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Fantasy From Deifiore CS

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Marmalade Skye

Senior Member
Alright, for characters,
-Avoid Mary Sues Gary sues, or such nonsense
-pay some attention to the gender ratio
- try to use where your character is from as reference to what their skills/powers are
-No op, weaknesses build character (literally)
Otherwise, take as much as you want out of this

Name:
Nickname:
Age:
Gender:
Sexuality (opt):
Race:
Abilities/skills:
Strengths and Weaknesses:
Appearance (preferably anime or illustrated):
Appearance description:
Personality (full sentences):
Bio (be lengthy, go wild, make me laugh and or cry):
Equipment on hand:
Extra:
 
Name:
Amarië Ilana
Nickname:
Half-Breed, Lotus
Age:
26
Gender:
Female
Sexuality:
Demi-Romantic
Race:
Half-Elf
Abilities:
- Taming; A woman profcient in taming dragons, Amarië has a high success rate when trying to tame beast. While trained for taking dragons, Amarië feels like it would not be hard to tune this practice to include other types of beast.
- Familiar Summoning; Amarië can call fourth a few different animal familiars, her most powerful by far is the spirit of a long dead fire dragon. Others include wolves, crows, and a large snake.
- Plant Growth; On the weaker side of her magic, Amarië can influence plant growth. Not a magic suited for offense, but it serves a purpose. She hardly ever needs to buy certain plants, and she's even saved lives because of her skill up in Aesoria.
Skills:
- Cooking: A decent cook, she'll make sure you don't get food poisoning, but don't ask her to make real complicated meals it's not fun. Admit won't turn out well.
- Stealth: Years of avoiding those giant snakes come in handy.
- Tactical Planning
- Alchemy: Mixing herbs and other ingredients together to create salves, teas, and remedies, Amarië is quiet a skilled alchemist.
- Sword Play: This refers to both her skill with her polearm and her skill with a traditional blade.
- Archery: Not as well trained as she is with a blade and other closer combat equipment, she's a decent shot. Well enough to both hunt and use it in certian combat situations.
- Singing
- Survival: Amarië is well versed in the art of survival. Growing up in Terruna has helped a great deal with this, as well as her Tim in Aesoria because she would always tackle the tougher beast.
Strengths:

- Strong Willed: Staring death in the face almost daily has left Amarië a tough woman to scarenof intimidate. There are things that will scare her, but they are few in number.
- Tolerant: Tolerant to high levels of heat and vertigo when faced with high places, Amarië is a woman who can do it all. Except the cold. This also goes for alcohol, as she has a pretty good tolerance.
- Unafraid: There are few things that scare her, but this refers to how she acts around creatures which could kill her in a single swipe. Dragons for example, she hardly feels anything but joy around.
- Intelligent: A bit rash when it comes to some decisions, Amarië is actually incredibly smart, and willing to make the logic based choices that others may let their emotions get in the way of.
- Smooth Talker: While her words may not be covered in honey, Amarië can be charismatic when she needs to be. Growing up with a trader, you learn a thing or two about how to talk to people to get what you want.
- Multilingual: Speaking the common tounge as well as, elvish and many others, the traders of Terruna must know several in order to actually do their job.
Weaknesses:
- PTSD: Aftering seeing your family being killed by monsters from another realm, it really affects your mental state. Not to mention the other traumatic experiences in her life, Amarië now suffers from PTSD.
- Writing: The weakness here? Is she can't. She can read just fine, but she's never needed to write. She tried to learn, but, you know, it's hard to learn when your 12 and being hounded by your peers, you kinda loose the passion for it.
- Family and Loved Ones: She will do anything for them, no matter what. So they can be used against her, or make her do stupid things:
- Magic: Using any magic to often without enough rest will leave her drained and in a weakened state. However, Amarië often doesn't known when to stop and pushes herself to far.
- Cold: Her body was almost hardwired against high temperatures, which have left her weaken against the cold. Not as bad as it was when She was younger due to Aesoria, she still prefers a warmer climate.
Appearance:
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Appearance Description: Standing roughly at 5'6", and weighing about 146 pounds, Amarië is hardly an Intemidating woman by normal standards. Her lithe, yet toned frame still plays into her unintemidating appearance, as well as her strong yet femmine feature. Deep blue eyes, slanted slightly because of Elven blood, hold the fire of a young woman driven by spite, and there always seems to be a cocky grin on her face. Her hair is long, very long as shes been growing it out for most of her life, is normally held back in a braid, her shorter hair falling around to fram her face. Other detials include the scar cutting through the middle of her left eyebrow, the bridge of her nose, cheek and jaw, the scars from a whip covering her shoulders and upper back, and the stab wound over her right hip.
Personality:
Amarië is a woman complicated to explain. Naturally, she's a hardened woman, growing up in a hostile, harsh environment has meant she's seen her fair share of hardships. But because of this, she's the strong type, almost no-nonsense when it comes to battle, and has a certain drive about her giving her what she needs to get her through almost anything. Amarië often times finds herself in the middle of barfights and other scuffles because of her naturally never backing down from anything. On the other hand, she's woman decent tactical planning, with a vast knowledge of plants and how to tame a number of beast, she's an intelligent young woman who often uses it to her advantage as quiet a few people underestimate her.

Bio:
A woman born of two worlds, two kingdoms, Amarië has lead and interesting life.

She was born to a trader out of Terruna, and an elven dragon tamer in Aesoria, Amarië was raised out in Terruna for nearly half of her life. Her father, a battle hardened man who now spent his days travelling and trading, spoiled Amarië as she was his only daughter. However, it didn't excuse her from the duties of his other childern. Until she was old enough to begin training with them, she was being taught how to take care of her weapons. And then, once her abbilty fro magic began to surface, she was tasked with caring for the plants that he grew and sold as well as helping with the plants in the city. It was around the age of 6, which is still fairly young, that she began training with her brothers. Starting with an old sodden sword and the second youngest, who was only two years older than her, Amarië began the rocky road of becoming the woman she is today.

