Dance: His understanding of Air and Light magic are combined to create a movement spell designed for highspeed maneuverability. It is the ultimate freedom spell.​
Weaknesses:
Self Taught: A lot of his skills and magic are self taught. He has no idea of his physical abilities are up to snuff and he may have glaring vulnerabilities that he hasn't noticed.​
Size: Aloi is small. Most creatures are big enough to kill him with a decent smack of their hand. At his size he is quite confident, against bigger threats it is almost always a fight for his life.​
Book Smart: Aloi is smart but most of his knowledge about the world was learned from books. He doesn't have much real world experience.​

FLUFF
Hobbies
:
Reading: Aloi loves to read more than anything. When he can get into a place with books, he loves to settle in and spend time reading.​
Practicing: He likes to keep his skills as sharp as he can and will often practice his swordplay or magic skills in his free time.​
Climbing: Being small, he sees everything from quite a low point and deeply enjoys it when he's up high and can see the world so small below him.​
Dancing: He's a mouse who enjoys the occasional dance, letting music flow through him.​
Favorites:
Books: He loves libraries in particular. Reminds him of home.​
Sweets: Who doesn't love something sweet? Cakes, fruits, chocolate!​
Squirrels: The are great companions and great mounts to travel across the forest.​
Quote\s: (Notable things that the character has said, that may show off their personality or speech type.)
Theme:

"If you are looking for tales, I'd suggest looking at these scars. Each one a story of survival and combat" Lithe pushed up his spectacles as he observed the multitude of scars along Torgath's arms "Arrow scars, Sword scars, is this one a battleaxe scar? Fascinating." there were many people around so it wasn't surprising that Lithe had just appeared as if from nowhere, though he'd apparently heard much of their conversation "As for the cannibal thing...I'd say given his size, he is more like a Goliath, the more 'savage' tribes are capable of many things the 'civilized' would consider immoral. From what I've read, they'll eat nearly anything to survive. There are even some Orc tribes that are the same way actually" he shook his head from his thoughts before addressing Torgath directly.

"I'd refrain from speaking about such things while here though. There are many people who'd see you clapped in irons for just mentioning it, less culturally minded folk anyway. Your age would be a far more interesting conversation though. I'm not as familiar with the healing magics of other lands and peoples, but it isn't too far outside the realm of possibility for a longevity spell or something of the like. Perhaps some form of rejuvenation?"

He seemed to realize something before blushing "Apologies, I barged into your conversation without properly introducing myself; Lithe Lethwith. Pronounced Leeth, but spelled Lithe" he chuckled "My parents had a deep love for alliteration, especially since it is family tradition. Their names were Loren and Lowrance if you can believe it"

He then actually looked at the Black Mage and blinked "I'd know that style of dress anywhere!" he laughed "I was once a White Mage myself, though the Order's restrictions on fighting was a bit stifling if I may say so. Considered taking on your vocation, but had no talent for it sadly" Lithe shrugged as if it really didn't mean much to him, he wasn't one to dwell on the things he couldn't do, just the things he could.

"And who is under the table?" his attention shifted once more, seeming to be an actual character trait and not just excitement "A Halfling! Quite a beautiful woman you are, if you don't mind me saying. Not a common sight, Halflings, but a welcome one"

Then he shifted once more into a different topic, though a far more relevant one "I must apologize once again. I've been talking non stop, a curse of mine unfortunately. My mother always said that one day I'd talk so much my tongue would get sick of it and try to leave me. It hasn't yet, though there have been the occasional sort who've actually tried to separate us. Ah...I'm doing it again."

Was he done? He was in a lull, that was probably the best time anyone was going to have before he started up again on some other topic.

Just a single post from an old roleplay. I'm quite proud of how chaotic it is. However, if you need something written new written on the spot, just let me know.
 
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BASIC INFORMATION
Name
: Enver Bronte
Aliases: The Baronet
Age: 28
Gender: Male
Race: Human
Hometown: Freyford
Class: Paladin

PERSONAL
Sexuality
: Bisexual
High Concept: A kindhearted noble aims to bring light to the darkest places, in the darkest times.
Religion: Agnostic
Backstory:
Of the original four Bronte siblings, only two survived beyond early childhood. Candelaria, the older sister, was raised to be next in line for her father's position as baron. Because of this, young baronet Enver had few responsibilities. To his father's chagrin, the boy lacked the conviction to become a knight. He also spent a lot of time around houses of worship (not all of it willingly), learning of religious doctrine and customs. Secretly, Enver found the idea of groveling to a god that may or may not answer the most desperate prayers revolting. Even more disgusting was his father's lack of concern for people below him; nobles were supposed to be closer to Enone, yet they did just as little, if not less. To him, they deserved a savior, someone to render aid when it was needed.

As Enver watched the many monster hunts from afar, he grew concerned with the lingering sense of dread. Thus, Enver devoted much time to learning light magic in hopes of helping ease the people's fears. He was accepted into Lucien Magical Academy at age 16. Over the years, he would develop into an ever-so-slightly above average healer. Currently, Enver is a fresh graduate. With his developing magic power, he swore an oath to himself, that he would fully realize his ideal of a world of life and light, free of terror.

Recent signs of aggression have Enver on-edge. He foresees no victory on any side, should King Sebastian wage war on other nations.

PHYSICAL
Appearance
:
Physically, Enver Bronte fits a common image of a human noble from an area without much sunlight. He has fair skin, medium-length blonde hair, blue eyes, and an overall well-maintained appearance. His height is nothing astounding, at 5’10. He has a certain glint in his eyes and overall mannerism that would suggest purpose; he doesn't stroll about idly as many baronets might. His clothing meets most nobles' expectations, boasting rich colors and fine materials.

