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Fantasy Guild of Heroes: Origins [CHARACTER SHEETS]

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  • The story takes place in a new continuity. Henceforth, all following Guild of Heroes roleplays will be part of this same continuity unless stated otherwise. This continuity is different from any other Guild of Heroes roleplays thus far. This is a new universe, and all action that will take place in it is separate from all other Guild of Heroes stories to this point.

    The story takes place on the planet of Gaia, a world in the medieval period, filled with magic and mythical beasts. More details in the next tab.

Main
Here
OOC
Here
Lore
Here
Character Skeleton

Birdsie

The God-Emperor of Mankind
RULES FOR CHARACTER CREATION
1. If it gets a Like/Love from me, it is accepted and you're ready to go.
2. Tag me to make sure I see the Character Sheet.
3. Overpowered characters will not be accepted.

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: (You may create your own race, provided that you will write down a fairly detailed description of its physiology, specialization etc.)
Class: (Feel free to make your own, however, the basic, recommended list can be found here: Fantasy Character Classes - TV Tropes).

PERSONAL
Sexuality
: (Ships gotta sail, then sink each other.)
High Concept: (Sum up your character in a sentence.)
Character Alignment: (Lawful Good, Lawful Neutral, Lawful Evil, Neutral Good, True Neutral, Neutral Evil, Chaos Good, Chaos Neutral, or Chaos Evil.)
Personality: (At least 3 lines. Make sure the character has it's strengths and flaws.)
Backstory: (At least a solid paragraph, no more than 4 paragraphs. Keep it relevant.)

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?)
Quote\s: (Notable things that the character has said, that may show off their personality or speech type.)
Theme: (Musical theme.)
 
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Scarlet Torche Siris
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[div class=flex][div class=textarea][div class=header]Basic Information[/div]
Name: Scarlet Torche (Tor-sha) Siris
Aliases: Torch, Cinder, Magpie
Age: 23
Gender: Female
Race: Human
Class: Scout (Ranger/Rogue Hybrid)

[div class=header]Personal[/div]
Sexuality: Heterosexual
High Concept: A thief girl in a rough world.
Character Alignment: Chaotic Neutral
Organizations\Affiliations: Chroma Thieves Guild

Personality: Scarlet enjoys life, or at least she tries to make the best of the life she'd been dealt. One wouldn't believe she was ever capable of being serious based on the fact that she tends to joke and goof off, even throwing out sarcastic smart ass remarks here and there. Maybe it's a defense mechanism or perhaps she's really that peppy, hard for those not close to her to say. Those who are very close with her know better. That under that smirk there is some depth that she prefers to keep to herself.

Backstory: Scarlet is your average tale of a life with a poor start. Her family were average peasant that struggled to survive along with caring for their three children. Scarlet's younger sister died at the age of two from a swift illness when Scarlet herself was 10. Her older brother went missing one night and never came back, which her parents at that time assumed that he had perhaps died rather than think he had run away from him. This left only Scarlet who took on odd jobs where she could at a young age. The wages earned were never enough.

When a plague wiped out half of the town leaving Scarlet to fend for herself is when she turned to common thievery and begging; anything to survive as an orphan at the age of 12. She was caught a few times trying to pick the pockets of the few well off of the town. It wasn't too terrible of a deal since at least she got something to eat even when she was caught, maybe even worth the beatings of the local guards when they dragged her to jail.

Still, Scarlet was a survivor. She hid out in abandoned buildings, worked when there was a job, and stole when she was desperate. She hated her life at this point and decided enough was enough. She had heard rumors while in jail from others caught, a name of a thieves guild known as Chroma that was causing problems in a nearby city. No one here wanted to give her a stable job to support herself after a year of her petty theft and begging. She heard their whispers under their breath, that she'd never be anything more than a thief, so why not just become one?

It was difficult enough for her to get to the city, it was even harder to glean where the guild was located. It took her almost a year, but she managed to get in. From there she was taken in by the guild and put to work and taught. It wasn't wasn't easy. They weren't exactly gentle and patient mentors. Some lessons were learn or get hurt, learn or get arrested, learn or die. She grew up in the guild with her thieving 'family' and her life was greatly improved once she was allow to go on real job and get real coin.

[div class=header]Physical[/div]
Weapons & Armor:
  • Leather Armo
  • Cloak
  • Bow
  • Quiver
  • Variety of Arrows
  • Two Swords (Dual Wield)
Items & Personal Belongings:
  • "Lucky" Dice
    • There is nothing lucky about them, they're loaded.
  • Lucky Coin
    • The first coin she ever stole as a member of Chroma.
  • Thieves' Tools
    • Lock picks, small file, small mirror, narrow-bladed scissors, and pair of pliers.
  • Small Bag
    • Holds clothes, water-skin, rations, and a sneaky little trap for wandering hands.
Skills & Abilities:
  • Archery Proficiency
  • Sword Proficiency
  • Unarmed Combat
  • Dirty Fighting
  • Thieves' Cant
    • Fluent in secret thief code/language.
  • Sleight of Hand
  • Stealth
  • Traps
    • Disarm/Place
  • Tracking
Spells & Magic:
  • Pyromancy
    • Able to generate and manipulate flame.
    • Immune to fire.
  • Smoke Manipulation
    • Able to use her Pyromancy to generate smoke and manipulate it.
Weaknesses:
  • She's a bit soft and getting hit sucks.
  • If they are bigger, tougher, stronger, and wearing full armor; she won't be able to face them head on.
  • Water
    • It can put out fires, so her flames can also be doused.
  • Vices
    • She likes to have a good time, but sometimes she goes a little to far and drinks too much.
  • Mild Kleptomaniac
    • Some things are too good to pass up.

[div class=header]Fluff[/div]
Hobbies:
  • Drinking
  • Card Games/Dice Games
  • Stealing
Quote\s: "I'm not drunk - hic - you are!"
"Where there is smoke, there is fire, where there is fire is where you will find me."
"You can't read smoke signals?!"
"How did that get in my pocket?"

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code/design by Fable Fable
 
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Ayasha
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BASIC INFORMATION

Name: Ayasha
Aliases: White Fox, Temptress
Age: ---
Gender: Female
Race: Kitsune
Class: Sage

PERSONAL

Sexuality: Pansexual
High Concept: A foxy fox-girl™
Character Alignment: Chaotic Neutral

Personality
When mischief is afoot, eight of ten times, you can bet Ayasha was part of it, one way or another. She is quite impish by nature, as is most of her kin - granted their rather minuscule numbers make them "mythical beings". She'd often predate on the weak and unprepared, usually just to enjoy witnessing their genuine, and more often than not, hilarious reactions. However, the familiarity she shows with everyone isn't a deterring factor to her loyalty - she'll side with the one that can give her what she wants without any hesitation.
Backstory
Technically, Ayasha wasn't her real name - it was just a name she took from one of her unfortunate prey in harvesting spiritual energy. She wasn't necessarily a menace, but she caused enough mischief to be banished from her usual place. She was then "purified", removing her memories of the incident that led to her banishment, and those that came before - before sending her away.

Without purpose, and only led by her instincts, Ayasha wandered from place to place - accumulating spiritual energy through various means, some extremely explicit, and some rather harmless. Eventually, her travels resulted in her getting wound up in Albion - and mixed in with all the shenanigans that came with it.

PHYSICAL

Height: 5'7
Weapons & Armor
Aside from her usual clothing, Ayasha carries around a polearm that is slightly taller than her. The said weapon weighs quite light, and is sturdy enough to withstand blows even from ridiculously humongous weapons - it can't cut through magical nonsense, however.
Items & Personal Belongings
Currently, none.
Skills & Abilities
Shapeshifting - Like her kin, Ayasha can shapeshift into the form of a fox - in her case, a white one with nine tails. In this state, she becomes more agile and stealthy, but her magical capabilities are halved. She also gains a slight durability boost while in her fox form. Unfortunately, swapping back and forth strains her - she is often limited at about 3-4 times a day, considering she has enough amount of rest.

Fox's Allure - Whether it be her captivating voice, her seductive movements, heck, even her very breath - she can entice anyone, though those with higher mental fortitude will require more effort. Negotiations, bargaining, etc. - they can be done far easier than most with Ayasha's charm. Granted, there may be some out there who are simply immune to her appeal.

Natural Affinity - She gains a slight boost in her capabilities when in a nature setting. Additionally, she can commune with flora and fauna alike, provided that they have not been altered or corrupted in any manner. Ayasha can also sense spiritual energy, though seeing them would require more effort than simply "feeling" the area.

Improvised Close Combat - Ayasha can do close combat, using her polearm, or bare hands (and claws and fangs). Granted, she's not well versed in this field, but she can stay toe-to-toe with an average soldier.
Spells & Magic
Spirit Magic - Fueled by spiritual energy - a mysterious force that lies within life and death, Ayasha is capable of casting various spells - ranging from powerful offensive ones like a barrage of large spirit fires, to defensive and utility spells such as recovering wounds and creating magic barriers. Unfortunately, like mana, spiritual energy is an expendable resource, and accumulating it is quite a tedious task.

Advanced Nature Magic - High level nature magic, capable of standing against veteran druids. This one uses mana instead of spiritual energy, which Ayasha often utilizes for its cost efficiency and easy usage.
Weaknesses
It's So Fluffy I'm Gonna Die - The tails. Those nine tails. They're fluffy, and extremely sensitive. Not to mention that most of her stored power lies in there. So cutting them off would not only inflict her near-paralyzing pain, but also reduce her capabilities drastically.

The Bane of Casters - She's not really good at fighting up front. Ayasha's advantage lies in her raw magical power - a fight that forces her to go the physical route is a fight she is most certain to lose.

The Fox - A fox is tricky. Cunning. Underhanded. Her allegiance is to herself, first and foremost. She may act friendly and close with everyone, but her loyalties can change in the blink of an eye.

FLUFF

Hobbies:
Mostly just enacting mischief, though she does enjoy strolling around in nature, as well as predating on inexperienced and easily flustered ones​
Quotes:
"Ahn~"
"What's the matter? Why are you blushing, am I getting too close for comfort?~"​


 
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[div class=flex][div class=textarea][div class=header]Basic Information[/div]
Name: Callandar Stormbringer
Aliases: Callie
Age: Ancient
Gender: Female
Race: Human (now)
Class: Wizard

[div class=header]Personal[/div]
Sexuality: What? Ew. I think. I don't know anymore...
High Concept: Cursed wizard out for revenge and reclaiming all that was hers.
Character Alignment: Lawful Neutral
Organizations\Affiliations: Herself. But the Guild of Heroes offers useful allies.