The same year, she went on her first trip with her father, all the way to Aseoria because he grew a certain plant used to help keep their dragons calm, it was the first time in four years she had seen her mother. A gorgeous elven woman, who made a livinv as a dragon tamer who was nearly unmatched in skill, she was elated to see her daughter. The few weeks they were there, Amarië was shown the other side of her power, which she proved to have a stronger connection with, Taming. Starting with a small dragon, she managed to get it to eat from her hand, and then perch on her shoulder. The little thing was temperamental, and while not hard to tame, it was rare to see someone as young as Amarië succeed.

Over the next few years, Amarië's life consisted of travelling, training, and enjoying her time in the deserts and the short time with her mother. Speaking of which, on her tenth birthday, her father took everyone to Aseoria, declaring that it was time for Amarië to spend more time with her mother. They celebrated her birthday, and then spend the next two days saying goodbye, before her father and brothers made their way back to Terruna. She was the only related to this Elven woman, and not wanting to deny his daughter the experiences of her other blood, he made the choice to switch off after ten years. And so began the next chapter of her life.

Her sudden shift to life in Aesoria was a hard one. Going from scorching deserts and avoiding giant snakes, to an extremely differnt environment with a different oversized reptile to deal with along with those who thought she didn't belong there because of where she had spent the last ten years, it was tough getting use to pretty much anything. Her one saving grace was Her strong connection to magic.

As she grew, she became quiet the tamer, gifted in getting many animals under her control. On her 20th birthday, she was gifted a dagger from her mother. Continuing in with her training, and spending time with her family, nothing could prepare her for the tragedy that would strike six years later. The rifts scared her father and bothers, who, with the worse case scenarios in mind, travelled to Aesoria to spend time with Amarië and her mother. When the onslaught began, the entire family decided to take a final stand, fighting the monsters to try and give as many people as they could a fighting chance of life. However, one by one, her family fell to the demons, and as she could no longer fight them, she was forced to hide. Once they moved on, she began collecting trinkets from her family, to carry a piece of then with her everywhere she went, as she charged off to continue her battle alone.
Equipment On Hand:

  • Armor: Amarië is adorned in simple armor, suiting for riding the beast she's tamed. On the bottom most layer, is a long sleeved breathable cotton shirt that hugs her form. Her pants are made from a rare form of leather, somewhat breathable but very durable, it's unforntually a grey color. On top of the cotton shirt, she wears an open tunic. Made of a slightly rougher blue cotton, it's long, asymmetrical in the way she wears it, and it's seen better days. On top of that, she wears a leather breast plate, which stops just above her hips. It's also lightweight and durable, like her bracers. One hand is without a glove, allowing her to use her magic, while the one she primarily weilds her weapons with is gloved to protect it from being injured.
  • Weapons: Amarië carries with her a pole arm, made from oak and obsedian, decorated with fabric from her brothers shirt, a leather strap, and long chain which serves a double purpose, it's blade is double sided. This is a weapon from her homeland. Her next weapons is a silver dagger, with a redwood and steel hilt, a gift from her mother. Simple, and to the point, it's a blade used when she needs it's most. In it's pommel, a lotus flower is carved into the steel, homage to what her mother would call her. And finally, she can carry a bow, as she has the means to do so, yet she lost her bow recently. Hopefully, it's not lost for long.
  • Personal: On her belt, she carries a few pouches of items that may come in handy, however one is fully of personal trinkets that are very important to her. A broke necklace, a bracelet, a copper ring, a small stone bear, and a feather. Each belonging to a member of her family.
  • Misc: The other two pouches on her belt contain a mix of alchemy ingredients for salves and other helpful odds and ends, as well a few herbs for cooking and a sharping stone for her blades. Her other two pouches, bother leather, are currently empty, as well as her water skin.
Extra:
- Amarië is ambidextrous, allowing her to do many things with both hands.
- Amarië likes to sing, but it's often in her mothers native lanague, so most of the time, people don't understand her.
- Hates it when people abuse or harms animals for no reason.
- Has a general dislike of nobles
- Can play the lute
 
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Name:
Belphor Desdero
Nickname:
Bel, Desdero
Age:
22
Gender:
Male
Sexuality (opt):
pan
Race:
human mage
Abilities:
Astralplaning-
Bels main magic involves vacating his physical form and projecting his consciousness elsewhere. He uses this to survey an area or look for something farther off. Those this leaves his body defenseless and the further away he goes, the more difficult it is to re-enter
Golem Animation-
Bel can create and animate a golem from whatever materials are available. The drawback is he has to man the controls by taking over the vessel, leaving his body behind.
Energy manipulation-
Bel can conjure energy in the form is electricity for short bursts, or force fields only durable enough to withstand one or two hits.
Skills:
Sword-
he has been trained with a sword, and though he is not very strong, he is quick on his feet.
Diplomacy and tactics-
As a son of an Oriussian noble and general of sorts, Bel had to study tactics and had to go to many cities in the other kingdoms to offer his skills and alliance. His personality gets in the way sometimes though
Strengths and Weaknesses:
Strengths:
Bels magic-
Belphor possesses a strong magical skill acquired from generations of Strong Desdero astral mages. He lacks the soothsaying though.
His attitude-
Although it can be hard to deal with to some or when the situation gets serious, Bel is always trying to keep others happy by keeping the atmosphere lighthearted.
His wit-
Bel might not be the most knowledgeable person alive, but he can think fast. He get weasel his way out of many bad situations.
Medical skills-
he can bandage wounds and treat fevers but he has no healing magic
Weaknesses:
His strength and stamina-
Bel was always on the weaker side physically. He wasn’t all that strong, and he got tired and sick easily especially when he was younger. It’s an issue if he runs out of strength first in a battle or has to make a long trip. Though, he tries to compensate by working harder to keep up.
Guilt-
He has some reasons to blame himself for the events which ended his world, which leads to a bit of self punishment and wrecklessness on his part. He can act a little overly cruel in a fight because of it too.
Magic limits and astralprojecting-
Bel, like any other magic user, has a limit which causes strain on the body when reached or exceeded. He also leaves his body vacant, and without protection when astral projecting or animating a golem.