Weapons & Armor:
  • Shillelagh - a four-foot carved blackthorn wood club. Its hollowed, knobbed head was filled with molten lead that hardened to create an effective bludgeon. The fine workmanship and Bronte family crest carving on the head indicates it was custom-made for him.
  • Bound sword - a well-decorated smallsword with loops on its crossguard and sheath. A red string prevents the weapon from being drawn under most circumstances.
  • Brass-plated armor - Solid steel protection decorated with brass applied via dangerous alchemical processes. It consists of a cuirass, pauldrons, vambraces, and greaves. A chain skirt protects his thighs and groin.
  • Heater shield - A medium-sized shield with the Bronte family crest on the front.
Items & Personal Belongings:
  • Sigil of Lucien Magic Academy - An indication of Enver's mastery over magic and graduation from the academy.
  • Foodstuffs - Dried meats, fruits, and cheeses. A waterskin is also packed with these items.
  • Fine clothes - Garments dyed a deep crimson with gold trim, along with black leather boots and gloves.
  • Signet ring - Yet another item bearing his family crest.
Skills & Abilities:
  • Religion - Worship of Enone was forced down his throat along with all the other noble customs and traditions.
  • Swordsmanship - Enver uses blades in dire situations. His performance with such weapons is unremarkable, but he can at least hold his own.
  • Insight - Enver has learned over the years to carefully scrutinize the body language and words of others.
  • Diplomacy - Speaking is something he was expected to do well, and so he achieved that much over the years.
Spells & Magic: Light/Divine
  • Cure - A standard light spell that heals others in the immediate vicinity. A circle of light appears at the caster's feet, indicating the spell is charging up before he projects the healing power to a target of his choosing. Enver seeks to later expand upon the spell to have greater effect, healing people in a sizable area.
  • Purify - A classic light spell with healing applications. It cleanses the body of mundane toxins, but further practice is required to remove curses or similar magical effects.
  • Purge - A combat spell currently in development, intended for use against demons and undead. Magic power is charged into the hand and unleashed upon grabbing or striking the desired foe. It has little effect on the living and it can't seem to transfer into a weapon yet.
Weaknesses:
  • Spell drawbacks - Casting a healing spell requires great focus, thus he is defenseless and needs someone to intercept would-be attackers. Light emanates around him, giving away his position and clearly indicating what he is doing.
  • Pampered - Enver has no actual combat or work experience. He is physically fit and fairly strong, but he lacks the know-how to perform some rather common tasks.
  • Nonviolence - Enver rarely draws his sword. The focus of his magic studies is healing, not harming; the only harmful spell he is crafting works primarily against creatures of the dark. He also holds back when striking with his shillelagh, opting to incapacitate rather than kill.
  • Range - Enver is not skilled in the use of bows, crossbows, and firearms. He'll have to get close if he wants to strike.
  • Identification - It's painfully obvious he is not a commoner; he has the looks and mannerisms of a noble, and his fancy gear and heraldry remove all doubt. Some common clothes and basic chainmail would do him much good. Worse yet, the jingling of his armor makes stealth difficult.

FLUFF
Hobbies
: Fencing, reading, silverpoint drawing
Favorites: Halamead, wine, blackthorn bushes, oil paintings, cake
Quote: "Trust not the nobleman engrossed in politics, for he has more angles than a row of demon's teeth."
 
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BASIC INFORMATION
Name
: Leo Donahue
Aliases: Lion (Bandit Nickname) Whirlwind (Mercenary Name)
Age: 25
Gender: Male
Race: Half-Elf
Hometown: Born in Grayport, Raised in Clearborne
Class: The Skirmisher/Outlaw

PERSONAL
Sexuality
: Heterosexual
High Concept: A deviant traveling his own path of justice.
Religion: Atheist
Backstory:
The accidental and unwanted product of a human prostitute and a shady, traveling elven noble was given the name Leo by his recently abandoned mother. Having to adapt to the single mother lifestyle quickly drove the previously care-free, fun-loving woman to become bitter and neglectful. Especially toward her bastard child. By the time the half-elf had turned eight; long, cold, hungry nights alone while his mother spent time with “clients,” had become the norm. Paired with the years of being forced to hide from strangers indoors and kept from going outside due to his heritage, the child started to dread the feeling of waking up from his restless night’s sleep.

It had been three days in a row since the young Leo had last seen his mother, and his hope for her return wasn’t high. This was the day Leo would do the unthinkable… and run away. Figuring anything would be better than wasting away indoors by himself, the dirty, messy haired half-elf grabbed his only belonging: a black and gold dagger with a curved tip,(presumably a weapon that had previously belonged to his elven father) and snuck out of the old, rotting house that he would refuse to call “home.”

He walked all through the afternoon and evening, leaving him outside the city of Grayport, alone, in the dead of night. Seeking any sort of shelter for the night, Leo found himself wandering into a crypt in the forest. Before he could find a satisfactory place to rest, the boy heard shuffling and chatter. His curious mind couldn’t help but cause him to stumble into what seemed like a market. Only a few steps into said market and Leo, even with a lack of experience, felt innate fear and anxiety as he realized he shouldn’t be there. Against his better judgement, the half-elf wandered deeper into the cove of shady figures, observing things the boy immediately recognized as magical occurring all around him. Absorbed in his exponentially expanding world, the strange looks and devious states he was receiving were completely unknown to the child. That was until he realized the most recent turn he made led to a dead end in the crypt and was mostly empty. Turning around to sneak back out, a cold feeling crawled it’s way up Leo’s spine in response to a gravelly voice calling out from a couple feet behind him. “Lost, Boy?!” A hooded, man wearing a dark cloak with two daggers at his hips called out with a rather grotesque smile on his face, causing Leo’s eyes to grow wide and his legs to tremble slightly. “That’s quite the weapon you have there… I’d love to see it.” Clutching the dagger by its grip and sheath, Leo felt like his heart was going to come out of his chest as he saw the man reach toward the only thing in this world he could call his. This moment felt like an eternity for the child, but a strange calmness overcame him in this time. With a split decision that Leo could never recall making, his left foot shot forward at the same time as his right hand… now holding the unsheathed dagger. The next time the half-elf blinked his knife was planted into the sketchy man’s throat. The assailant’s body fell to the ground as he clawed at the blade while the sounds of his attempts at breathing burned into Leo’s ears. Right before the shock could fully set in he saw more similarly dressed men enter the corridor from the edge of his vision. The child instinctively started moving back step after step as he got more and more overwhelmed. The anger from the group was almost palpable and quickly becoming the only thing the young Leo could focus on. Suddenly, the retreating child stumbled over himself and landed right on his bottom, using his arms to take the brunt of the fall. The hooded figures seemed to be waiting for something, but as quickly Leo had made the observation, the waiting was over. They shifted in an uncoordinated manner to make a path in-between them, allowing a man that appeared to be a giant to Leo to step through. Slowly the monstrous man approached the now deceased scoundrel and carefully bent over him, seemingly examining the body before grabbing the grip of the knife and removing it with a sickeningly wet sound. Just as carefully as he had bent over, he straightened himself back out and started to make his way closer to the boy who was now cowering behind his arms and looking away from his certain demise. Leo soon heard the footsteps of the brute stop directly in-front of him. One second passed. Then two. And three. Ten seconds went by before he noticed an uncertain mumbling coming from the group trapping him. Ten more seconds passed before Leo let his arms fall down to his sides and opening his eyes a sliver. The child was greeted by a older bald man wearing an even scarier grin than the one laying cold on the ground. Rather than getting ready to kill the child however, the potential leader of this group was holding the grip of the knife to the child. “If you want to survive kid, follow me.”