Personality: Callie is, by nature, a sullen introvert who would like nothing better than to hole up in a cave surrounded by treasure and books, never to see another sentient being again. At least, she still thinks she is. Being around humans, as a human, has forced her to become more sociable, even pleasant at times when charm can get her what she wants. Grudgingly, Callie's experience around social creatures like humans is rubbing off on her, making her more sociable as well. She's even come to enjoy music, good conversation and long walks outdoors. Still, she's lived for many years as an isolated, mistrusting monster, which makes being a mysterious wizard remarkably easy to do for her.

Backstory: In ages past, a dragon was hatched in the Whitespire Mountains and grew to reasonable size and deadliness. Centuries of predation and the looting of the two-legged communities that came and went resulted in the accumulation of a great deal of treasure and personal might for Callandar, the one the humans once called Stormbringer. Her occasional trips across all of Albion's skies, trailing lightning in her wake, became a thing of myth and legend but eventually she had enough accumulated gold, stolen tomes of lore to entertain her and stray magical trinkets to experiment with that she was content to lair instead, only coming out for food now and then.

Until several thieves and progressively more deadly agents of some Albion King started making pests of themselves, trying to steal something from her horde. She ate them quite cheerfully but, preferring to dine out than order in, grew increasingly grumpy about the interruptions. At last, a strange undead entity named Turenval came to her cave, bringing with him a shackled human sacrificial victim. Unexpectedly, the Lich enacted some unknown sorcery and the great Callandar Stormbringer found herself suddenly in the body of the human, with that woman's soul now laying claim to her great form. The undead monster promptly took his new prisoner with him back to his castle, where she was bound for a year and a day to answer questions about some of the sundry artifacts and items she'd acquired over the centuries.

At last, an opportunity to escape came and 'Callie', as she'd come to call herself, took it. A much greater problem then befell her; how to survive in the human world, as a human. After her bitter, arrogant attitude served her quite poorly, Callie learned the fundamentals of basic social etiquette while discovering how much of her magical abilities she still remembered. As word of those opposed to Turenval reached her ear, she determined to join forces with the rebels. She would use these humans and the other two-legged species to tear the Lich from this throne, grind him under their boots and make him pay for what he'd done.

And then she'd find a way to get her body and her treasure back!

[div class=header]Physical[/div]
Weapons & Armor:
Staff: A branch from one of the great White Oaks in the most ancient of forests, brought forth from the heart of a tree through mystical means and burnished to a gleaming pearl-white. She's bound it with leather strips for a good grip and worked a variety of runes and sigils into its surface, embedding the occasional crystal or mystic talisman to make it a useful amplifier of her sorcerous abilities. The energies it's channeled make it sturdy enough to block a sword.​

Items & Personal Belongings:
A pack with basic travel items and additional clothes in it.​

Skills & Abilities:
Callie is reasonably adept at holding her own in a fight with her staff, if pressed to it. She counts her recently learned skills in handling money, negotiating with others and caring for a human body as an accomplishment, though they're basic nature for everyone else. Her only remarkable skill is a profound literacy, owing to centuries of reading captured books. As such, Callie can speak most languages and knows a great deal of history, religion, art, economics and everything else put to pen. Naturally, this means she's much better at telling you what century a piece of pottery was produced, or how the guards in a city were run two centuries ago, rather than telling you anything useful about how the guards in that city function today.​

Spells & Magic:
While otherwise a fairly helpless human being, Callie's real remaining strength lies in wizardry. She had centuries to practice it, although with a dragon's interests and attention span, she's not as adept as a human might expect to be with that lifespan. Thankfully, the human body she inherited has good (if not spectacular) natural talent and she's had several years of practice at building up her proficiency and acclimatizing her new form to channeling arcane energies. Noteworthy magics include:​
Lightning: Her single greatest proficiency and legacy as the Stormbringer, Callie's signature effect is a sheet of pure electricity that leaps from her fingertips in a continuous flow. Has a tendency to cause paralysis, particularly in targets wearing a lot of metal.​
Aeromancy: Skillful at manipulating the air including creating breezes, disrupting thrown missiles, conjuring up whirlwinds to entrap foes or even weather control if she really works up to it.​
Fire: Can loft fireballs. Theoretically could be used to control and enflame or limit fire, though she's never bothered.​
Warding: Can create protective barriers of energy to ward off blows around herself. She's capable of building genuine wards with enough time and effort.​
Spirit Weaponry: Able to conjure floating blades of pure magical force and send them hacking and slashing through her enemies.​
Necromancy: Can animate dead bodies into useful servants.​
Cantrips: Able to perform a variety of minor magical feats, ranging from basic telekinesis of small objects to conjuring light, creating claps of sound, freezing a small object or minor illusions like changing her hair color.​

Weaknesses:
Callie has her share of issues including:​
Naivety: Two years among humans has shaken out 75% of the surprises but she still lacks the lifetime of experience around other social beings. While naturally suspicious, she's not used to being lied to, manipulated, flirted with and she has only a passable sense of how she comes across sometimes.​
Relative Frailty: Although a talented Wizard, Callie otherwise has the physical condition and skills of a woman who's never done a day of hard work in her life. Her stamina, fighting skill and endurance reflect that.​
Obsessive: Callie wants her body and her treasure back. And she wants the Lich slain by having its bones separated, individually consecrated and then carved into little bone flutes for children to play on before she grinds them into dust under the heel of her boot. Virtually everything she does works towards those ends. This makes her rather single-minded, grumpy when not working towards those ends, and potentially easy to manipulate for those canny enough to suggest going along with a scheme will advance her goals.​

[div class=header]Fluff[/div]
Hobbies:
Reading books, the older the better.​
Accumulating treasure, letting it pour through her fingers and cuddling with it.​
Researching, tracking down and conversing with every Demon Door of antiquity she can find, just to say she knows them all.​
Knitting, a recently acquired hobby she finds relaxing.​
Drinking, an even more recently discovered activity as she very much enjoys the feeling of intoxication.​

Quotes:
"Don't you ever stop talking?"​
"Do not meddle in the affairs of dragons!"​
"Who says lightning doesn't strike twice?"​


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code/design by Fable Fable
 
Birdsie Birdsie Your queen has arrived~

BASIC INFORMATION
Name
: Lumu Muna
Aliases: Lu, Mu
Age: 21
Gender: female
Race: Moth
Class: Alchemist

PERSONAL
Sexuality
: bisexual
High Concept: A blunt moth that wants to get her wings back
Character Alignment: True neutral
Personality: Lumu is a very sad individual, with little care for social customs, yet knowing them none-the-less, holding a particular affection for things that are warm, and therefore having a rather hands-on approach when it comes to people. The moth is lucid in everything it does, between its desires, such as waffles or pancakes, or its general emotions, for instance its clear and distinct amount of pessimism for almost anything that involves danger, or doesn't include a light

Backstory: The moth people had never been a particularly intelligent race given their ancestry, yet the were smart enough to survive the cruel test of time with nature. As time progressed, even after meeting civilisation, they never really integrated into society due to the simple fact that they had an average intelligence level of about a dog, yet also retaining enough memory to learn and speak languages, although fairly basic. Although the people were typically nocturnal, they were often also seen during the day due to their fascination with the sun that had grown with their evolution

One exceptional case was Lumu of the Muna family, a woman that had an surprising amount of memory that was superior to most of the rest of her people, a girl that loved nothing more than to fly around and bask in the fascinating mystery to their people that was the great light, a giant light in the sky that no moth had ever been able to reach, yet due to her blissful floating and lack of attention, the girl soon found herself caught in a net and being dragged away from the precious sunlight into one of the building typically occupied by the humans.

This man that captured was known to her people as a "trophy hunter", and was often spoken as a mere tale to children as a horror story to ensure that they didn't misbehave. Needless to say, Lumu was terrified. Kept in a cell, surrounded by parts of other creatures such as satyr horns, mermaid fins, and even what looked like a lamia tail, the young girl simply hurdled in a corner until it was her time. The process was gruelling as her wings were carved out of her back like some sort of sick party, and just like that, she was set free, now wing-less.

The moth girl ran from the house as quick as she could, unable to bare the thought of returning to her people after suffering such a disfiguration, mortified at the thought of being unable to carry out her favourite pastime of flying for the rest of her life, and remembered one of the trades she had heard from her father one day that the humans practised, a strange practise known as "Alchemy", and thus, the moth girl sought out into the world in-search of learning such tricks of the trade in the hopes of restoring what once was, her mind scarred by the experience and seemingly without joy any longer.

Her travels brought her far, yet she had difficulty integrating into the human way of life, what with their "currencies" and "trading", yet she managed the ordeal as best she could until coming about the rumoured "Guild of heroes" that even her own people had heard of, hoping beyond hope to enter in the hopes that they would be able to provide for her, at least for a little while, in return for what little help she herself would be able to provide for them

PHYSICAL
Appearance
:
E6ECD23A-92F7-4368-9D76-98CB8AB54367.jpeg
Weapons & Armor: None
Items & Personal Belongings: Lumu has a variety of potions and alchemical ingredients she likes to carry around with her, generally low potency poisons, healing potions and many, many failed attempts at a strong regeneration potion, along with a few weak buff potions
Skills & Abilities: Alchemy, surprisingly has a large amount of knowledge in the craft, astonishing level of memory for her race to the point of knowing how to read and speak a language
ambidextrous - Works equally as efficiently with all four of her arms
good sense of smell with her antennae
Good night-vision from her ancestry
Excellent sense of direction
Spells & Magic: Capable of learning magic, but never has gotten around to it
Weaknesses: Usually unmotivated, not particularly strong nor agile

FLUFF
Hobbies
: Following lights
Quote\s: “What’s the point... Somebody’s just going to take them from me again..” “Is that a light..? C-can I.. touch it?” “Sure you can touch my fluff. If you want.”
Theme:
 
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B A S I C
Name:
Hermione Puckette
Aliases:
Hermy, Goat
Age:
25
Gender:
Female
Race:
Saytr
Class:
Archer


P E R S O N A L
Sexuality:
Pansexual
High Concept:
A perpetually drunk and hygienically challenged Saytr with, ultimately, her heart in the right place.
Character Alignment:
Chaotic Neutral (leaning on good)
Organizations\Affiliations:
Guild of Heroes
Personality:
Hermione can come across as a self-centered and dishonest jerk to a lot of people due to her tendency to trick people out of their funds and only seeming to care about keeping a steady supply of wine on her person and goofing off. However, this is primarily due to her background, causing her to dislike and/or distrust others. Looking past that, you are likely to find a sassy but well-meaning creature. While she does not like showing it to strangers, she has a soft spot for animals and children. While not easy to fully make friends with the Saytr, if one was to earn Hermione's trust, they would have an ally forever.


A massive flirt, Hermy will relentlessly hit on people mostly as a way to annoy them and not out of real interest. If she was to become interested in someone, she would actively deny it and try not to pursue it in fear of rejection. Her low self-esteem stems from a lifetime of feeling unwanted and pushed away which has caused a deep fear of being abandoned to accumulate within the Saytr.