Appearance (preferably anime or illustrated):

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Appearance description:
Belphor stands at about 5 foot 11 and weighs 152 pounds. He is a lanky and lean man, with a lazy and relaxed posture despite what his upbringing might suggest. His hair is whitish blonde and his eyes are golden, but seem to look more orange at times. They seem illuminated when he is about to astral project. His hair is cut at his jaw, framing his face. His skin is pale and without marks or freckles, mainly due to staying between Orius and Aesoria in cooler climates. Bels eyes are sharp and narrow, and he usually maintains a mischievous grin.
Personality (full sentences):
Bel is, to the outsider, laid back, goofy, and tends to be childish. He seems impatient and gets bored easily, always goofing off or trying to make others laugh. In reality, Bel feels a lot of pressure to excel at everything he does and feels guilty for his past mistake, so he tried to push back his feelings and stress to try making others happy and come off as unbothered. Bel also grows attached to people easily, wanting to be relied on and wanting to care for others.
Bel also has a cruel streak. Part of wanting to amend for his mistake and strive for perfection is his tendency to overdo things. He projects his stress and guilt into his enemies, with a smile. If someone tries to get him to open up about this, they might be Subject to the same treatment.
Bio:
Bel was born as the fourth child to Leander Desdero, second son. The Desdero family is one well known in Orius and somewhat known in the other kingdoms as soothsayers who predicted most of the natural disasters the kingdoms were able to prepare for. The Desdero lineage was known for strong magic users and clever but ruthless tacticians. Bel was trained by the best in the kingdom and taught combat in a village in the cliffs on the outskirts of Aesoria.
Bel was not a soothsayer, and therefore unnecessary for the family lineage. He was, however, talented in the arts of astral projection and energy fields. He travelled to Aesoria many times to help track dragon caves and find mine cave ins and precious materials throughout the cliffs.
His main job, though, was helping an elder mage named Priah figure out what was beyond the astral plane which astral mages used to harvest energy. They, together, discovered the energy field in the astral plane existed to keep realms from opening up or distorting within each other. Around this time, a soothsayer discovered that they would be under attack by beasts of another realm, and Bel had the idea to create a magic barrier acting as a second layer of protection, but Priah had other plans, and she and her students acted separately to see if that energy field could be opened. Bel knew the breaches were his fault, and if he never took part, nobody would have thought to open a rift.
Equipment on hand:
Clothing:
an outfit that distinguishes him as a noble, seen in the image.
Weapons:
a one sided blade, from a trading village east of Terruna and gifted from a teacher, as he has never been to Terruna. A small dagger, elven descent purchased in Aesoria.
Personal: he carried next to nothing during the time of the attack, except for a sack of gold coins, some medical equipment like bandages, salve, and some medicinal herbs.
Extra:
Bel doesn’t do well in heat weather, his fair skin burning easily, and the heat worsenig his fragile constitution. There was a joke in Orius that he never was asked to go to Terruna because he could never handle it.
Bel speaks several languages for diplomatic purposes
Bel hates spicy food to a comedic extent.​
 

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Major Work In Progress

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Name: Rorik D'ahlton
Nickname: Rory
Age: 29
Gender: Male
Sexuality (opt): Bisexual
Race: Half-Orc
Abilities/skills:

Strengths:
  • Silver Tongue: Say what you will about his appearance, but Rory is a natural smooth talker, an is able to charm himself in and out of situations quite easily
  • Orc Strength: With Orc blood flowing through his veins, Rory is easily stronger than most humans, and is able to preform feats of strength with ease
  • Golden Voice: A trait most certainly inherited from his mother, Rory has an amazing singing voice, allowing him to not only woo people of his choosing, but is also able to switch between soprano and alto without effort
  • Orpheus: Due to being at the top of his class at bard college, he is virtually able to play any musical instrument to an amazing degree
  • Liar, Liar: Since playing music on the side of the road is not very profiable, Rory has become an expert liar and con man, swindling many a nobleman of their money with ease
Weaknesses:
  • Arachnaphobia: Rory is flat out terrified of spiders. So god forbid that he encounters a giant one.
  • Paper Tiger: Although Rory might act fearsome and intimidating, he is in essance, a paper tiger, and will not act on his threats unless forced to.
  • Hopeless Romantic: The title says it all, doesn't it? Rory is a sucker for anyone with a pretty face, and will no doubt attempt to seduce whomever catches his eye.
  • Teddy Bear: Although he is the son of an Orcish warrior, Rory will only kill another person when his life is threatened. He absolutely will not kill if someone begs for their life, and won't kill if he deems someone innocent.
  • Life Of The Party: When drugs or alcohol are involved, you know that Rory will be there. He also loves a crowd to preform in front of, so if he is liquored up and preforming music, he will not leave unless he is dragged away.
Appearance description:

Personality:
Bio: Rorik has always been a misfit. Born to an Orc warrior and a human mother who died in childbirth, Rory was labeled as a "half-breed" and a freak. Then, in childhood, as all of the other children were interested in fighting and bloodshed, Rory took to poetry and song, once again causing him to be ridiculed by his own community. With society as he knew it turning it's collective back on him, he left in search of a place that would accept him for who he was. That place was bard college.
Equipment on hand:
  • Dwarven Magical Guitar
  • His Father's Short Sword
  • Backpack
  • Bedroll
  • Pipe
  • "Herbal Substances"
  • Book O' Spells
  • 100 Gold Pieces
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Theme:


Some Of Rory's Guitar Skills:
 
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Marmalade Skye Marmalade Skye

If you are asking what part of Deifore he is from, Rory is from what used to be Orius. The orcs don't really like to live near "Man Country" so they sorta lived on the outskirts of all of the kingdoms, governing themselves via groups of chieftains. But, Rory went to Bard College in Terruna.
 