Years had came and went since Leo had joined Kane’s Bandit Gang. The once scared, helpless child was now 14 and able to handle himself in a fight due to the rigorous and brutal natural of the training Kane (the big oaf) did with the child. Even if it was draining and violent, the boy now knew not only how to use his dagger, but survive in the depths of this unfair world. The bandit life was drilled into Leo’s brain with every lesson and every job: “you earn what you can take.” This motto combined with the teen’s skills caused him to get overconfident… something he wouldn’t find out until it was too late.

After finally receiving his tattoos symbolizing his loyalty to the underworld of humanity and they life of a bandit, it was time for him to be a part of a big job. The gang had been hearing whispers from other groups who had been talking about big scores coming from a town north of us. A horse training town known as Clearborne. Excited to finally be making some real money, Leo retired to his makeshift tent just after dawn to rest up before the journey and keep his instincts sharp. Sunset signaled the beginning of the Kane Bandit Gang’s biggest score yet, as well as Leo’s true initiation.

The bandits arrived at the outskirts of Clearborne the next night, a few hours before dawn. Just enough for them to get their haul and make it out of there before people wake up. With their hoods and masks on, the bandits started to sneak their way into the sleeping town. The plan was for the initiates to make easy hits near the houses and on the streets while the veterans work to steal a whole herd of warhorses. It was an odd thing for bandits to go after, but Kane constantly spoke about a connection he had that would buy warhorses for an absurd amount per horse, and to a bandit, money is money. Leo followed Kane and the other veterans when the group started to brake off for their respective tasks. It took a couple minutes for them to run over to the stable they had planned to hit. When the group did finally arrive, you could see the gold coins in everyone’s eyes. Before us bandits was a pen holding at least 30 horses, all trained by the best in the kingdom.

Eventually the group got tired of staring and they started to take action. Some breaking into the stables and barns looking for horse whistles and other goodies. The others were working on getting the horses out of the pen. Leo chose to stay with the cargo. He was going to make sure he got compensated for at least a few horses. Everything was running even smoother than they had planned. It’s a lot easier hitting one of these smaller towns was the general sentiment going through everyone’s head. Leo had successfully got the horse’s attention as well as a few other bandits. Horses were exiting the pen one at a time and following Kane as he baited the front horse with a carrot. After about 10 horses had been released, the situation escalated.

From the road in-front of the horse pen, torches, angry chatter, and footsteps approached at a rapid pace. This caused a handful of veterans to grab what they could carry and start escaping. The one’s dealing with the horses, however, were stuck. Turning the corner was a militia of farmers and townspeople armed with farming tools, bows, and the occasional broadsword. To put it gently: the horsenappers were screwed. When the first of the militia noticed us, there was finger pointing and screaming and soon enough guards in full armor were showing up to assist. Before the bandits could think of how they should escape, a few of the angry farmers fired arrows our way. Their shots missed us, but weren’t totally ineffective. One of the horses ended up with an arrow sticking from its rear and succeeded in spooking the rest of the horses in the pen. When the almost-stampede started, all hell broke loose, with the rest of the militia resorting to following up the attack now that there was confusion. Another, larger volley of arrows was fired upon the remaining bandits. Leo’s adrenaline kicked in and he broke off to the side, attempting to make his way away from the commotion and loop back around to the camp. His plan was quickly cut short as he felt and sharp pain shooting throughout his lower back. After another step, the young bandit was laying face first on the grass, feeling a warm liquid drip down his side and pool under him. Looking back, Leo saw the shaft of an arrow sticking straight out of his lower back. Rapidly losing strength and consciousness the wounded bandit’s gaze met his leader’s who was about 100 feet away, trying to calm down the horses furthest from the startled ones. The two exchanged looks for only a second before Kane looked away and continued to wave the carrot leading away a half dozen of the warhorses, leaving Leo to drift into darkness as he watched his “comrades” flee the scene.

When Leo next awoke, he patched up and laying in bed comfier than anything he’d ever slept on. The bright, midday sun shined through the window onto Leo’s face causing him to come to his senses quicker. He tried to sit up in bed, but couldn’t find the strength causing him to fall back in bed and take a couple labored breaths. I’m response, coming from corner of the room was a deep chuckle, which pissed the young teen off more than spooked him. Before Leo could accost the voice, a well built man that looked to be older than 50 came into his view. Introducing himself as Dreyfus Donahue, and a small-time horse trainer.