Despite all of her faults, Hermione underneath it all is truly a good person with a sense of justice and will apply herself to see it done, especially after what she had endured herself. While not serious by nature, she has moments of taking in the atmosphere and applying herself accordingly. She has a sense of fun, tending to play pranks on people and has a strong liking for music and dancing.
Backstory:
Hermione never properly met her parents as, from what she was told she had simply been left. While she had been "adopted" by a family of Elves, she had never felt herself being a full part of it. Hermy's natural instinct to take part in debauchery (from what she knew this was typical of Saytrs) clashed with her 'family's' ideals, causing a rift between them all as well as her relationship with other Elves. It reached a climax when Hermione was fifteen and her adoptive mother caught her with a young Elven girl, something that she had deemed unacceptable and as a result, she attempted to drown the young Satyr. Hermione barely escaped and since then has gone off on her own. Since then, Hermione has drifted from place to place with not much direction. During her drifting, she has gained a bit of notoriety as a petty thief, able to sneak up behind people to pick their pockets without being detected. During her travels, she came to hear about a certain Guild and, while interested, due to a longing to belong and feel part of something, she is also reluctant to consider asking to join, since it was risky that she could just get hurt again.


P H Y S I C A L
Appearance:
andi_concept_sketches_by_crescentvenus-d5io4bj.jpg

Hermione stands at 5'10ft and weighs roughly 180 lbs. As well as her goat-like legs and ears, she sports a black horse-like tail which has the tendancy to swish around depending on her mood. Her primarily dishevelled appearance is mostly due to her lack of interest and her fear of water, causing her to have very poor hygiene with a smell that can only be described as a mix between a wet goat and an unwashed shirt.
Weapons & Armor:
Bow and arrows,
Short bronze sword
Items & Personal Belongings:
Small bag of gold coins,
Wine skin
Skills & Abilities:
Archery- Hermy is very skilled with a bow and arrow,
Pipe playing- true to her people, Hermy is a talented flute player which can come in handy as a distraction,
Funny- A trickster by nature, Hermy is a skilled comedian which can be useful in lifting the mood, or like her pipe-playing, can be useful as a distraction,
Strong kick- similar to a goat, she has a strong kick as well as her use of her horns which can be powerful when attacking,
Animal speech- Can communicate with animals similar to herself, including goats, horses and others.
Stealth- Amazingly, despite her large, horse-like hooves Hermione is surprisingly sneaky.
Spells & Magic:
None
Weaknesses:
Envy- Hermione quickly grows jealous of other women, particularly humans or elves who are by default prettier, seeing herself as lesser than them due to her beast-like assets,
Big mouth- this Saytr simply cannot shut up, even if it gets her or others into trouble,
Alcoholic- Self-explanatory, though she does have some restraint. She does tend to drink at every possible opportunity, however, and is worse following a stressful experience,
Stubborn- once Hermy has her mind on something, it is near impossible to change her mind,
Fear of water- following a traumatic experience as a child, Hermione has an intense phobia of water.


F L U F F
Hobbies:
Drinking,
Pipe playing,
Travelling,
Practicing archery
Quotes:
"Name's Hermione. Friends call me Hermy, or at least they would if I had any."
"Lighten up, why don'tcha your face is like a burst boot!"
Theme:


Birdsie Birdsie
 
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full
Name : Kyndryr D'Nyr

Aliases : Frostfire, The Iceblade

Age : 48

Gender : Male

Race : Half-elf

Class : Hexblade

The Personal

Sexuality : Mmmm. Yes

High Concept : A warrior who wanted only to protect, forced by circumstances to deal with his awakened Elemental abilities and the Darkness that fuels them.

Character Alignment : Chaotic Neutral (Was Chaotic Good not so long ago.)

Organizations/Affiliations : Shadowmongers (Involuntary member, currently avoiding 'reclamation'.)

Personality : Kyndryr is a man trying to come to terms with the hand the Universe has dealt him. The youthful enthusiasm that led him to take up the sword in defense of others has given way to the harsh reality of his Darkness fueled Elemental powers. This makes him seem standoffish, though this is mostly to protect those around him. His views of good and evil are currently in a state of flux, leaving him conflicted, a fact which anyone observant can pick up on. He still possesses the desire to do right, but more and more he finds himself taking the path of expediency, and this disturbs him.

Backstory : Kyndryr is the son of a human mage, Serriah, and an elvish ranger, Nyranthiel. For the first eighteen years of his life, Kyndryr knew nothing but happiness. His mother was never too busy with her studies not to take time out for her son, and his father, unlike some elves, was attentive and involved in his son's life. When he was eight, his mother tested him for something she called 'Mage Gift', and seemed to be pleased when Kyndryr showed no sign of it. It was at this point that his father began to train Kyndryr in earnest. Kyndryr never developed any skill worth speaking of with a bow, though he could feed himself by hunting, but his skill with paired blades grew rapidly. After a few years, Nyranthiel called in a few favors since Kyndryr had exceeded his own skill with dual blades.

Things proceeded apace for the next several years, with a procession of instructors staying for a time, then moving on. During this time Serriah didn’t let Kyndryr’s education falter, teaching him about history, the races, and even magic. Though he couldn’t practice it, Kyndryr learned to recognize the various types of magic and the common counters for them. By the time his eighteenth birthday approached, Kyndryr was an excellent swordsman, and well versed in history and lore. Things fell apart on the day he turned eighteen, starting with the arrival of a pair of cloaked figures. Serriah saw the riders approaching, and went pale as a sheet. She hurried Kyndryr into her workroom, then began to write glyphs and symbols upon his body with a clear liquid that burned cold on his skin. Kyndryr didn't protest, trusting his mother, even when she spoke in a flat, almost dead voice.
"I do not know why the Shadowmongers have come for you, since you have no Mage Gift, but they are here, and neither I nor your father may hope to stand against them. I pray you forgive me, and that this works."
Before Kyndryr could frame a reply, his mother began to speak in a guttural tongue, and the icy symbols on his body flared into white heat so intense that he couldn't even scream. Just as quickly as it had begun, the agony ended, and Kyndryr felt, nothing. Nothing as his mother led him out to meet the cloaked figures confronting his father, nothing as one of the figures gestured, freezing his father and mother into place. Nothing as one spoke in a hollow voice.
"You belong to the Shadowmongers now boy," the figure said. "Bid your old life farewell."
"I have nothing to bid farewell," Kyndryr replied, his voice inflection-less. "Let it be so."

For the next ten years, Kyndryr felt nothing. The long, often brutal trip to a keep hidden deep in an unnamed mountain range elicited nothing from him. The casual brutality intended to break his spirit so he could be molded into a tool for the Shadowmongers was met with equally casual indifference on his part. The awakening of the Elemental power slumbering within him, fueled by his own life's blood, or the blood of others was of vague interest at best, though he learned what was required of him quickly. He feigned the proper attitude and mannerisms after a while, deciding it was more efficient that provoking his trainers through his nonchalant attitude. In truth however, he simply didn't care. Finally it was decided that he had been fully indoctrinated, and that it was time for his first mission, a simple assassination. Kyndryr was paired with an experienced agent, and sent forth to meet his fate. After days of stalking their quarry, Kyndryr and his handler, whose name he didn't remember, lay in wait along a path the merchant frequented. As the target approached, Kyndryr ran a blade along his palm, coating it with his blood and calling forth elemental fire. In that instant, everything that his mother's spell had suppressed came rushing back, along with all of the torments and 'training' that he had endured for the last ten years.

Kyndryr's handler fell instantly under the lash of the flaming sword, then the body froze solid as Kyndryr struck with his other sword, elemental ice washing over and through it like a tidal wave. Kyndryr faded away into the darkness, leaving the stunned merchant faced with a burned corpse that was frozen solid. It took months of wandering aimlessly for Kyndryr to come to terms with his newly awakened memories, and the actions of his mother, but eventually he decided to use what he had become to dismantle the Shadowmongers. Since then, he has moved through the world with purpose, making certain that his targets are indeed Shadowmongers, then ending them, quickly and efficiently. He knows that this task is beyond the ability of one man, and that there are worse things in the world, so he hunts, and while he hunts he searches for a larger purpose.

The Physical

Appearance : Kyndryr is typical of the half-elven breed, tall and slender, with sharply pointed ears, though not so delicate as a pure elf's. His dark hair is cut to shoulder length, and usually bound at the nape of his neck. He lacks the high cheekbones of his elvish father, though he did inherit his piercing grey eyes from Nyranthiel. He favors his father's build, more lean muscle and whipcord than bulk, and despite his swordsman's calluses, his hands are remarkably long and delicate seeming. Despite his constant need to draw blood to employ his powers, his skin remains smooth, the cuts healing quickly and without scarring. His nose could best be described as, patrician, a gift from his mother, as is his strong chin.

Weapons and Armor :
  • Leather breastplate - Strong, but flexible.
  • Hooded cloak - Usually worn with the hood up, concealing his features.
  • Paired short-swords - Engraved with runes to assist in channeling his powers.
Items and Belongings :
  • Money pouch - contains a modest amount of various coins, and a snap-trap for inquisitive fingers.
  • Herb pouch - Contains a variety of herbs, both medicinal and cooking varieties.
  • Tea pouch - Contains a multitude of small, silk pouches filled with teas Kyndryr has collected during his travels.
  • Small pack - Contains basic camping supplies and a tea set.
  • Guitar
Skills and Abilities :
  • Linguist - Thanks to his mother's teaching, Kyndryr is at least conversational in Elvish, Dwarfish, Primordial, Sylvan, and the Common tongue.
  • Cook - Kyndryr is an above average cook, and could easily make a living cooking in an Inn.
  • Tea blending - Kyndryr is constantly experimenting with different combinations, and has become skilled in crafting new flavors.
  • Dual wielding - Whether paired daggers or short-swords, Kyndryr is at his best with two blades in his hands.