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Name: Scarlet Evergarden
Age: 25
Gender: Female
Race: Human
Abilities/skills:
Swordplay
-
Scarlet is experienced with her sword and heavily relies on it during combat.
Fireball-
The most basic of pyromancy spells, Scarlet can form a spherical projectile of fire and launch it toward her enemies.
Floating Chaos-
Forms up to three stationary flame orbs that serve as turrets by periodically blasting smaller fire projectiles to a designated target. Remains available for use until it activates five times, comes into contact with an external force, or after a certain amount of time passes.
Fire Surge-
Emits a constant stream of fire from her hand.
Ignite-
Engulfs a target from afar, with a three second delay.
Strengths:
Ambitious
-
A life of borderline poverty changes a person. Scarlet would do most anything for money, as long as it involves honest work. This usually comes off as her trying to do a selfless deed, even if it is for a selfish purpose.
Experienced-
Scarlet is an experienced adventurer and protector due to her life as a traveling mercenary. As such, she can detect traps and explore corners that others could miss.
Hard-Working-
Scarlet will usually play her part until it is completely fulfilled, especially when it involves a cash reward.
Persistent-
If there is a goal that Scarlet seeks to accomplish, she will endure until she accomplishes it, no matter what it takes.
Weaknesses:
Impulsive
-
Scarlet will put all her hard-earned cash to waste the instant she enters a bar.
Easily bought-
Scarlet has high morals that she usually abides to, but she can sometimes be dishonest with her intentions if it involves her earning money.
Short-Tempered-
If Scarlet feels insulted in any way, she tends to make a big deal out of it regardless of how small it is. This can lead to many problems caused by overreactions, and has lead to many barfights in the past.
Physically Weak-
Scarlet can deal decent damage with sword skills alone, but her body is quite fragile and can easily break under a particularly strong force.
Personality (full sentences):
Scarlet has a carefree, outgoing personality. She luxuriates in the freedom to do whatever she'd like and does not allow anything to stop her, even if doing what she wants would lead to an unfortunate result in the long-term. She hates thinking ahead and instead lives every day like it's her last. She can be cunning and mischievous when it comes to earning a profit, but she does nothing that would count as a true crime and always sticks to her morals. Said morals are concrete and definitive, and Scarlet would never disobey them. She particularly hates criminals, as she believes that honest hard work is necessary to succeed in life.
Bio:
Scarlet grew up with her family constantly oppressed by poverty. As such, she was always fond of the prospect of becoming an adventurer. She grew up learning how to use a sword both for self-defense purposes in the streets of the Terruna slums and to earn herself the title of an adventurer. Once she was fully grown, she realized that her occupation couldn't be so easily defined. Being an adventurer was simply not profitable enough, and it didn't help that she was rejected by larger groups due to her novice experience. It was a grind, but she expanded her range of experience and eventually put herself up for hire as a mercenary. She accepted jobs from the people of Terruna for things such as escorting trading caravans, and along with that she hunted small bounties, chased local criminals, and did the occasional odd job. Later on she expanded her expertise beyond the borders of Terruna, and she explored many dungeons on her own to try and find hidden treasure. She dabbled in pyromancy for convenience's sake, as having no ranged attack was a serious disadvantage, and can now perform all novice spells and some apprentice-level spells. With all these tasks, Scarlet is always busy trying to earn cash, and every day she is surprised when she ends her daily hangover with hardly any progress from the previous day. Scarlet loves the noise and chaos of bars, and due to her life in the slums she can't help but instantly spend all her awards on her every indulgence.
Equipment on hand:
Oriental Blade
-
Scarlet possesses an unnamed blade purchased in Aesoria. The sword is well-made, with exceptional durability. It would be hard to break even intentionally.
Attire-
An aesthetically pleasing garment. It offers standard protection against both magic and physical attacks, but Scarlet wears it merely because she thinks it looks cute.
Extra:
Scarlet has decent knowledge of bounties not only in Terruna, but across all of Deifiore, and would kill to have a hefty bounty in her grasp. Unfortunately, she is not talented enough to take on the larger bounties on her own.
Scarlet can drink a great deal of strong alcoholics without getting drunk, and she also has a strong appetite. She loves a good drinking companion, but others can rarely keep up with her.​
 
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Name: Elis Dresden
Nickname: Eli | The Lost Saint
Age: 23
Gender: Male
Race: Human
Abilities/skills:
  • White Magic: Elis is a natural at white magic and utilizing it to it's fullest extent, although he uses a proprietary version of it (i.e incantations and glyph work instead of just regular casting).
  • Holy Magic: Despite his rank and his Faith being taken away from him, he still uses holy magic quite frequently, using the proprietary version of it.
  • Ritual Sites: Through training and constant practice, Elis can create a ritual site in quick succession given the resources and time.
Strengths:
  • Incantations: He's memorized over 8 different spells and hasn't failed a single one through incantation.
  • Glyph Work: Elis has a vast knowledge of Glyph Creation and Drawing, being able to modify and adapt a spell to it's surroundings and situation.
  • Resourceful: He works with what he's given, in the past months, he's been able to create ritual sites out of rocks and sticks.
Weaknesses:
  • Common Knowledge: Due to his upbringing, Elis has next to no idea on how to cook, survive in the wild, or even wield a weapon of any type.
  • Taint: Since his Faith was taken, he's begun to taint and his body has begun the 1st Stage of Taint.
  • Physical Strength: His punches are weak and he can't even put up a fight one way or the other.
Appearance description:
5'7 and 111 pounds, that's really all there is to him, besides all the runes that cover him head to toe.