The I’ll-mannered bandit responded to the introduction with a scoff due to the man’s build and occupation not adding up. Seeing that Leo wasn’t going to chat anytime soon, the man left the room to let the boy rest. Too weak to leave or really do anything, for that matter, observed quietly as the man brought the recovering half-elf three meals a day and changed his bandages every day, making sure to clean the wound with a cloth each time. By the time a week had passed, Leo was back to a mostly-recovered state. Readying to go back his bandit crew, the recovered child was having mixed feelings after Kane and his crew abandoned him without a second thought. Combined with the fact that Dreyfus was insisting Leo stay with him as long as he wants. It was strange for the half-elf to be on the receiving end of genuine good will for once in his life. He decided to stay with the old man another week to heal up some more and catch up on the sleep he’d been deprived of his whole life.

The extra week turned into a month, and that into years. Leo had attempted to leave and journey back to the outskirts of Grayport to continue with his bandit lifestyle, but always ended up back with Dreyfus, walking back in without saying a word. This behavior only occurred during the first couple months of his time in Clearborne. Even though Leo didn’t know the first thing about being polite, or being part of a family, as more time passed, the more Leo saw Old Man Donahue as a father figure. The feeling turned out to be mutual, with after a year of Leo’s arrival, Dreyfus revealing to the teen about his past as a mercenary and magic affinities.


As Leo grew older, the old man would train him in sword fighting and magic control in between the studies given to him by Dreyfus, and taking odd jobs around the town, mostly boring low level bodyguard jobs or working as a stable boy for the horse trainers. Leo was never very talkative on the job, but was requested often due to his results. There were a few however that would refuse paying him due to either his race or his tattoos that gave himself away as a bandit. It didn’t bother Leo all that much though, because his training with Dreyfus is what Leo started to really look forward to. Even learning to read and write was alright with the old man there to teach him.

Leo was 20 when the man he considered his father fell terminally ill. Trying every method Leo could get his hands on with the money he saves up over the years showed no promise driving Leo to spend long periods practicing his air magic. Even though the old man had been spending the last six years training Leo in the ways of combat, he also tried his best to instill something more important into the misguided outlaw. A set of morals and traits for Leo to use as a guide so that he could grow to be the person that Dreyfus saw in the boy. He saw the half-elf not just as a young man with strong opinions and a rude demeanor, but as a kind hearted person who never got a chance to develop the feelings that make people “human.” Leo figured this out as he matured through Dreyfus’s lessons, but still had a difficult time facing those feelings that the old man said Leo possessed.

Two months after Dreyfus first fell sick, it was obvious he was laying in his deathbed. In a heartbreaking final goodbye, the old man weakly held the kneeling half-elf’s head to his chest, and with tear filled eyes, told Leo how he was the son he always dreamed of having. These words word be the first thing that Leo could recall causing him to bawl out loud. The bandit had lost the only man to ever truly be a father figure to him. That night, Leo took the body of his mentor up to the tallest hill he could find, and buried him, marking the site with Leo’s training sword that Dreyfus had given him. As soon as Leo returned to the empty house, he knew that he wouldn’t be able to stay there with the emotions still raw. The magic-inclined outlaw grabbed equipment, his curved blade dagger, Dreyfus’s skull hilt long sword, and the surname of Donahue, before taking leaving Clearborne on his late father’s horse to follow in his footsteps and become a mercenary.

Being a half-elf, Leo experienced less discrimination when it came to people looking for a hired sword. The mercenary lifestyle felt vaguely familiar to Leo due to his past as a bandit. It was a similar code and incentive system for making money. If you showed results, you got requested for the expensive jobs. In the beginning it allowed the grieving outlaw to take his frustration out, make money, and hone his skills at the same time, and was meant to be a temporary gig. The white haired merc, however, was climbing the ladder and working job after job. He started to use his increased workload as a chance become his own thing, trying to do his mentor right and become something he’d be proud of.

Leo continued mercenary work for years. He was sought after by the name he built for himself by nobles in all sorts of regions around the Kingdom of Liomura. At first it felt invigorating and gave Leo a sense a purpose he felt he lost after Dreyfus died. This didn’t last very long. For the last two years, even the high paying jobs cause Leo to feel more and more hollow on the inside. The fulfillment he once got wasn’t there anymore. At 25 Leo disappeared from the mercenary scene completely and started to travel solo around the kingdom, holding a new view of the world after gaining a sliver of the old man’s experience living the mercenary life. No matter where you go, there are always those weaker and less fortunate with nothing they can do about it. He was lucky however. He may have been poor and less fortunate, but he wasn’t weak, and he was going to give it his all to make a change for those that couldn’t.

PHYSICAL
Appearance
: Standing at 6’3” and weighing about 190 pounds, the tan skinned half-elf sports ice white hair that falls over his pointed ears and reaches down to his nose. Leo has deep, emerald green eyes and his facial features are elegant, typical for someone of elf descent. The stubble dotting his chin and casual piecing gaze, however, causes his face to come off as rugged to most.