Spells & Magic : Kyndryr is an Elemental Blood-mage, trained to use Ice and Fire. Depending on whose blood is spilled, and how much, he can call forth a variety of effects.
  • Fire and Ice - By coating his blades with his own blood, Kyndryr can cause one to burst into flame, and the other to become sheathed in ice.
  • Burning Blood - If used on a willing person, Kyndryr can instill a berserker lust for combat with commiserate benefits and costs. Used on an unwilling victim, it makes the recipient feel as though they are burning from the inside, though it causes no long lasting damage.
  • Frozen Blood - Used on a willing person, this deadens pain, allowing someone to fight on with injuries that would normally be debilitating. This effect is dangerous, since someone could receive a normally mortal wound and not know it until the effect wears off. On an unwilling victim, this effect slows them and makes them clumsy, though it does no actual damage.
  • Frostfire Strike - If he has already invoked Fire and Ice, Kyndryr can sacrifice the effect and a significant portion of his own strength to fire a bolt of Frostfire. This appears as a lance of frost cored with purest flame. When it strikes, it coats the target with ice, that then bursts into flame which will persist until the ice is consumed or the flames extinguished.
Weaknesses :
  • Blood-mage - Kyndryr's powers rely on the spilling of blood, both his own and his enemies. While he is actively using his powers his blood continues to flow. His cuts only heal once he has released his power, so if a fight goes on for too long, he will become steadily weaker due to blood loss.
  • Elementalist - While he uses two diametrically opposed elements, fire and ice(water), he is vulnerable to elemental attacks based in earth or air.
  • Uncertainty - Kyndryr often stops to evaluate his own decisions due to his time in the hands of the Shadowmongers. This makes it difficult for him to make quick choices, and he often second guesses himself, especially if the choice is in a moral grey area.

Fluff :
  • Bibliophile - Kyndryr loves a good book.
  • Chess - Anyone up for a game?
  • Playing guitar - Self explanatory.

Birdsie Birdsie
 
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Basics
Name: Kasumi Yasashīha
Age: 19
Gender: Female
Race: Human
Class: Samurai


Personal
Sexuality: Heterosexual
Alignment: Lawful Good
Affiliations: None (current), Yasashīha Clan (traitor)
Height: 5'3
Weight: 113 Ibs
Hair Color: Blonde
Eye Color: Brown
TsJYzyB.jpg
Personality
Kasumi is of a bit of an oddball for what you would traditionally associate for a samurai. She strives to become a talented swordsman wanting to represent that side of her family. She will actively work to train herself to excel further at the blade. She has a tendency to act much more on the light hearted side not being the best at acting more formally around others. While she has some pride, she tends to not hold herself in higher regard then others. She views it as her duty to protect the weak and is heavily adverse to harming the innocent or bringing others into her affairs. She isn't one adverse to having fun, enjoying things like celebrations or gambling where she can often forgets her coveted position in her home country.

Kasumi's desire to try uphold honor and protect the innocent can lead her to putting herself into danger she should be able to normally avoid. She can be a bit on the naive side with others. While not a complete fool to simply trust anyone at their word, she is more inclined to give people the benefit of the doubt unless there is a clear reason why she shouldn't. She can be a bit impatient having a good deal of energy behind her always wanting to do something. She lacks self confidence, particularly viewing herself as unworthy of representing her family name leading to her running away in order to avoid taking on the mantle. She is very much addicted to gambling and she tends to do very poorly at it, resulting in her often losing a lot of money or possessions in the process and having trouble steering away from it despite her self-awareness about it.

Likes:
  • Celebrations
  • Flowers
  • Swordsmanship
  • Gambling
Dislikes:
  • Not living up to expectations
  • Waiting
  • Pointless Bloodshed of the Innocent
  • Reading
Background
Kasumi was born into a the Yasashīha clan under the current head of the family. The clan acts as one of the prominent families in the region it resides and is one of the great Samurai clans of which their own style named after their clan is practiced. Despite being a woman, her father sought to teach her the sword style being a tradition in the family despite the other families generally frowning upon such a practice. While taught how to use the sword, her father had intended to pass down the mantle of the leader of the clan to his first son. Such a son never came as he had two more daughters before tragically Tori, Kasumi's mother passed away no long after giving birth to her little sister Kisa when she was 8 years old. While hesitant at first, he ultimately elected to push Kasumi to be the next head of the clan, something as time went on Kasumi began to quickly view as a great burden to herself.

While in her early teens she had shown a great love for the art of the sword, she had grown to have a great fear of the notion of taking over the clan. While she had shown herself to be quite promising, she was far from the genius that her father and grandfather before had been with the sword. With the fact she was a woman as an extra burden on her, she felt even more pessure to show herself as being more then capable of taking over the mantle and ensuring her clan didn't lose the honor her family had so hard fought for over dozens of generations. While she wanted to honor her family's name, she couldn't deny the fact she was rather quirky compared to the typical samurai and found herself not quite jiving with such a serious position she would one day have to take over. While she showed herself to be a capable fighter, it didn't change the fact that word had quickly spread about how much of a fluke she was. This talk only made her father feel the need to be that much tougher on Kasumi further fueling her lack of confidence in one day leading the clan. Fate only seemed destined to exacerbate the problem.

When she was sixteen, her father had found himself injured during a big storm that proceeded to crush his had and breaking his leg. While his wounds were able to be tended, the damage proceeded to greatly hinder his ability to fight and teach. due to his condition it forced him to elect to press for Kasumi to take over the mantle much earlier then intended wanting her to represent the family name with him instead acting as a adviser for his daughter who would represent her family. This news frightened Kasumi as at that point she found herself that much further ostracized by members of the other family due to her own temperament compared to the other noble houses. It caused the girl to work even harder to become more skilled at the sword in order to try and win people over by her skill and to become more socially aligned with her position. Unfortunately her newfound attempts only ended up exacerbating the problems that much further and she managed to cause hersself to stand out in an even further negative light.

While her father put a hold on her taking up the mantle as clan figurehead, he could only hold off so long before she would turn nineteen forcing him to go back on his words, something that was highly frowned upon in their society. With the days approaching fast, Kasumi began to panic. Her sense of panic only intensified the closer it came feeling as if she would completely shame her family by taking over. Even if her position was primarily as a figurehead, she still had to be a proper representative with the eyes of the other clan all upon her. When it came to the day of the ceramony, the panic that had filled Kasumi finally overpowered her and the girl fled, escaping from her country and avoiding her responsibilities to her family. To her she saw it as a way of avoiding dishonoring her family, though deep down she knew her running away was far more disrespectful to her family name although she worked hard in her head to justify it. She effectively became a Ronin venturing far from her home nature much to fearful to show her face back home.

Kasumi started off initially regretful of her choice to abandon her home. She tried to drown out the thoughts finding work as a sword for hire and finding festivals and events to keep her mind distracted. At first she couldn't quite supress the guilt, but as time went on she began to find better ways of supressing the thoughts she had. She fell in line with her work as a sword for hire taking on rather trivial jobs acting as a bodyguard for people or valuable items. While she grew much better at supressing her feeling of guilt, in the end it still lingers deep inside her own head occasionally haunting her dreams.

High Concept
Ronin who ran away from their family responsibilities seeking to make a place for themselves elsewhere.
Relatives
Yasashīha Hisakore (Father)
Yasashīha Tori (Mother) - Deceased
Yasashīha Mitsuka (Grandmother)
Yasashīha Akame (Younger Sister)
Yasashīha Kisa (Youngest Sister)

Items and Equipment
Weapons
Atsuenami
Kasumi's first custom made blade and her primary weapon of choice. The Atuenami is a finely crafted made made of rare metals and crafted by a master sword smith. The blade itself is enhanced by magic bolstering its durability. The blade is balanced for fine cuts, designed for agile use rather then pure power blows favoring Kasumi's quicker style of swordcombat.

Yasashīken
A sword with many different copies of it crafted in a very specific way for members of the Yasashīha clan and those under them permitted to weild such a weapon. There are several of the blades around at once, with the older blades upon their original owner's death being burried along with it's owner said to provide them with a weapon when they reach the afterlife. The weapon itself is well crafted though it lacks any magical enhancement to it simply being made out of rather sturdy metal. The blade is very equally balanced being adapt at many various styles of fighting.

Armor
None, although she does have some experience wearing Medium armor such as lighter chain or scale armor.

Items
None
Abilities
Skills and Abilities
Very Agile
Kasumi is a very agile girl able to move quick on her feat and is shown to be quite dexterous in the process. While not skilled in acrobatics or arts that might be more fitting of a thief, she is more then capable handling many of the basics of those tasks albiet in a far more combat oriented fashion.
Master Swordsman
While she has room to improve, her ability with the sword is incredible give her age. Having held a sword since she was old enough to even lift one, she has a great feel for a blade and is talented at quickly adjusting to a weapon she has in her grasp. While her swordstyle primarily is fixated upon Katana's and swords of that particular style, she is capable of handling other blade to an expert level as well if needed.
Archery Adapt
While she isn't the most familiar with it, Kasumi has general skill with a bow if absolutely needed. It isn't something she typically focuses on but if she has to fire a bow she can do so decently well without having horrible aim in the process.
Martial Arts Expert
Outside the sword, Kasumi is quite skilled at hand to hand combat. If it came to a brawl, she would end up doing quite well if needed. She still prefers to use a sword if all possible even using an improvised weapon to fit that part, but at the very least if caught unarmed an average day foe won't be able to easily take her out.

Magic
KI
As a skilled Samurai, Kasumi has the ability to channel her own energy in her body to enhance her attacks and produce effects that are not normally possible physically. While lacking much of the mastery of say a monk, she can harness it in more basic formed to enhance her blows with the sword and work to use techniques not possible with just a physical weapon. Her use of Ki relies about very quick bursts of using it as well, rather then consistent use.

Weaknesses
Average Strength
While being a swordsman, Kasumi doesn't have a large amount of strength. Most of her swordstyle is based around technique over raw power. She can easily hold her own against most foes, but against particularly strong ones she will have more trouble against them.

No Armor (Typically)
Generally, Kasumi will not wear armor into battle. her style of combat tends to not favor armor and relies upon the advantage of quicker speed to take out her foes. In the cases she does use armor she tends to favor only medium armor and she tends to suffer some penalty to her mobility and use of the sword as a consequence.

Ranged
Kasumi lacks much as far as ranged techniques. The few techniques she does possess to attack in range is often only mid range not able to travel very far. While she can use a bow, she tends to shy away from using one.

 

  • Name: He's forgotten and doesn't want to remember.
    Aliases: Faust
    Age: Doesn't know and doesn't care.
    Gender: Whatever he needs to be, usually male.
    Race: Satyr
    Class: Theurgist
 
BASIC INFORMATION
Name
: Julie Tarkus
Aliases: Wisp
Age: 120-ish years
Gender: Female
Race: Human - Crystal-bound
Class: N/A

PERSONAL
Sexuality
: Homosexual
High Concept: Sassy girl got trapped in a crystal
Character Alignment: True neutral
Affiliations: Lumu's pet glowing rock
Personality: Julie is a rather smart-talking little crystal, that dislikes her prison and is not afraid to tell everyone about it. She knows her predicament fully however, and is incredibly afraid of being broken at any moment by accident, and as such, tries to make her presence known at all times to prevent people from accidentally sitting on her or something similar
Backstory: The story of Julie is a strange one. She used to be an adventurer that enjoyed nothing more than seeking out treasures, but on one of her journeys, a single step out of place, an ancient rune that hadn’t been disturbed in eons and a lot of flashing lights and poof! She was inside a small crystal, left to be forgotten for centuries. That was, until another adventurer discovered her, took her from her resting place and sold her off for a small bit of coin.