Personality:
Elis is a straight-forward guy, he doesn't beat around the bush nor does he try to be vague in his wording. Blunt and unforgiving, that is his standard and he can't change that type of attitude. He enjoys being open to many possibilities and having the freedom to do what he wants, restricting that puts him off and into a bad mood whether it was intentional or not. Despite how he seems, being able to do what he wants and not what he needs puts him in a bad position, he can often forget to buy food for the day and will sometimes forget that he bought food that day. Elis works well under pressure and in situations that don't have the luxury of time, thus he can put things aside and do what he needs to do in those types of situations.

Bio:
Accidentally born into a family of mercenaries, Elis wasn't given much and since he parents mostly despised him, he was left at the church and was left to do what he wanted for as long as it didn't disturb church events. With nothing else except a backroom filled to the brim with books and old teachings, Elis did what any curious kid would do and began reading although he was very young and could barely understand any of the teachings in the books. That was until a week later, a middle-aged priest known to the church as "The Chamberlain" found Elis attempting to read the old books in the backroom. The Chamberlain took Elis into his care and taught him magic over the course of 16 years, but since Chamberlain was one of the few priests who still practiced proprietary magic, Elis was taught Glyph Work and how to properly speak an incantation. His Faith grew more and more, and when he grew up to be 18, he was of age to begin training as a Saint, something Chamberlain was never able to accomplish.

Becoming a Saint wasn't an easy task, it involved constant training for over 3 years and unwavering Faith. Elis joined shortly after becoming 18, and somehow survived the constant beating and magic training involved. On his 21st birthday, Elis gained the rank of a Saint was sent to a small kingdom north of Orius to protect the king and shield the kingdom from evil may it arise. For a year, he stuck to his post, constantly surveying and protecting the spoiled king, it wasn't long until he got sick of it and asked for a transfer but every other post in a different area was full. One day, Elis was patrolling the front gardens when a courier arrived with an unsavory message.

His parents were dead, they were murdered and then put up on show in a small orc outpost.

Elis blew up, he hadn't known his parents for that long but he knew they were good people, even if they left him. Filled to the brim with anger, he marched to the orc outpost and spread fire throughout it, and then summoning a demon through a large ritual site made around the outpost. It was a massacre, Elis left with sorrow in his heart, he wasn't able to give his parent's bodies their rest. When he returned back to his post, he was taken by the High-Saints of the church and was punished for "Acts of violence towards countless individuals", "The summoning of a demon without approval", and finally "Leaving his post without approval". The punishment for these crimes was the removal of his status as a Saint and his Faith being taken away from him. Memory of all the incidents and his punishments were removed, and his memory altered to suit. Although the removal forgot a few things, they figured Elis wouldn't do anything crazy.

It's been a year since that incident, he regained the knowledge of Glyph Work and Incantations, but nothing really else, he can't remember anything about his past except being able to proficiently use magic and that is what he's devoted his life to. There isn't much else he can even do, so he took up work as a priest in Aesoria, doing small healing and holy magic.

Equipment on hand:
  • 4 Sets of Chalk.
  • A small knife.
  • A Paintbrush
  • Small jar of red paint.
  • An empty leather-bound book that has about 260 pages.
Extra:
He still doesn't know how to cook, survive without common necessities, and wield a weapon even after his memory erasure.
Elis doesn't know about his Faith being taken, thus he's unaware that Holy Magic will taint him.
White Magic: Common magic that involves the use of light or the sun, this type of magic excels and becomes more powerful in the day but dampens and can fail without notice at night.
Holy Magic: Magic often used by one of Faith, the more Faith a person has, the more powerful the magic is.
Faith: Given to those who visit churches, Faith is a magic property that allows the use of Holy Magic without taint. It can be given and also taken away, in Elis' case, his Faith was taken down from 89 to -1, thus he cannot gain Faith and cannot use Holy Magic without taint.
Taint: When a person without Faith uses Holy Magic, their body begins to taint, it's small but it builds up fast.
  • 1st Stage: The 1st Stage of Taint isn't too bad, it can be cured through those with Faith and Holy Magic but left uncured and unsupervised, it can begin to strain and weaken the victim.
  • 2nd Stage: The 2nd Stage of Taint shows it's severity, dark purple spots begin to grow on the victim's skin, and it becomes a virus that slowly starts eating away at the body of the victim. It's symptoms include: Decrease in Magic Resistance, and Constant Fatigue.
  • 3rd Stage: The 3rd Stage increases the effects and symptoms of the 2nd Stage. This stage is the line of no return, it cannot be cured and treatment will only halt it's progression.
  • 4th Stage: The 4th Stage is the final stage of Tainting, the effects and symptoms of the previous stages are increased severely, and the victim is surely to die.
Ritual Site: A ritual site is a ritual that can really be preformed by anyone, although it requires constant focus and determination for it to successfully work. A site can be made out of virtually anything. Ritual sites have a broad spectrum of uses, from boosting the power of a spell, to summoning.
Saint: A saint is the status and rank of a person who has been through the 3 year training and has good knowledge of Holy Magic. In most cases, a person of 18 years with good Faith can apply, but exceptions have been made in the past.
High-Saint: The rank above Saint.
Incantation: A series of words said to activate a spell.
Glyph: The writing of an old magic user, either drawn using a finger or chalk and paint. It's not restricted to those methods, but it's the most common.
Rune: An object that contains magical properties or can cast a spell. Runes can be used to boost the power of a specific spell, or set traps by casting spells on those who walk by it.
Magic he's regained or taught.
Kurenai
Details: When drawn correctly, a Kurenai glyph appears in which it releases a jet of fire which then expands to engulf everything within a certain area in flames.
Structure: "Destruction of nature, gather in flame! Kurenai!" is the incantation for casting the spell. It's glyph is in the shape of an eye superimposed over a pentagram.