On his lean figure, Leo has multiple defining features. The most notable of them being his tattoos; a series of intricate white lines and swirls that covered his left pectoral, crawling over the shoulder, falling down over his shoulder blade, and down his arm. Further down on his back, right above his right hip is a an old scar from an arrow wound.
Weapons & Armor:
  • Longsword - a solid steel blade, reliable enough to use in situations that require it. The hilt consists of an almost black metal cross guard that bend down toward the worn, leather grip and ending with a decorative pommel shaped like a skull.
  • Heirloom Curved Dagger - carried in a shiny black, gold trimmed sheath was an even shinier blade with a curved tip. The grip was polished black leather wrapped around the styled golden cross guard. It seemed as beautiful as it was lethal.
  • Chest Armor - a piece of plate mail that covers his torso matching the pauldron, rerebrace, vambrace, and gauntlet all on his right arm only. This allowing him optimal defense and mobility in confrontations.
Items & Personal Belongings:
  • Leather Bag - carried on his back and filled with bandages, a whetstone, fire starter, soap, a razor blade, lockpicks, and a blank pad of paper with a map and thin, carved piece of charcoal within.
  • Bedroll - straps to the leather bag
  • Water skin - straps to the belt
  • Money pouch - straps to the belt
  • A Horse Whistle - used to call trained horses up to a mile away
Skills & Abilities:
  • Thievery - life as a bandit helped Leo pick up a knack for pickpocketing and slight-of-hand allowing him to get away with some less than legal acts.
  • Horseback riding - spending years in Clearborne, working with, training, and riding horses was a requirement.
  • Guerilla Warfare - close calls are a common occurrence with Leo’s lifestyle. Using random objects and his surroundings to gain an advantage in such a situation is one of his strong suits.
  • Stealth - Blending in and finding those places that people wouldn’t think to look is something that Leo was pretty much raised learning how to do.
  • Parkour - escaping guards using irregular escape paths such as fences, rooftops, and busy marketplaces requires quick thinking and practice.
Spells & Magic:
  • The Storm’s Calling (Passive) - grants Leo increased mobility at the cost of mana, the extent of the passive ability allowing the half-elf to jump over most standing humans as well as assist in climbing up to rooftops.
  • Gale Shot - an air spell that releases a targeted gust at a target. The strength and size of the spell is mana dependent. It could be used to blow out a candle across the room, or to strip the bark off of a tree 100 feet away.
Weaknesses:
  • Charisma (Lack Thereof) - socializing is one of Leo’s least practiced skills which gives him all kinds of problems with bartering, persuasion, and even just talking to locals.
  • Teamwork - living just about his entire life with the mentality that only the strong survive gave Leo a “lone wolf” sort of mind set. He is inexperienced working with close-knit teams and is often so hard headed that he’d struggle all night to get something done rather than asking others for help.
  • Uneducated - Like many others of his kind, Leo found himself never having any sort of formal education or tutors. His reading and writing is still somewhat limited, creating often embarrassing roadblocks in certain situations.

FLUFF (Optional)
Hobbies:
  • Drawing - sketching people and scenery gives Leo a chance to escape into his own world. Usually his favorite pastime.
  • Studying - something the half-elf tends to keep on the more secret side of things. Usually done by reading a text with unknown words and writing it out on paper somewhere.
  • Training - this pastime can take many forms, typically sword training or practicing his magic. Spending time in slums to keep his senses sharp is another way Leo would train when he wasn’t craving peace and quiet.
Favorites: Heirloom Dagger, Clearborne, pork ribs, cold ale, sketching.
Quote\s: sigh… “Life was so much simpler when all I cared about was making money… I hope you’re enjoying this Old Man.”

“Wow… even your friends brought friends. Well I hope at least one of you is good at hide and seek.”
 
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victory is always possible for the person who refuses to stop fighting.
so what by pink
· name
linnea eevee vorealis

· species
human

· age
twenty - six

· gender
female :: she / her

· aliases
red :: little knight

· hometown
terberis

· class
fighter :: the swashbuckler

· sexuality
heterosexual

· high concept
the fiery red head that runs headfirst into danger before thinking :: dumbass that’s going to get herself killed

· religion
a follower of enone

· backstory
linnea's father is a well respected commander in the empire of liomura, and has been for as long as she can remember. she had a comfortable life growing up, a caring father, a doting mother. what more could she ask for.

adventure perhaps

linnea has more than once been caught challenging ruffians in the street at an inappropriate young age, or venturing out to the town outskirts without letting her parent know. it was when she turned eighteen that her father finally allowed her to join the guard's training. a leithe and frail figure compared to her comrades, linnea succeeded due to her dexterity, her speed, and the sheer determination that left her training with dummy's through the night.

linnea is primarily driven to follow in her father's footprints. she is determined, hot headed and fiery- and doesn't know when to stop which sometimes leaves her in dangerous or embarrassing situations. it''s not exactly the best attitude for a knight looking to climb the ranks. although she can come off rather brash, she is well meaning and wants what's best for the empire of liomura. once you gain her respect, she's with you until the end. she'll happily go down fighting for her friends, regardless of how futile it might seem.

· faceclaim
celica :: fire emblem

· weapons and armor
linnea wear medium armor, trading full protection for the ability to move more freely. she is hardly seen without her rapier nearby, but also has a greatsword tucked away in storage if the need ever arises for it, a family heirloom that her father gifted her when she graduated from training.

· items and personal belongings
she leads a rather humble life, aside from what's already been mentioned she doesn't have much more to her name. a necklace with a rather beautiful red crystal is the only other thing the holds meaning, a gift from her mother's side of the family.

· skills and abilities
linnea is exceptionally skilled with her rapier, and has a knack for dancing her way around her opponents. a crimson bullet with a blade.

· spells and magic
to be decided, some sort of basic fire or air magic with a primitive understanding of healing

· weaknesses
the most obviously weakness that linnea has is her size, with her frame she is not very strong. if she had to fight using sheer strength, she has no doubt that she would lose. :: linnea has a small fear of spiders and a large case of claustrophobia. if she feels confined it could very well lead to a panic attack and incapacitate her. :: her recklessness. this girl will get herself killed one day, running head first into an orc tribe to save a baby squirrel.



:: little knight ::
code by low fidelity.


name - linnea eevee vorealis

species - human

age - twenty - six

gender - female :: she / her

aliases - red :: little knight

hometown - terberis

class - fighter :: the swashbuckler

sexuality - heterosexual

high concept - the fiery red head that runs headfirst into danger before thinking :: dumbass that’s going to get herself killed

religion - a follower of enone

backstory - linnea's father is a well respected commander in the empire of liomura, and has been for as long as she can remember. she had a comfortable life growing up, a caring father, a doting mother. what more could she ask for.

adventure perhaps

linnea has more than once been caught challenging ruffians in the street at an inappropriate young age, or venturing out to the town outskirts without letting her parent know. it was when she turned eighteen that her father finally allowed her to join the guard's training. a leithe and frail figure compared to her comrades, linnea succeeded due to her dexterity, her speed, and the sheer determination that left her training with dummy's through the night.