Julie has changed hands dozens of times, between being stolen for her ability, sold for the uniqueness of a crystal containing a living being that is sustained purely by magic and simply being forgotten, that was, until she exchanged hands from the undead knight Verraketh to a little girl by the name of Lumu, A young moth-woman that has a knack for alchemy, from what Julie has gathered. Since been passed from the previous Guild Of Heroes to the enemies, and now back to safer hands, it would seem

PHYSICAL
Appearance
:
wisp girl.jpg
Weapons & Armor: N/A
Items & Personal Belongings: N/A
Skills & Abilities: N/A
Spells & Magic: Julie feels everything the crystal feels and is truly a part of it e.g. Temperature changes/the crystal being tossed around. Magical energy can be stored within the crystal, for example A fireball or lightning bolt, but it does not absorb magic, and as such cannot be used for defence. In the mean-time, Julie lives off of the excess magic stored within the stone and serves as a travelling companion and light-source, when not being used for spells.
Should the crystal run out of energy, July will simply disappear temporarily, but will return once energy is given back to the crystal
Weaknesses: Julie has a horrendous fear of being left alone, or being broken, despite her attitude. The shard that contains Julie is about as fragile as a stone, and as such, can withstand a small bit of damage, but anything larger than a crack would kill her

FLUFF
Hobbies
: Julie has developed the bad habit of talking to herself when alone, aside from that and moving around in the crystal, she doesn't do much
Quote\s: "HEY, HEY QUIT THAT, I'M NOT A TOY!" "I don't want to be alone again.. You'll keep me around.. Right?" "Shake me, one more DAMN time, I DARE you"
Theme:
 
What is the reason behind the mask, and what inhumanity lies in ambush beneath it? It is the visage of a thing that failed his people and abandoned his sole duty. Just kidding, what hides behind the beaked mask is naught but the most disappointing cliche of mortal history. That wouldn't be any fun now, would it?
Faust Windfallow

Faust.jpgName: Faust Windfallow

Aliases: Raven Masked Magus, and an assortment of nicknames given by various people meant for insults.

Age: 473

Gender: 'Male'

Race: Elder Lich

Class: Necromancer / Archmage


  • Sexuality: I am unwilling to disclose that information...

    High Concept: Local drug-dealing, prank-pulling, gnome-gnarling, elf-exterminating asshole of a receptionist, at your service. Also happens to be the equivalent of Rodin of this RP.

    Character Alignment: Chaotic Neutral

    Personality: Faust is first and foremost, an utter nuisance and annoyance, and completely unlike what you'd imagine an ancient undead to be. At least that is what most people would tell you. Among his acquaintances, he has a particularly bad reputation of playing pranks that border on the line of harassment, drugging, and assault. He finds them somewhat amusing anyways. There is a certain line he draws when it comes to playing around, namely they will never end in any permanent damage unless it's a permanently damaged relationship we're talking about. His choice of language is extremely vulgar that it puts both the concept of a 'hero' to test, and bandits, and general low-class riff-raff to shame. He frequently expresses his liking to waffles, pancakes, and black coffee. He never removes the mask though, he only ever slightly lifts the mask up. Nobody quite knows what happens to the food once he's eaten it.

    However, some may speculate that under his mask, exists a ruthless, merciless monster that kills the living for fun, as is generally associated with undead. In battle, Faust indeed demonstrates a twisted sense of cruelty and murderous taste for blood. This side is generally reserved for those who he genuinely deems as something that needs to be removed. In battles, Faust generally sits at the sidelines as an observer, as he is known to frequently go overboard. He shows genuine concern for comrades at times, usually handing them a sealed-spell as a last-ditch escape. He never quite explains what spell is in the crystal though...

    He also, for some reason, really, really, Really, Really, REALLY dislikes gnomes.

    Likes:
    -Overly-bitter black coffee
    -Pancakes and Waffles (maple syrup non-optional)
    -Alchemical compounds (extra points if they are dangerous)
    -Shitty novels, and holy texts he reads for fun before burning them because they are that bad.

    Dislikes:
    -Gnomes; will exterminate on sight.
    -Paladins (they are all lawful boring)
    -Stupid beliefs and holidays (Halloween is always a pain, and he seriously hates Christmas. He once said if he saw Santa in his house, he'd stab an icicle through his chubby belly and make it pop.)
 
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mikhel.jpg
BASIC INFORMATION

Name: Mikhel Hartmut
Aliases: ---
Age: 28
Gender: Male
Race: Human
Class: Knight

PERSONAL

Sexuality: Heterosexual
High Concept: A glory-seeking knight, who believes he is blessed by the gods
Character Alignment: Chaotic Good

Personality
Mikhel is young and reckless. He is very high-spirited, and most of time, would be on the front lines, where he seeks to attain the greatest glory he possibly can. He faces all with a proud and confident stride, never backing down from fights and challenges - he sees them as obstacles to overcome, and stepping stones towards his glorious spotlight. Though he is rather easy to get along with, keeping up with his relentless gallivanting may prove to be quite an annoyance.
Backstory
Mikhel Hartmut was born from a bloodline of proud warriors, some became heroes who had tales and songs made for them, some became powerful figures in both the fields of military and politics. Of course, keeping the tradition, all born of the Hartmut bloodline were grown and molded into strong and proud people. Mikhel was no exception. The entire theme of attaining the greatest honor and glory was ingrained in him that he now constantly seeks it in every aspect of his life.

It came to a point that he left his homeland from the north, and went on a lengthy journey to achieve the greatest glories he can find. Eventually, he joined a holy order that kept track of the many gods of this world - during his short time there, he found a connection with Razmodhal, the Warfather. He thought as if this certain deity had given him a blessing, one which is essentially makes him blessed by all the gods - this only fueled his confidence and recklessness further, causing him to get into very troubling situations, that the holy order had to kick him out.

Thinking that the holy order simply could not keep up with him due to the blessing from the gods, he continued his journey. Onward, he went - to the greatest glory that now was before him.

He now seeks to be...a hero, the savior of Albion.

PHYSICAL

Height: 6'1
Weapons & Armor
Hrugnir - A sword that Mikhel took from the treasures accumulated by his bloodline's efforts, and has carried it since then. It is said to have been carved from the bones of a powerful dragon, and is the cause for its eternal durability and sharpness.

Carapace of the Red Snake - Yet another one Mikhel took from his bloodline's treasury. It is an armor that was forged from the remains of a wyrm. It's tough and repairs itself out of combat. Also keeps the wielder somewhat resistant to fire-y stuff.
Items & Personal Belongings
Crest of Hartmut - He carries this emblem to remind him not to lose sight of his roots and not to stray from his path of glory.
Skills & Abilities
Combat Proficiency - He is experienced in all forms of combat, but his skills in close, and armed combat somewhat overshadow the rest.

Survivor - He can survive alone in the wilderness, with little to no resources. Though his methods may be a bit odd compared to others, it works wonders for him.

Greater Physique - He is, by all means, physically stronger than the average man. This is due to his experiences in his glory-seeking adventures, and his growth as molded by the Hartmut blood.
Spells & Magic
Favor of the Gods - He can talk with the gods and is blessed by them. Well, that is what he thinks, at least.
Weaknesses
Limits of Mortality - He is just another mortal human. He can die of wounds, and fall prey to disease.

Reckless - Without a care, and tunnel-visioned on attaining glory, Mikhel may, more often than not, bring himself and others into more difficult situations. Perhaps even cause them some big losses.

No Retreat! - He doesn't back down, no matter what. Challenge him to a showdown on jumping off a cliff, and he'll even flaunt against you that you're scared of cliffs, or worse, jumping at all.
FLUFF

Hobbies:
Telling tales of his grandeur
Horsing around
Accepting and initiating dares, challenges, and duels​
Quotes:
"Come! We shall bask in the glory of this one!"
"The Warfather speaks! I shall spread his message...with my blade!"​
 
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Quake in awe, mortals! For I am the darkest nightmare, the shadow of the beast, that should not be!
Xylzrilyn Windfallow

images (3).jpeg
Name: Xylzrilyn Windfallow

Aliases:

Age: 561

Gender: Nobody, and I mean N O B O D Y even knows. Not Faust, not T-val, nor the gods that dwell beyond the 4th dimension.

Race: Former Beholder

Class: Beholder / Combat Butler
Is that even a class?!
Yes.
If anything, you're a combat butler...
No.
Ah, you prefer combat maid, yes?
NO!


  • Sexuality: Bisexual

    High Concept: An unwilling beholder forced into servitude by a powerful creature of darkness.

    Character Alignment: Chaotic Neutral

    Personality: Xylzrilyn commonly attempts to come off as a menacing and terrifying, though they constantly fail miserably, and more often than not, they end up looking like a complete moron. They constantly attempt to mask any form of kindness with half-assed excuses or following up any half-nice comment with an insult, still trying to hold on to the belief that all the other 'inferior' beings are still below them.

    In reality, Xylzrilyn is a complete and utter pushover, who would totally save a cat stuck in a tree. Yes, their employer still gives them shit about it. After being among humans for a ridiculous amount of time, Xylzrilyn's personality has shifted away from what is generally expected of a beholder. In fact, they're starting to think that living on the second floor of a magic-item shop isn't as bad as they thought. Also, they secretly like the maid uniform. Xylzrilyn would never admit that, though. They also secretly really like the butler outfit.


    Likes:
    -Blowing stuff up occasionally.
    -Tea
    -Their outfit

    Dislikes:
    -Their employer
    -Their outfit
    -Working
    -Thinking too much about their biological gender
    -Other people thinking too much about their biological gender

 
20181124_141830.jpg
- Blu -
". . . Chirp."

Age: 21 or so he says
Gender: Male
Race: Harpy
Class: Druid (Nature mage)

PERSONAL
Sexuality
: He's not aware of his own sexuality
High Concept: "Can I eat it?" in bird noises.
Character Alignment: True Neutral
Personality:
  • He is patient towards most things as he understands how frustrating some things can be; however he will screech in anger if someone ruins his work or steals his old journal.
  • Dedicated to his studies. To him, studying what his mentor has taught him and keep studying further keeps her alive in his memory. It's also because he's forgetful and is afraid of forgetting his mentor and her teachings.
  • A bit child-like and playful. He doesn't understand complicated things like morality and revenge plots. He is wild at times too. Expect him to run around town to chase a small animal and eat it raw. Or he'd randomly try to eat something that he has never seen before with a curious look. Like he will lean over slowly and try to take a bite on it to see if it's edible.
Backstory:
Harpies do not look after the weak. His mother abandoned him after he fell off the nest, hitting a rock below with his head. Blu waited hours, bleeding and chirping for his mother to come pick him up only to be ignored. Just when that night suddenly went cold, he was found by a middle-aged woman in druid clothing. Her name was Milia and she decided to look after him when he gave her a wide-eyed innocent stare with a pitiful chirp.