Izuchi
Details: After saying the incantation and drawing the glyph correctly, the caster can unleash a bolt of lightning from the glyph.
Structure: "Swirling bolts, gather and strike with power! Izuchi!" is the incantation for the spell. Izuchi's glyph shape is somewhat different from user to user but generally consists of a cross-like shape over a circle.

Ante
Details: Drawing the glyph and saying the incantation correctly allows the caster to stop the vibrations in the air and thus prevent sound from travelling.
Structure: "Know the world of silence! Ante!" is the incantation for the spell. It's glyph is hard to read and hard to draw, thus it's been revamped 13 different times by many different casters. It's most common glyph resembles a triangle inside a circle.

Agrias
Details: When spoken correctly, any weapon being held by the caster becomes 'dangerous', as in, it can cause more significant damage to a target if used like a weapon.
Structure: "Three suns aligned pour forth their light and fill my weapon with great might!" is the incantation for the spell, it does not require a glyph.
Shiva
Details: This spell doesn't use a glyph. The spell allows the caster to heal and recover either themselves or others'. Although, the spell doesn't directly heal the target, but rather hastens they're natural healing rate. Using this on someone with an illness or disease may worsen it.
Structure: "Blessed humble hand of God. Breath of Mother Earth, I pray thee come before me, show your great compassion to this person and deliver them Recovery! " is the incantation for the spell.

Beast of Light
Details: When spoken correctly, the spell creates multiple wolf-like creatures of light who attack a specified target.
Structure: "I offer up this contract, to unleash the magic beast of light which dances through the skies!" is the incantation for the spell. Activating it involves the caster pointing their finger up to the sky, only then will 3 red circles form which then will move downward from their finger and then to the ground.

Spirit Beast
Details: If spoken correctly, the spell covers the caster's legs in a bright light, which then grants them hugely increased agility.
Structure: "I offer up this contract, to bear the wicked spirit beast which sleeps within the earth!" is the incantation for the spell. It does not use a glyph nor does it require one.
Magic he's lost due to the memory erasure. He cannot regain the skill to use the effectively without being properly taught the spells and techniques.

Most of the spells require the specific teaching from a Saint.

Sky Demon (Taught by a Saint)
Details: The summoning of a creature who has partial control of the sky.
Structure: The summoning of Sky Demon involves creating a ritual site and the sacrifice of something that has great importance to the caster. Elis in his case, sacrificed his parent's bodies to summon Sky Demon. It's incantation was lost to time, Elis being one of the few dozen that could preform the summoning.

Kiyomori (Taught by a Saint)
Details: A heavenly sword that had a mind of it's own, it kills those who have done wrong and have yet to repent.
Structure: The summoning for Kiyomori is difficult to master, it involves using the blood of a Saint to create a small ritual site and then having to embed the mind of Kiyomori into an actual sword so that it can summon correctly. It's tedious and unnecessary, thus it hasn't been used in a good amount of years.

All-Ultima (Taught by a Saint)
Details: The summoning of a spiritual tower that can grow to the height of a large mountain, it boosts the power of Holy Magic and grants Faith.
Structure: The summoning of All-Ultima was difficult, not only did 12 Saints have to be involved but those with large amounts of Faith had to participate one way or the other. The summoning went like this; 12 Saints stand in a circle, large enough so that All-Ultima can summon. Then, 20 Persons of Good Faith had to recite an hour long incantation to feed power to the summoning circle. The 12 Saints would then sacrifice an object of importance and begin the ritual, which involved even more incantations and the use of several captured demons to give reason for the summoning of All-Ultima. Difficult, useless, and impractical, it was never used when it was conceived.

Chirijiraden (Taught by a Saint)
Details: A sword engulfed in flames that could kill a demon and unholy with a single touch.
Structure: It's summoning is exactly the same as Kiyomori's except instead of using the blood of a Saint to create a ritual site, the ritual site needs to be made out of active flames.

Asura (Taught by a Saint)
Details: Using this spell creates a center point in which all flames will then attract to and form a large ball of fire. Given a target, the burning ball of fire will chase and then try to destroy the target in any way it can.
Structure: "Flames, gather and destroy! Asura!" is the incantation for it, no ritual sites or glyphs, all the caster really needs is the skill to handle it.

Ramuh (Can be learned without the teaching from a Saint)
Details: This spell creates a small semi-transparent wall in front of the caster which can reflect any spell directed towards it.
Structure: "Spell break, turn into an avenging light! Ramuh!" is the incantation, it's glyph consists of a square with a circle inside of it.

Esuna (Can be learned without the teaching from a Saint)
Details: When drawn and spoken correctly, a bright shield forms around the caster, it's size can change and vary depending on the skill of the caster. The shield can be brought down through constant damage and it's defense is reliant on the skill of the caster.
Structure: "Shining light, shield from all directions! Esuna!" is the incantation for the spell. It's glyph varies depending on what it's supposed to be defending from, but the universal standard for it are two circles, 1 smaller one inside the larger circle with a line that crosses through both of them.
Took way too long tbh, not even that good of a character. ALL I WAS DOING WAS WORLDBUILDING, this is my life.
 