linnea is primarily driven to follow in her father's footprints. she is determined, hot headed and fiery- and doesn't know when to stop which sometimes leaves her in dangerous or embarrassing situations. it''s not exactly the best attitude for a knight looking to climb the ranks. although she can come off rather brash, she is well meaning and wants what's best for the empire of liomura. once you gain her respect, she's with you until the end. she'll happily go down fighting for her friends, regardless of how futile it might seem.

faceclaim - celica :: fire emblem

weapons and armor - linnea wear medium armor, trading full protection for the ability to move more freely. she is hardly seen without her rapier nearby, but also has a greatsword tucked away in storage if the need ever arises for it, a family heirloom that her father gifted her when she graduated from training.

items and personal belongings - she leads a rather humble life, aside from what's already been mentioned she doesn't have much more to her name. a necklace with a rather beautiful red crystal is the only other thing the holds meaning, a gift from her mother's side of the family.

skills and abilities - linnea is exceptionally skilled with her rapier, and has a knack for dancing her way around her opponents. a crimson bullet with a blade.

spells and magic - to be decided, some sort of basic fire or air magic with a primitive understanding of healing

weaknesses - the most obviously weakness that linnea has is her size, with her frame she is not very strong. if she had to fight using sheer strength, she has no doubt that she would lose. :: linnea has a small fear of spiders and a large case of claustrophobia. if she feels confined it could very well lead to a panic attack and incapacitate her. :: her recklessness. this girl will get herself killed one day, running head first into an orc tribe to save a baby squirrel.
 
final_fantasy_xiv_fanart___my_character___by_ponakita-d9ewity (1).jpg

Name: Sondwin Iq'krah

Aliases: "Sandman" (derogatory)

Age: 24

Gender: Male

Race: Tiefling

Hometown: Barran

Class: Dragon Knight

au_ra_xaela_sketch_ffxiv_by_reganov-d9mijtl.jpg

Sexuality: Heterosexual

High Concept: "But what did I learn there, in the darkness, if not patience?"

Religion: Odena

Backstory: Sondwin was abandoned as a child to the orcs. Who his parents were or what became of them, he has never learned. He was raised by a blacksmith in the camp of Barran, and quickly learned the basics of many weapons & tools, including the spear, bow, sword, and shield. He was trained ceaselessly by many of the warriors in the camps, until he was old enough and strong enough to keep up with the orcs. By the time he was an adult, Sondwin's prowess was a source of pride for the old orc blacksmith. Sondwin has left the orc camp to broaden his horizons and see the world. He hopes to conquer the darkness within, and help those in need.

Appearance: Dark brown hair, and long grey horns that extend from the side of his head. Other scales manifest around his neck & chin, back, arms and legs. He has a short tail. His eyes are an uncommon golden color.

Weapons & Armor: His armor was crafted as a gift from his foster father. It is lightweight but solid, with spikes akin to a berserker. He carries a shield of the same design that could stop a dragon's fire. His helmet fits over the top of his head, and has a distinct draconic likeness. He carries a spear, and his belt holds three throwing axes and a longsword.

Items & Personal Belongings: A knapsack that contains some gold, flint, and a sling for striking down small animals for food.

Skills & Abilities:
- Weapons Master: Sondwin is very skilled with the spear and sword. He has above average skill with the bow, and knows the basics of most other types of weapons.
- Blacksmithing: Sondwin was trained in blacksmithing by his foster father. Although he is not a master, he knows what he's doing and could adequately help.
- Wilderness Survival: Sondwin learned from the orcs at Barran to track animals through the wilderness. He also has knowledge for small traps and has adequate skill with the sling and throwing axes.
- Balance: Sondwin has above average balance.
- Critical: Sondwin has the ability to inflict a devastating blow to an enemy's weak point. This requires him to focus and study the monster intently, which limits his offensive abilities considerably. However, Sondwin's concentration is hard to break and once his diagnosis is complete, all he needs is the right moment to strike.

Spells & Magic:
- Jump: The iconic dragon knight magic, utilized by calling on the power of wind to allow Sondwin to leap into the heavens. The more power put into this spell, the higher the jump. The same spell allows for a cushion when the dragon knight lands.
- Dive Talon: The end of the jump is the strike, and Sondwin's personal attack is named Dive Talon. He again utilizes wind to create a super-sharp edge around his weapon, allowing it to strike deeper and without injury to the weapon itself.

Weaknesses:
- Sondwin is young and inexperienced with the world. He has only rarely interacted with other races outside of orcs, so doesn't know customs or social etiquette.
- Sondwin will work to the point of collapse. He ignores exhaustion, wounds and sicknesses. He only thinks in the short term.

Hobbies: Sondwin likes creating small models made out of natural materials, either of people or of monsters he's seen
Favorites: Enjoys competitions
Quote\s: "I am nothing but a vessel. Blood & bone meant to chisel away the night."
Theme: Staring Into the Nothingness
 
BASIC INFORMATION
Name: Crow
Aliases: The Damned Bird
Age: 107 years
Gender: Male
Race: Faye
Hometown: Halamead
Class: Thief/Scout