Years of Blu following her around like a chick, Milia decided to teach him how to read and write at the time. She figured he'd learn how to speak the language once he learns how to read and write first. It was hard because the harpy boy would always forget in the next day. So she made him meditate after studying and her teachings stuck with him. Then she taught him about herbs, their usage, and downfalls. Then how to treat wounds and illnesses with home remedies. Then nature spells. The ones she knew very well and figured might help Blu the most was Air spells. She told him by asking the air currents, he can move the winds around; it was part of their way to respecting nature around them.

By the time Blu was 18 years old, Milia became fatally ill after coming back from her potion trades. He found her dead under an old camphor tree few days later. Believing she is needed more in the afterlife, Blu dug her grave by the camphor tree, and traveled around. He wants to find out who poisoned his mother-figure and mentor when she left, but he needed money to enter certain places.

PHYSICAL
Appearance
:
20181124_141838.jpg20181124_141842.jpg
  • 5"8' feet tall and His wing span is double his height
  • Has a semi-long feather tail; it and the wings fluff up when he's bathing in water.
  • Icy blue eyes with black markings under his eyes and reaches his hairline
  • Dual toned hair; tends to put it in a ponytail and has the back part buzzed, courtesy of his mentor's bad skills with cutting hair. He kept it that way.
  • Like to wear bandages on his wrist and ankles
  • Pale skin
  • Lithe figure; kind of flexible
  • Has talons for feet and claws for hands

Weapons & Armor:
  • Dagger: He uses it to deliver the final blow.
  • Claws and talons: Scratches hurt a lot.
  • Leather chest armor: Something given to him by his mentor.
  • Sleeping mini-bombs: It's a herb concoction of doom. Expect to find one victim with a charcoal drawing on their face.
Items & Personal Belongings:
  • Deer-skin leather bag: It's where he carries all of his herbs and it's containers.
  • Herbs: He collects as many as he can while traveling.
  • Needles and string: To stitch open wounds.
  • Handkerchief: It's pink and checkered. Smells like lavender.
  • Old medical journal: It's tattered and old. He reads from it everyday and writes anything new.
  • Mentor's letter: A will she left behind for him before she died.
  • Clay bowl and stick: It's portable and helps squish the herbs together into a paste.
  • Small containers: To put the pastes in and save it for later.
  • Charcoal: To write with.
  • Flint: To make small fires.
Skills & Abilities:
  • Medical training: Trained under by an old druid, he knows which herb to use for medicine or poison. Same with stitching up an open wound.
  • Alchemist: He can make simple and basic potions and concoctions for now. Like sleeping bombs.
  • Bird language: He can talk with birds of all kinds. It helps him gather information about a town or village.
  • Flight: He has wings. He can fly, just not when it's cold or raining.
  • Iron stomach: He can eat raw meat and handle most poisons. Thanks to his mentor.
Spells & Magic:
  • Blend-in: He can hide his bird features if he needs to.
  • Air bursts: He can 'ask' the air to blow enemies away or to help him jump.
  • Air barrier: He can 'ask' the air to shield with raging winds.
  • Lightning strike: He's practicing to 'ask' the lightning to strike enemies. He can do it when it's storming outside, not by his hands alone. Yet.
Weaknesses:
  • He's not very good in crowds at open spaces. Something about it freaks him out.
  • He gets very sleepy in the cold.
  • He can't talk human language. Just bird.
  • He does not have a very good memory.
  • He's afraid of forgetting about his mentor or the journal he carries around.
  • Does not understand normal social standards of behavior. Like he would eat a dead rat in a dinner and not understand why the chef chases him out when it's a place to eat in. Or hug a statue because he believes the person is frozen and needs something warm to move.
  • He is blunt with his actions.
  • The base of his wings is sensitive. Hit his back and he will crumble in agonizing pain.

FLUFF
Hobbies
:
  • Meditation: He needs it to collect his scattered thoughts.
  • Singing: Yes, he sings bird songs while looking for herbs.
  • Reading: You can find him reading his medical journal every morning.
  • Pronouncing: He tries his best at copying other's words. He fails most of the time.
  • Sky-watching: he likes to stare at the sky, especially when it's storming with thunder and lightning.
Quote\s: "N-nyo-no!" ". . . Yuck." *Tweeting bird sounds* "M-my nyame ish Blu!"
Theme:

Birdsie Birdsie (Let me know if there's something I need to change.)
 
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right: 2%; display: none"] Essentials [div class="tabnav" style="left: 10%; top: 85%; right: 10%;"][div class="tab"]home[/div][div class="tab"]persona[/div][div class="tab"]physique[/div][div class="tab"]extra[/div][/div] [/div] [div class="header personaheader" style="left: 18%; top: 2%; display: none"] Persona [div class="tabnav" style="left: -30%; top: 18%; right: 100%; justify-content: flex-end;"][div class="tab"]home[/div][div class="tab"]essentials[/div][div class="tab"]physique[/div][div class="tab"]extra[/div][/div] [/div] [div class="header physiqueheader" style="right: 2%; top: 15%; display: none"] Physique [div class="tabnav" style="left: 57%; top: 6%; right: 0%;"][div class="tab"]home[/div][div class="tab"]essentials[/div][div class="tab"]persona[/div][div class="tab"]extra[/div][/div] [/div] [div class="header extraheader" style="left: 59%; bottom: 5%; display: none"] Extra [div class="tabnav" style="left: 22%; top: 15%; right: -70%;"][div class="tab"]home[/div][div class="tab"]essentials[/div][div class="tab"]persona[/div][div class="tab"]physique[/div][/div] [/div] [div class="homecontent"]Estelle
Medina
[div class=titletabs] [div class="titletab"]essentials[/div][div class="titletab"]persona[/div][div class="titletab"]physique[/div][div class="titletab"]extra[/div] [/div] [/div] [div class="homecontentmobile contentmobile"] Estelle Medina [div class="line linehorizontal"][div class="diamond"][/div][div class="diamond"][/div][/div] [div class="mobiletab"]essentials[/div][div class="mobiletab"]persona[/div][div class="mobiletab"]physique[/div][div class="mobiletab"]extra[/div] [/div] [div class="essentialscontentmobile mobiletabset"] Essentials [div class="line linehorizontal" style="margin-top: -10px"][div class="diamond"][/div][div class="diamond"][/div][/div] [div class=mobiletabs][div class="mobiletab"]home[/div][div class="mobiletab"]persona[/div][div class="mobiletab"]physique[/div][div class="mobiletab"]extra[/div][/div] [/div] [div class="essentialscontent contentmobile" style="display: none;"] [div class="flexcontent essentialsbox alignright"] [div class=infotitle]basic information[/div] [div class=scrollbox] [div class=inforow] [div class=infoq]name[/div] [div class=infor]Estella Medina[/div] [/div] [div class=inforow] [div class=infoq]aliases[/div] [div class=infor]Est
Young Lady Medina[/div] [/div] [div class=inforow] [div class=infoq]age[/div] [div class=infor]Sixteen (16)[/div] [/div] [div class=inforow] [div class=infoq]gender[/div] [div class=infor]Female[/div] [/div] [div class=inforow] [div class=infoq]race[/div] [div class=infor]Avant Elf[/div] [/div] [div class=inforow] [div class=infoq]class[/div] [div class=infor]Runefencer[/div] [/div] [/div] [/div] [div class="line linehorizontal"][div class="diamond"][/div][div class="diamond"][/div][/div] [div class="line linevertical"][div class="diamond"][/div][div class="diamond"][/div][/div] [div class="essentialsbox flexcontent"] [div class=infotitle]Detailed Information[/div] [div class=scrollbox] [div class=infoq]Avant Elf (City Elf)[/div] [div class="infor leftindent"]Elves who live in human dominant settlements. They are more culturally inline with humans than elves. Read more here.[/div] [div class=infoq]Runefencer[/div] [div class="infor leftindent"]A type of fencer who specializes in the application of magic runes.[/div] [/div] [/div] [/div] [div class="personacontentmobile mobiletabset"] Persona [div class="line linehorizontal" style="margin-top: -10px"][div class="diamond"][/div][div class="diamond"][/div][/div] [div class=mobiletabs][div class="mobiletab"]home[/div][div class="mobiletab"]essentials[/div][div class="mobiletab"]physique[/div][div class="mobiletab"]extra[/div][/div] [/div] [div class="personacontent contentmobile" style="display: none; flex-flow: row-reverse nowrap;"] [div class="personabox flexcontent"] [div class=infotitle]Personal Information[/div] [div class=scrollbox] [div class=inforow] [div class=infoq]sexuality[/div] [div class=infor]Heterosexual[/div] [/div] [div class=inforow] [div class=infoq]Nature[/div] [div class=infor]Lawful Good[/div] [/div] [div class=inforow] [div class=infoq]high concept[/div] [div class=infor]An Avant Elf leaving her home city in search of a spirit to make a pact with.[/div] [/div] [/div] [div class="line linehorizontal"][div class="diamond"][/div][div class="diamond"][/div][/div] [div class=infotitle]Personality[/div] [div class=scrollbox style="flex: 2"] Quietly curious, adorably anxious, and graciously polite, that is how most would describe Estelle Medina. Through and through, she is an Avant Elf, a lover of people and cute things, a quiet protector of justice, and an all round pleasant person. Even though she is quiet, it doesn't mean she isn't social. Rather, she is a social urbanite who speaks softly, just so softly she often isn't heard. While she proudly wears her family crest on her person, she makes no fuss about her status. Her very nature is to protect those that should be protected, but more often than not, she finds herself being the one that's protected. [/div] [/div] [div class="line linehorizontal"][div class="diamond"][/div][div class="diamond"][/div][/div] [div class="line linevertical"][div class="diamond"][/div][div class="diamond"][/div][/div] [div class="personabox flexcontent alignright"] [div class=infotitle]History[/div] [div class=scrollbox] Born in the Espanian city of Valora, Estelle is the child of the Medina Family, a Baron family of Avant Elves. Granted the title of Baron by the Espania Monarchy a few generations ago, the Medina family prides itself with being one of the few elven nobilities in the nation. Estelle was born as the eldest child and first daughter of the Medina family. Her little brother, 5 years younger than her, is to be the heir of the family.