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Remembrance Remembrance
Accepted, though try to limit your characters abilities a bit when we start. I don’t mind a wide variety of magic skills as long as they aren’t giving a character too much power at once
 
Remembrance Remembrance
Accepted, though try to limit your characters abilities a bit when we start. I don’t mind a wide variety of magic skills as long as they aren’t giving a character too much power at once
I was gonna implement Pool Capacity like the stuff from Slayers, but I couldn’t find a way to fit it in without just making every other magic person have to abide by it so you can see why that’s an issue that’s kind of hard to fix.
 
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It’s alright, as long as it doesn’t go towards op. I’m gonna trust you
Well I can implement it as a sort of thing the church gave him to keep him restricted one way or another.

If you don’t need me to, that’s fine but I’ll put it out on the table so that you can decide.

I think it’s fine since he is virtually useless in every other aspect except magic but the ball is in your court so it’s up to you.
 
Well I can implement it as a sort of thing the church gave him to keep him restricted one way or another.

If you don’t need me to, that’s fine but I’ll put it out on the table so that you can decide.

I think it’s fine since he is virtually useless in every other aspect except magic but the ball is in your court so it’s up to you.
I don’t think it’s necessary. I only said it as a warning. I’ve seen some good characters ruined by not setting limits for themselves. How you would want to take this is entirely up to you and I don’t want to micromanage because you have a good character
 
Piruza Yanamun

"The Desert Reverie"

Age: 29

Gender: Female

Race: Human

Abilities:

  • -Oneirogen Magic, the concept of oneirology is an undying one, by drawing off the power of others oeiric states you can effectively never lose power, correct? This is the thought process of a Trance Magician. In manipulating the dreams and nightmares of others you can effectively always have power available to you, this is expanded when you can send others into trances by taking the fatigue of another and passing it onto somebody else. Or healing others based off of their dreams.
    • -Oneirogenic Communication, by manipulating others dreams, Piruza can force herself into the dreams of others and communicate with them. Due to Piruza, being mute in her native tounge and other languages, uses this to talk verbally to others as she is able to share her thoughts via the dreams.
    • -Oneirogenic Curing, by manipulating others dreams Piruza can transmutate the passion generated by the dreamer into a curing gas and mending fluid, that if drank or inhaled can heal the user.
    • -Oneirogenic Discharge, by manipulating the adverse energy produced by ones' nightmares, Piruza can hurl a bolt of fear towards opponents, this tends to cause the victim to halicinate their worst fear.

Skills:

  • -Astronomical Navigation, the stars that light the night sky, can be read by Piruza and, she can create rough maps with a detailed star viewing.
    • -Traversal, living in the outer deserts means you can't sit around and wait to melt
    • -Quilter, Piruza is able to make quilted garments if the fabrics are large enough.
    • -Theifery, Piruza doesn't exercise this skill a lot but she can steal from others with relative ease.

Strengths

  • -Compassionate, Piruza is very caring, although this can lead to accidental befriending and constant betrayal, Piruza continues to stay resilient and assist others.
    • -Athletic, through fighting off others and draggings others towards safety, Piruza has been able to keep in shape and has worked on her speed and strength to where she can carry a person if enwrapped in a quilt.

Weaknesses

  • -Mute, Piruza never learned to punctuate her words, she can only communicate through literature or dream-based communication.
    • -Infrequent use of Magic, Piruza is finely tuned towards her magical abilities, so much so, an extended period of time spent not exercising her arcana can cause her to fear and feel queasy.
    • -Insight towards Corruption, due to her compassionate motives, Piruza does not see morality and immorality, which tends to get her into unfavourable situations.
Appearance

Appearance description: Piruza stands at roughly 5'4 and is quite light, reaching around 134 pounds, this does set her as an unlikely protector and presents her as quite shy and tame, however, despite this she appears mostly playful, and unpredictable, with her tied back, frills for hair and her constant 1/2 smirk etched upon her face. She does give off a very mystic aura around her, likewise with her clothes.

Piruza.jpg

Personality
Piruza is a motherly mute, she communicates through her actions and her actions scream kindness, yet due to her mute nature she seems very distant, which is not her desired outcomes as she feels very empathetic and sympathetic

Bio

Piruza is the Desert Reverie, the protector for others in Terruna, those who are not welcome to the various oases, Piruza roams the desert during the night, searching for travellers or outcasts to tend to, protecting them from dangers. She is a myth among explorers, the bane to sand serpents but a face of relief to those who prey victim to the festering cold of the night.

This, however, is not a self-chosen occupation, Piruza like other Terrunians is an outcast, her parents were manipulators of sand, more specifically the sands of time, through pacts and deals with demonic scarabs and other beasts of high arcane concentration, Piruza's Parents wished to grow in immense power, their goal was to make a weapon of a child, that child being Piruza.

Sadly, a success is never formed on the first try, which to Piruza's Parents was unacceptable, refusing to gaze upon their child they later exiled it among the Terrunan streets at 5, Piruza grew up as a street roamer, acquiring skill and ideas through experience and observing. Whether or not the knowledge was humble or not is a different story.

Luckily, Piruza was accompanied by a group of other roaming kids when she reached 13, while it was very gang-like and was ran purely off respect, however, to her it was a family, it was a group she could protect.
Around the same time, Piruza had begun to develop her arcane ability, it started off as simple communication among her close friends, in which Piruza, who was notably surprised and excited about finally being able to express herself through speech, used to communicate simple ideas and messages to, as she grew, she developed her magical skills, learning it's intricacies and quirks, so much so that she is able to infiltrate others dreams and talk to them, despite knowing nearly no languages.

At 15, the gang seemed to slim down as more and more members disappeared or got devoured by sand serpents, Piruza was highly distressed, among that She was beginning to question her upbringing and past.