PERSONAL
Sexuality: Straight
High Concept: He likes shiny things and causes problems more than he fixes them.
Religion: Agnostic
Backstory:
  • His birth was both ordinary and unordinary, with both his parents being two ordinary crows being part of the town’s murder. However, through reasons he doesn’t know, he was born a Faye as opposed to his brothers and sisters. As he grew, he began to realize he wasn’t like other crows, his desires becoming increasingly foreign to his own kind. At some point, he left his flock and traveled the continent in order to figure himself out.
  • Through his journeys, he’s learned a bit about the other races, and since then, he’s settled down at multiple towns, making a name for himself amongst the generation of crows living there, mainly managing his flocks until he feels like moving onto another city. He usually makes his move every three or four years, with his favorite place being Roalon.
  • He usually doesn’t interact with people and is friends with only a handful of non-Faye, with much of his friendships starting with children since he knows that they’re much less likely to abuse him.
PHYSICAL
Appearance: He looks like an ordinary crow of ordinary size.
Weapons & Armor: None
Items & Personal Belongings:
  • Various “Hoards”: Over the decades, he’s collected various trinkets he’s found throughout his travels. His belongings, however, are distributed across the continent at the various cities he’s lived in. They include lots of stolen goods, with his Roalon stache being particularly loaded.
Skills & Abilities:
  • Flight: Despite being a crow, he’s an elegant flier, being able to pull off maneuvers unusual for a crow.
  • Language: He knows the common tongue, but anything exotic is out of his reach.
  • Crow Language: He can easily converse with crows, but the language is kind of limited.
  • Stealing: Being an opportunistic little bugger, he has a knack for picking out opportunities to steal things.
  • Easily overlooked: Being both small and a normal looking crow means he’s easy to miss
Spells & Magic: .
  • Mini-Hollow: A spell he’s particularly proud of. It allows him to store into a subspace an object he can fully pick up. He can only carry one thing at a time, however.
  • Roost: By laying down, he can accelerate his body’s natural healing processes. He can’t heal others and can’t heal fatal wounds as the spell merely amplifies natural healing.
  • Tailwind: He mainly uses this magic to allow him to fly much faster, but he can use this magic to create strong gusts that disorient people. He casts this by flapping his wings.
  • Spark: By hitting his beak against something, he can create a sizable spark that can ignite flammable materials. Creates a very loud, audible pop when used. He created this one to crack open nuts more easily.
Weaknesses:
  • He’s the size of a crow, meaning he’s no good when it comes to direct combat.
  • Shiny stuff distracts him, and he can be easily bribed with said shinies
  • He’s easily spooked and will usually run away if things get too hairy
  • While he’s somewhat versed in some non-Faye culture, he’s unfamiliar with many parts of society and how laws work.
  • As per with Faye, he’s weak to iron and must heal normally if injured with such a weapon.

FLUFF
Hobbies:
  • Collects a LOT of things. According to him, there’s an old legend passed down from generations of crows that if a crow were to gather enough shinies, there would come a time when they rested upon them that they'd become a mighty dragon. He doesn’t actually believe that, but it’s fun for him to imagine.
  • Likes to observe and listen to the other races as they go about their daily lives. That’s how he learned the common language.
Favorites:
  • Shiny stuff
  • Surprisingly, he loves beer. Getting drunk is fun, apparently. His favorite beer comes from Halamead, but he has enjoyed eleven wine on one opportunistic occasion, which he describes as both the best and worst experience that he’s never willing to go through again.
  • With those he trusts, he absolutely loves being scratched behind the head.
Quote\s:
  • “So… you’re telling me that I can’t steal that necklace? Okay.” Proceeds to steal the ring instead.
  • “I am a bird of my word.” Proceeds to think of all of the possible loopholes.
  • “Mwahaha! Bow beneath my superior thieving skills!”
  • Being scratched behind the head with someone he likes. “Stop tha- aaahaaa. Ohhh… the itchy part is just a little bit higher. Ahhh, that’s the spot.”
  • “The crows here say that you’re so-so. I’m inclined to agree.”
  • “So… you’re gonna finish that, or what?”
  • “Wow, dwarves really like to hoard things. They must be our inferior cousins!”
Theme:

Inspiration: Crow Time
 
BASIC INFORMATION
Name
: Inari Feroha
Aliases: Ina
Age: 23
Gender: female
Race: Human
Hometown: Terberis
Class
: Bard

PERSONAL
Sexuality
: Bisexual
High Concept: A young woman determined to make a name for herself in spite of her parents
Religion: Not necessarily religious, but has a lot of respect for just about every god or goddess. "Even myths are based in truth, somewhere"
Backstory:
Inari, going by Ina, is the only daughter of the Feroha merchant family, who bought themselves a noble title two generations ago. She had a pretty peaceful childhood, despite having absentee parents. Her older brothers doted on her, and the nanny that cared for her was all she felt she needed. At the age of 11, she discovered her talent in all things performance. Dancing, singing, instruments, these things came naturally to her. While her brothers supported her, her parents didn't. Believing that the arts was a waste of time, they refused to acknowledge her skills as anything more than silly hobbies. This, of course, fueled Ina's rebellious nature.
When she turned 18, she was informed that she was engaged. Ina, angry, demanded to know what her parents were thinking. They told her it was her duty as a member of the Feroha family to marry into a good family that would further their family name. Ina refused, declaring that if she were to ever marry, it would be on her own terms. She told them that she refused to marry a man she had never even met. After fighting for what seemed to be ages, Ina decided to leave. There was, of course, an adjustment period. While she had made off with her most expensive belongings and sold a good chunk of them, she would still need to survive on her own. As someone born and raised as nobility, she had a huge culture shock as she hid herself as a commoner.
Choosing to prove her parents wrong, Ina decided to become a traveling performer. Her goal simply to make a name for herself without using her family as a crutch, and doing everything she could to prove to her parents that she was more than just a daughter to be married off on a whim. Once on her own, she began to notice the struggles of those around her, and decided that helping those in need would be part of her journey. She found herself learning basic healing spells, and dabbling in other support type magic. She found that these thing came easier to her when she used her instruments or her voice as a medium. She also became well known as someone who would help the poor in any way she could, though often it was financially considering money was what she had known her whole life.

PHYSICAL
Appearance
: tumblr_ed3f3b8af15eaba554ad4fa35fb5cd26_509a529e_1280.jpgtumblr_9c803a172cd5a12bbbe019e1d2031147_7170d1ab_1280.jpg
Weapons & Armor:
  • A set of light leather armor. Does not look very used, because it isn't. Ina much prefers to fight from afar
  • A used, average looking crossbow.
  • A small dagger with a ruby encrusted hilt, and ornately carved blade. Looks expensive, and it is, because she stole it from her dad.
  • A short sword that was a gift from her older brother.
Items & Personal Belongings: She wears a necklace with a blue crystal dangling around her neck. She carries many different outfits for performances. Her primary instrument is a Lyre, though she does occasionally play a small ocarina. Having an eye for the finer things in life, Ina has a few different necklaces, rings, and hair ornaments that she sometimes wears, although that is primarily for her performances.
Skills & Abilities:
  • The arts: Ina is an especially talented artist. Whether it is painting, singing, dancing, or sculpting, this young woman has a natural talent for it.
  • Bartering: Having grown up in a family of merchants, Ina is very good with money, and even better at dealing with shop owners. She knows the worth of items, and she knows how to get the best deals.
  • Etiquette: Being the daughter of a merchant family, Ina was expected to know the etiquette of the different empires, and religions, so that she could best sell, and haggle with, any potential clients or business partners.
  • Marksman: Hating close quarters combat, Ina has practiced at becoming an exceptional marksman.