Of course this didn't mean Estelle was neglected, much the opposite. She was loved and adored by her parents, maids, and general populace. From a young age, she was very quiet, but also curious. She'd follow the local children around and play with them. While she did converse with the children of other nobles, she was more at home in the streets, being protected by the kind gazes of passerby's who couldn't help but give in to her cuteness. Later on in her life, people would say she was a true Avant Elf with gentle eyes due to how much time she spent outside.

Around the age of 8, her parents got her a swordsmanship tutor and a magic tutor, to prepare her for the inevitable trip she'll have to make to establish a spirit contract. Due to her nature physiology of an elf, she was capable of magic, but some odd reason, her interests laid in Rune Magic. She learned the basics and how to make several runes. As for her swordsmanship, due to her petite form, her instructor decided she should learn one handed swordsmanship, fencing to be specific, knowing she would never have the raw strength to attack with crushing blows.

And so, she learned for 10 years, every once in a while being brought out to the wilderness by her tutors or alongside fellow adventurers to get some real life experience. At the age of 18, Estelle was proficient enough to hold her own in combat against multiple enemies. Her parents told her it was time to leave Valora to form a spirit contract of her own. And so she left her home. [/div] [/div] [/div] [div class="physiquecontentmobile mobiletabset"] Physique [div class="line linehorizontal" style="margin-top: -10px"][div class="diamond"][/div][div class="diamond"][/div][/div] [div class=mobiletabs][div class="mobiletab"]home[/div][div class="mobiletab"]essentials[/div][div class="mobiletab"]persona[/div][div class="mobiletab"]extra[/div][/div] [/div] [div class="physiquecontent contentmobile" style="display: none;"] [div class="physiquebox flexcontent alignright"] [div class=infotitle]Equipment[/div] [div class=scrollbox] [div class=inforow] [div class=infoq]Weapons[/div] [div class=infor]Side-sword
Hunting Knife[/div] [/div] [div class=inforow] [div class=infoq]Armor[/div] [div class=infor]Metal Chest Piece
Fur Coat
Right Knee Guard
Heavy Leather Skirt
Cotton Undershirt[/div] [/div] [div class=inforow] [div class=infoq]Items[/div] [div class=infor]Emblem of Family Crest
Small Pouch of Coins
Hair Tie[/div] [/div] [/div] [div class="line linehorizontal"][div class="diamond"][/div][div class="diamond"][/div][/div] [div class=infotitle]Skills & Abilities[/div] [div class=scrollbox] [div class=infoq]Avant Elf (City Elf)[/div] [div class="infor rightindent"]At home in urban settings. Accustomed to human traditions and culture, she is infinitely better than the country bumpkin that just left starter village 1. Capable of both Common and Elven languages.[/div] [div class=infoq]Valoran, Espanian[/div] [div class="infor rightindent"]From the city of Valora, Espania. Close ties to Espanians, but also due to Valora's proximity to Albion, she is familiar with Albion culture.[/div] [div class=infoq]Runefencer[/div] [div class="infor rightindent"]Skilled in fencing. While she knows the basics to sword fighting, her style is that of a fencer, using the side-sword (Spada da lato). Her technique and skill, while not on the level of a master, are refined to the point where she can effectively stand her ground against multiple opponents.[/div] [div class=infoq]Adorable Demeanor[/div] [div class="infor rightindent"]Her petite form, her adorable face, and her soft expressions have disarmed even the most rugged of people. She easily makes friends with her adorable animal like actions. Many have liken her to a small animal that must be protect at all costs.[/div] [/div] [/div] [div class="line linehorizontal"][div class="diamond"][/div][div class="diamond"][/div][/div] [div class="line linevertical"][div class="diamond"][/div][div class="diamond"][/div][/div] [div class="physiquebox flexcontent"] [div class=infotitle]Magic[/div] [div class=scrollbox style="flex: 3"] [div class=infoq]Spirit Magic[/div] [div class="infor leftindent"]As an Elf, this comes naturally to her, or rather should. Due to her childhood of being an Avant Elf, her contact with powerful spirits are little to none, and she can only sense spirits and spirit magic. Her only real application of Spirit Magic is enhancing her senses momentarily.[/div] [div class=infoq]Runes[/div] [div class="infor leftindent"]Engraved onto her sword and armor are a multitude of runes. She can also create runes herself. These runes can be active as she wills with some mana, but only one for each piece it is on,[/div] [div class=infoq]Rune - Flame (sword)[/div] [div class="infor leftindent"]Engulfs her sword in flames.[/div] [div class=infoq]Rune - Ice (sword)[/div] [div class="infor leftindent"]Sword attacks are so cold that they cause frostbite to unprotected parts of the body.[/div] [div class=infoq]Rune - Wind (sword)[/div] [div class="infor leftindent"]Surrounds her sword in wind magic, making it more agile and faster, with increased piercing potential.[/div] [div class=infoq]Rune - Light (chestpiece)[/div] [div class="infor leftindent"]Applies a small regeneration, capable only of healing minor cuts and scratches.[/div] [div class=infoq]Rune - Air (chestpiece)[/div] [div class="infor leftindent"]Lightens her body, making her more agile and faster.[/div] [div class=infoq]Rune - Dark (knife)[/div] [div class="infor leftindent"]Places which are hit by her knife start to corrode with multiple hits. Doesn't work on flesh.[/div] [/div] [div class="line linehorizontal"][div class="diamond"][/div][div class="diamond"][/div][/div] [div class=infotitle]Weaknesses[/div] [div class=scrollbox] Long Range Attacks
Overpowering Attacks
Anxious when there isn't a plan
Her quiet nature [/div] [/div] [/div] [div class="extracontentmobile mobiletabset"] Extra [div class="line linehorizontal" style="margin-top: -10px"][div class="diamond"][/div][div class="diamond"][/div][/div] [div class=mobiletabs][div class="mobiletab"]home[/div][div class="mobiletab"]essentials[/div][div class="mobiletab"]persona[/div][div class="mobiletab"]physique[/div][/div] [/div] [div class="extracontent contentmobile" style="display: none;"] [div class="line linevertical"][div class="diamond"][/div][div class="diamond"][/div][/div] [div class="extrabox flexcontent"] [div class=infotitle]Hobbies[/div] [div class=scrollbox] Fencing
Reading
Looking at adorable things [/div] [div class="line linehorizontal"][div class="diamond"][/div][div class="diamond"][/div][/div] [div class=infotitle]Quotes[/div] [div class=scrollbox] "Nice to meet you, I'm Estelle Medina."
"... Is that so?"
"But it's so adorable~~" [/div] [div class="line linehorizontal"][div class="diamond"][/div][div class="diamond"][/div][/div] [div class=infotitle]Theme[/div] [div class=scrollbox style="flex: 3"] [/div] [/div] [/div] [/div][/div]
 
BASIC INFORMATION
Name:
Elisa de Blanche
Aliases: The Piercing Fire
Age: 29
Gender: Female
Race: Human
Class: Archer


PERSONAL

Sexuality: Straight
High Concept: Noble archer, set out to become a beacon of hope
Character Alignment: Lawful Good
Personality:
While never born with the talent of acting like a noble, or even preferring to after she was taught, Elisa never wanted to offend anyone. In fact, her pride is to do the opposite. However hard she tries though, the world can be a cruel place, and in no way is she perfect.
Often times her nice intent can come off as weakness, or be miss understood as though she’s something to be protected when truly she can take care of herself quite easily, and she has little fear to remind those that might think otherwise. Without hurting them of course.
It should also be mentioned that her position and goals should force her to lead other people, it’s a skill she has always feared. In the past, she has failed to lead and seen first had the lessons. Her greatest joy is to prove herself among all who know her and to bring everyone happiness.

Backstory:
For most of her life, Elisa has been forced to watch in the shadows as Fairfax was ruled by many different families. Fighting for their own belief. And while being part of the Blanche family meant that she must believe in revolution and freedom. It never meant she had to believe in spilling blood for it to happen. She knew there were other ways, that people just refused to see. However…
Seeing firsthand the Fortunato family murdered for the sake of stepping out of line, from a cruel ruler, one that throws his people away, as obvious as it might have seen, it showed Elisa that there was going to be no peace while Turenval existed.
With his power spreading farther and his army taking over more and more, Fairfax, no the Blanche family was too large of a target to carry around. Elisa left, with word that one of Turenval’s leaders had been killed. Perhaps the heroes of an era have come to rise? Elisa believed that if she could save, or even help Turenval, then the people of Fairfax would see her example as something to strive for. That perhaps the generations of rebellions could come to an end, and the people of Fairfax or all of Albion could live happy.


PHYSICAL

Appearance:
full

Weapons & Armor: (With the Blanche family being currently the 3rd most powerful family in Fairfax, Elisa has access to many different weapons. And she intends to use as many as she can.)

Esmera Bow: A family possession. Designed by her, other than its high resistance alloy and mana crystals that turn red when she uses it, the bow is normal. It does fold to make it smaller.

Furnace Blade - A mithril rapier with an ornate hilt and hand guard. Purple with interesting patterns. Nothing special.

Dress: Since Elisa fashions archery she has little need for defense. Her dress is built to be as functional as it is beautiful. That is it's extremely light and doesn’t restrict her movements.
Boots and gloves: These aren’t just for looks, the boots and gloves are designed so that when magic energy is sent through them, they stick to whatever the user wants them to. This means she can activate them and climb up the sides of buildings and hang off them for good position in cities. Also allows her to climb on the ceiling for stealth if she needs to.

Items & Personal Belongings:

Bags: She is a girl who loves things. So, she took whatever could fit on a horse and her back.

Seal of the Blanche family: While this seal alone is enough for most people to know who she is if they don’t, it’s made from solid gold and platinum, for proof of riches.

Coin: She brought enough platinum coins to not have to work. Not infinite. She can always go back to get more should she need them…

Bag of potions: One of her many interests is alchemy. Though she’s not very good at it, sometimes little healing, or strength buffs are all you need. Not very many are here.

Journal: A special journal where she writes everything she learns. In the future, she hopes to enchant it and pass the knowledge on for generations as a small library of Blanche.

Skills & Abilities:

Kindness: Elisa truly doesn’t want to hurt a soul. Even that of Turenval or his men. She is no fool though. And understands that sometimes kindness won’t work, but if it will she will try her hardest.

Reading: other than magic and socializing, she would spend her extra time reading. Somethings she knows, some she doesn’t. She knows a decent amount about language, and legends. If it very specific knowledge she probably won’t know it.

Good shot: As if I actually had to tell you she’s a good shot…..


Spells & Magic:

Fire arrows: Elise’s right eye fills with fire. She can create fire arrows out of thin air. The arrows themselves can be “guided” midflight. That is to say that can’t be fully controlled and turn around. But somewhat steered to chase enemies.
The arrows can either explode into fire upon hitting something or disappear instantly. Depending on her will.
They are physical and can stab people.