Around 16, Piruza's life dropped to a lower low, as Terruna began to commercialise their resources, they had to commercialise their streets, which began the great exilation. An event that outcasted large droves of Terrunans who were in poverty, in this event Piruza's adoptive family of criminals was killed, they were due to make their way to a desert ruin but it was not meant to be, Piruza saw this as her mistake, if she was only there to protect the others then she would not need to be alone, this is the sole reason as to why Piruza is wandering around the Deserts.
Protecting others.


Equipment
-Weapons: Torporius Stave (Pictured), one of the only gifts she was given by her parents before they kicked her out, it holds the Oneiric Energy leeched from others and allows her to channel most spells.
-Armour: Due to primarily living in the desert Piruza doesn't don armour, she prefers to go light in clothing, normally sporting a dress, however, she carries a band on her arm which she uses to holster her Stave.
-Personal: A rolled-up drawing of the orphaned gang she was once in, it is wrapped around her hairpin.
-Misc: 10 Large rolled-up patch-work quilts, stored in a large wooden tube.
Extra:
-When talking to others in their dreams Piruza's pitch can change based on her emotions
-Piruza whistles in her spare time.
-Isn't fond of dragon riders, due to their dragons being very heavy when dragging them to safety.
-Ironically, Piruza suffers from insomnia.
 
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Marmalade Skye Marmalade Skye I did a small edit involving the removal of a known spell and then putting it into the group of lost spells. I also clarified a bit on the Lost Magic section, and this is probably important; I made the Lost Magic section as more of a proof of concept, so I could show that Elis has lost the knowledge and skills to preform those spells and that there is real danger in the loss of his memory.

I’m gonna sleep on the idea of pool capacity and if I’m up to revamping most of the sheet, I’ll try to get it done by tomorrow night.

Hope this helps.
 
Name:
Tiiraaz
Nickname:
The Guardian
Age:
709
Gender:
Male
Sexuality:
Asexual
Race:
Vartija
Race Abilities:
  • Weightlessness- The first ability that the young Vartija learn is how to make there body near weightless, They won't float off into space and cant use this to fly. It's not known how they do this but it's a passive ability that is used primarily to avoid predators or potential killers.
  • Complete Silence- Due to the weightlessness the Vartija can learn a unique ability where they can be completely silent when they move its said that when they walk even the blades of grass do not bend.
  • Teleportation- This ability is rare among the Vartija since most don't live long enough to learn it, the creature can teleport short distances as long as the end location is within eyesight, This can not be used at night and a knowledge of the area needs to be present before teleporting sight is not the sole factor.
  • No Food/ Water- The Vartija does not need to consume things to survive but it can eat seeds to them seeds are equivalent to chocolate.
Strengths and Weaknesses:
  • Near Immortality- The Vartija do not have a natural lifespan this allows them to live for centuries if they are smart enough.
  • Stealth- Thanks to the Race abilities the Vartija are best suited as scouts being able to quickly explore areas without leaving a trace.
  • Frail Body- Even the weakest monster could easily kill the Vartija thanks to its weak body.
  • MonoLingualism- The Vartija do not have the capacity to learn other languages but they can mimic words without knowing the meaning like a parrot.
Appearance:
328d121946a2d5547d6115eb1ed2eee0.jpg

Appearance description:

Tiiraaz stands as 5'5" and weighs 0.01 grams, no part of the body of the organism can be seen as it is shrouded in a light blue cloth. A coal black mask with solid white eyes is adorned on its face. Despite the appearance of the "cloth and mask" these are actually apart of the Vartija's body which allows it to move fluently and with ease.
Personality:
Tiiraaz is naturally curious but at the same time cold towards other races it prefers to be alone but doesn't mind staying with others for survival through the need for survival the personality can change depending on how other acts around it. It would not be od for Blue to adopt the personality of a den mother since it doesn't need food, water, or sleep it could work all night in order to make another entity happy. Blue doesn't understand life spans and just believes that one-day things die a lot of this has caused Blue to adopt a more philosophical ideology in its later years.
Bio:
A shining light tore through the veil of darkness that clouded the creature's mind, there was nothing but sand surrounding the sprawled out creature it slowly sat up observing its surroundings "Klo..." the mysterious voice whispered as he waved its hand slowly over the bright orange sand. Tiiraaz started walking through the never-ending sand looking into the distance a giant stone column was buried "Vod..." the saddened Blue kept walking through the land time passed as he wandered for years until he met another Vertija "Red" she was thousands of years older than him and was deeply conflicted, because of this Tiiraaz stayed with it for a while and the two fell in what could be described as love the two depended on one another life went on like this for centuries Tiiraaz was taught many things and learned the secrets of its race while Red enjoyed teaching and traveling together. Not everything can last forever eventually Red was killed by the sand snakes Tiiraaz was powerless to defend its partner and had no choice but to run filled with regret about running he knew that Red would be reborn in body but not with its past memories so he decided to attempt to seek it out and teach it just like Red did for him. Everything before this moment left Tiiraaz with a name as he held a deep yearning sadness in his heart, after trying and trying over and over again to find Red eventually he wandered out of the desert and faced many new dangers everyday life was death-defying for Tiiraaz. He found a wandering group of humans, having never seen them before he was wary of them but after some convincing he grew to like them Tiiraaz stayed with them for a long time until they started dying of old age not knowing what was happening Tiiraaz thought it was like when Red passed and a thought came into its mind. As long as he could find the reborn humans he could get the group back together and live happily, this caused him to explore many human towns eventually coming to the cities he would travel the city every day looking for his lost human friends not realising that generations had already passed from their deaths, Tiiraaz always seeing new faces remained in the city of Aesoria for generations always looking for his lost friends, waiting for them to be reborn when sadly they never would.
Equipment on hand:
None.
Extra:
Tiiraaz=Sadness
 
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I am split between, like, three different songs to be Rory's theme, and it is all I could think about at work
 

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