Spells & Magic:
  • Healing word: Ina is able to sing a tune laced with light magic.
  • Enhance Ability: Ina can choose a willing person, and enhance one of their natural abilities (think strength, dexterity, intelligence, charisma, etc.) This spell only lasts for 15 minutes, any longer and it begins to drain Ina's mana very quickly.
  • Investiture of Wind: This spell hits the mana a bit hard, but has gotten Ina out of many predicaments during her travels. Upon casting, Ina is surrounded by wind, making ranged attacks against her quite difficult. It can also be used to make her fly, though she will fall at the end of the spell.
Weaknesses:
  • Inari is can be hot headed and rebellious, often making her hard to deal with, and leading her to make some...not so great decisions.
  • She has a pretty big fear of abandonment, which is why she has mostly completed her travels alone.
  • She suffers from slight paranoia and a panic disorder, as she is scared that her family will attempt to swoop her up at any given moment.
  • She is a sucker for a pretty face. If she finds you attractive, you've already got an advantage.

FLUFF
Hobbies
: Ina is a collector. But not of anything specific. She just enjoys collecting odds and ends that catch her attention. She also knows quite a bit about flowers, and is known to paint them frequently.
Favorites:
  • Flower: Spider Lilly
  • Season: Spring
  • Tea: Earl Grey, with milk and honey
  • Food: A hearty beef stew
  • Anything shiny and expensive
Quote\s: "I won't do anything for money, just a lot of things." "If you aren't going to provide me with anything useful, the least you could do is pay me for the time you've wasted."
Theme:
 
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Name: Cecil Farbane
Aliases: Cecil
Age: 52
Gender: Male
Race: Human
Hometown: Tavila
Class: Fighter

PERSONAL
Sexuality
: Straight
High Concept: Grumpy old veteran with a heart of gold
Religion: N/A
Backstory: Cecil grew up in Tavila, and took up the trade of hunting at a fairly young age in order to help take care of his family. He met his wife when they were quite young, and married once he reached adulthood. When his wife fell pregnant, Cecil immediately set to find better work with more reliable pay, and ended up joining the military, eventually becoming a guard captain. However, as time passed and his daughter got older, Cecil became tired and irritated with the state of the current ruling class. He held firm disagreements with the current leader, and serving in his military was something he could no longer do. And so Cecil resigned from his position, yet he wasn't done working yet. He found himself taking up the sword once more as a mercenary.
Unfortunately, shortly after his daughter reached adulthood, his wife passed due to a sudden illness. Unable to stand remaining alone in their home, and his daughter having moved on to make her own family, Cecil buried himself in his work. So much so that it has been years since he set foot in the home he and his wife had cultivated. Living between inns and taking jobs, no matter how far from Tavila they took him. Truly, he only returned in time for his granddaughter to be born, and to see her whenever jobs brought him within a days travel.
Not long after his granddaughter was born, Cecil met Ina. A young, hot headed, and determined noblewoman trying to make a name for herself and in need of some personal protection. At first, He found her to be irritating. Their initial contract lasted about a year, and over that time he ended up growing a soft spot for her. Ina's boldness and stubborn attitude reminded him of his late wife. and soon, he found himself viewing her like his own daughter. When the end of their contract came up, Cecil pretended like it was just any other day, and the two have traveled together since.

PHYSICAL
Appearance
: Cecil1.jpgCecil2.jpgYoung Cecil: Cecil3.jpg

Weapons & Armor: Cecil's primary weapon is a greatsword. He also keeps brass knuckles and a short sword with him.
Items & Personal Belongings: He has a locket with an old picture of his late wife, daughter, and a newer photo of his granddaughter inside. He also keeps normal adventuring gear, such as first aide kits, rope, etc. More recently, thanks to his relationship with a certain bard, he usually has at least one tin of rouge tucked away in his bag.
Skills & Abilities:
  • Hunter: Cecil grew up around hunters, and took up the trade for a while before joining the military. He is exceptional at tracking, setting traps, and hunting in general.
  • Cooking: He is an exceptional cook, something that his wife always boasted about.
  • Fighter: Cecil has learned to use a very wide variety of weapons, and has always been able to learn how to use them very quickly. As such, he is able to pick up most weapons and use them with little trouble.
  • Leatherworking: Working as a hunter also meant working with leatherworkers, which was his wife's trade, and he was able to learn those skills. In particular he is able to repair and maintain leather goods. To do anything more he would, of course, need the proper tools.
Spells & Magic:
  • Frost Bite: Cecil's weapon is covered in a thin sheath of ice. Once he damages his opponent, they are inflicted with slowness and take cold damage from the wound.
  • Ice Storm: Cecil is able to summon a hail storm, which damages enemies and creates a slippery and rough terrain.

Weaknesses:
  • Cecil is very afraid of the deep sea. You'll have a hell of a time getting him on a boat going over the ocean.
  • Despite having lost his wife, Cecil often talks about her as if she is still alive. As such, he has a soft spot for anyone who resembles her in any way, and it affects his decision making in regards to anyone who fits the bill.
  • He has little patience when drunk and is prone to getting into bar fights.
Hobbies: Cecil has a collection of stones. He finds the nicest stone in each new area he goes to and keeps it.
Favorites: Hot tea, hot cider, reading, sparring, leatherworking
Quote\s: "You're a fool. But at least you're a funny fool. Your wit keeps you breathing."
Theme:
 

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