Nightlight: Elisa can form a shield around her. The shield is pretty basic, no physical or magic can get through, the stronger the attack the more mana required to defend against it. Additionally, its technically a fire shield, so water and ice attack break it faster, while fire attack will be easy to protect against.

Blueflame: Elisa can create blue flame arrows. These don’t catch anything on fire, instead, they land at a location and waves of harmless blue fire spread out from the location. These waves will slow down enemies and weaken them. Conversely, they will heal allies slightly and apply fire enchantment to allies weapons. The buff isn’t partially strong and only last a short time and being hit by multiple arrows has no greater effect.
These arrows are not physical and can’t hurt anyone.

Raining fire: Elisa’s “ultimate move” if you will. Throwing accuracy out the window, Elisa will fire five arrows at a time in quick succession up to 50 arrows. After this, she can still fight but it drains most of her mana. Used as either a starter to wipe out enemy waves or as a last resort.

Sunriser: Elisa gains strength from the sun, meaning its easier to produce spells and they are more effective. Fire burns hotter and arrows fly faster. Of course, this means that its harder to cast spells at the night. At full moon, she will be at her weakest point.

Weaknesses:
Elisa is kind to everyone, very easily took advantage of.
Close combat
Underground
Having no allies/fighting a single enemy


FLUFF

Hobbies:

Reading
Making friends/hanging out with them
Practicing magic
Making a journal
Spending money, that is BUYING things
Sports, watching people play not playing
Learning about government issues
Riding horse is pretty fun
etc

Quotes: “I’ll want to be a beacon of hope for Fair…no, for all people.” “There is some good in everyone.”

Theme:

( Birdsie Birdsie hi)
 
Last edited:
Birdsie Birdsie
BASIC INFORMATION
Name
: Vierna Naephyra (Vee-AIR-nuh Nay-FEAR-uh)
Aliases: Lady Naephyra (only in her home town)
Age: 64
Gender: Female
Race: Elf
Class: Arcane Archer (Ranger/Wizard hybrid)

PERSONAL
Sexuality
: Heterosexual
High Concept: An aloof beauty with a golden interior.
Character Alignment: True Neutral (although she tends towards good actions more than evil ones)
Personality: While Naephyra is rather polite to most, she tends not to get too close to people. The reason for this is anyone's guess, but at least she tends to be respectful. She would rather let her actions speak for her in place of words, and tends not to say much without need. She has a love of things of beauty and nature and a disdain for things wicked and unnatural.
Backstory: Naephyra lives in the Great Forest, a hunter living off the bountiful game and plant life. She was born and raised there in a small elven town, the daughter of a lesser elven noble. Although she technically is nobility, this hasn't had any great impact on her life. In fact, she despises being called "Lady." Naephyra isn't one of the stuck up aristocratic sheep, so why should she be lumped in with them? Her living is an honest and hard working one, not one of silken sheets and silver spoons.
She was in Auroria when the seige began, trading her pelts and fletching goods in exchange for new tomes on wizardry. The call for adventurers was a good way to test her new spells in a real fight.

PHYSICAL
Appearance
: A woman of fair complexion and soft features, Naephyra is breathtakingly beautiful, even for an elf. Her hair is long and golden and her eyes are a bright emerald sheen. She typically wears her hair in a long braid that she tucks in to her cloak. She stands at a bright of 6 feet even and her body is toned and lithe. While her skin is mostly unblemished, her hands bare the tell-tale scars of one who works hard. Although she is beautiful, her face is almost always twisted in a scowl, but on the rare occasion she has given a genuine smile, she has been known to break hearts.
Weapons & Armor:
  • A Compound Longbow
  • A quiver of steel arrows
  • An elven curveblade (two-handed)
  • Multiple daggers
  • Leather armor with steel shoulder plates and greaves and various straps to carry small weapons

Items & Personal Belongings:
  • A knapsack
  • A few spell tomes
  • Dried jerky, fruits, and nuts
  • A small purse of coin
Skills & Abilities:
  • Skillful archer and swordsman
  • Skilled hunter and tracker
  • Knowledge of wilderness survival, including herbology
  • Stealthy
  • Great climber and freerunner (parkour)
  • Good eyesight and hearing
  • A terrific singer and dancer
  • Field medical knowledge (how to stitch bite wounds and the like)
  • In depth knowledge on animals
  • Can read and speak a variety of languages, including Draconic
Spells & Magic:
  • Skilled in Evocation, or creating something from nothing. This can take the form of various elemental spells, light, etc. Her favorite spell is a wall of energy that coats anyone she touches like armor and protect against moderate slashing attacks and low impact piercing blows.
  • An elemental knowledge on other magic schools
  • Minor nature magic
  • Naephyra has mastered the art of using magic to fire arrows that have special properties. This can be something as simple as a flaming arrow to something that freezes surfaces on impact. She can even fire arrows that explode like a grenade or send out harmless faerie fire like a flare.
  • Her greatest feat of magic are her "seeker" arrows. These are arrows that will relentlessly home in on her opponents and even steer around obstacles. However, they are expensive and tiring to make so she only uses them in emergencies.
Weaknesses:
  • A lack of moral conviction. She wants to do good but lacks the drive and courage to do so.
  • An almost irrational fear and hatred of undead or "unnatural" creatures. Because of this she physically cannot cast necromancy spells.
  • Very introverted. Has a hard time being comfortable in social situations and sometimes doesn't play well with others.
  • Extremely stubborn. Often cannot see any side than her own in a dispute.

FLUFF
Hobbies
:
  • Singing and dancing
  • Swimming
  • Reading books
Theme:

This song symbolizes how Naephyra hates her lack of conviction and wants to be a good person but is stuck.
 
BASIC INFORMATION
Name
: Taros Gerthorn
Aliases: "King of Thieves"
Age: 85
Gender: Male
Race: Half Elf
Class: The Sneaky Swashbuckler

PERSONAL
Sexuality
: Heterosexual
High Concept: Renegade disappointment making his own path.
Character Alignment: This could vary, but Chaotic Good.

Personality: A rogueish dancer who bleeds charisma easier than blood, Taros is, at his core, a glorified thief and no-good swindler on a personal crusade to find his place in a cold world. Yet the trials of life have done little to beat down the earnest morals he holds close to heart, a kind and well-spoken individual who is often overly sociable with little grasp of boundaries, Taros is in possession of a cunning and schematic-like mind. His exterior's laxness is no coping mechanism, however, Taros' natural state exudes sarcastic brilliance in the friendliest way, he's easy to like and easier to hate. Despite the ideals he holds close to heart, his actions as a younger elf belay a different character boxed beneath the skin.

Backstory:
Born to the Swifstrike Clan in the Hath'era Forests, Taros was designated greatness as the firstborn son of Wood Lord Temrias. A glorious day for the tribe by all accounts, if only they could glaze the future and the ruin he would bring. An unassuming early life, Taros spent his days alongside the other children of the clan, drilled relentlessly in the ways of the forest. Archery, duelling, riding and tracking were all vital skills, Taros' was an early excellent Bladedancer, effortlessly slipping around the other children in a show of supreme swordsmanship. This mattered little, as Heir to the Clan, it was Taros' sacred duty to be linked with nature and bond with the magical energies that flowed through the forest. He couldn't do it, days turned to months, and eventually years, at most he could cast a small blip of fire or frost, no more than an initiate acolyte in some human college. Over the years, this disappointment festered and Taros' relationship with his parents was slowly torn asunder as nothing he did was enough.

Finally, at the age of 30, during the Trial of the Hunt, it was customary for the heir to be officially coronated by the Lord. Temrias was a cold old crone by now, for he ignored custom and dismissed Taros' as unworthy, in an arrogant act of brashness, the renegade son challenged his hated father for the title. At noon the next day, Temrias would dance his final routine. The fight was vicious and unassuming, both elves skilled beyond measure in the ways of combat, but experience could not defeat the values of practice and youth. The battle was won and Taros was to be crowned, only many of the clan would not back Taros, seeing him as cursed for his lack of a link with the forest. As the tribe slowly turned, his bloodies father smirked a parting taunt, to which the young elf plunged his blade deep and true. Kinslayer, Kingslayer, traitor, a curse and a plague. In an instant Taros took flight from the scene, the whistle of arrows ever present all around him. Screams and yells, cries of anguish at what he had done from both the man and those in the distance, in mourning.

Taros spent several years in transit, his legs carrying him from forest to forest, living off the land until he could put endless distance between him and his crimes. Eventually, at 36, Taros finally made his first attempt at ingratiating himself into society. His experiences were mixed, he found kindness and cruelty in equal measure, though many humans sneered there nose at a wood elf in their presence. Normal elves even more so. Something in Taros had changed, despite the prejudice, the sneers, the occasional brawl, he never felt the need for violence or to curse the world. He remembered his crime, how he ruined his tribe, this was his penance. He refused to let emotions rule him ever again, and so he continued in with renewed vigor... For a time. The issue with civilized society and work, is human and elves don't much like employing a wood elf like Taros. His skills lay in the forests, and the forests taught one how to remain unseen. One thing led to another, and Taros soon found an easy income stealing the occasional coin purse from unsuspecting merchants. For his own sense of good, he was careful to target those who could only be described as villainous.

Time continued, and for decades Taros moved from city to city, building his accounts and living comfortably. Perhaps it was the job, perhaps it was the influence of human society, but soon he learned influence and information was worth far more than coins. He took to befriending and beguiling his marks, his charismatic talent likely stemming from the difficulty in dealing with a mountain of prejudice. Or maybe it was always there, repressed in past by bitter father and scornful tribe. Either way, Taros, the ever evasive, avoided detection. Becoming something of a myth among the free cities, dubbed the "King of Thieves". It wasn't a very fitting name given Taros had no thief-Knights or thief-Guards at his disposal, but society worked in mysterious ways. Eventually, the day for retirement came at 65, having bled the Free Cities dry, Taros couldn't risk re-visiting paths tread, and the thrill of the hunt was waning thin. He hardly needed the money, given he had enough stashed to rival a Duke, so he did the only thing he could think. Put his martial skills to the test, for years he'd hung up the sword in shame of what he'd done, but time enough had passed to reclaim lost will in favor of a greater cause. That summer, Taros joined the Guild of Heroes, and has since acted as mercenary, escort and adventurer for the better part of 20 years. His once manipulative charisma enhanced, as he's fallen completely in love with the spirit of comradery with those united with him in a singular purpose.

PHYSICAL
Appearance

1545328877212.png
Weapons & Armor:
Elvarie Swiftblade - A mastercrafted sword of extreme quality, whilst possessing no otherworldly qualities, its bite is sharp and steel swift.
Simple Attire - Taros' wears simple leather and hide.
Bladelord Gauntlet - A runic gauntlet prepared for the heir of the Tribe, the runes are said to enhance ones link to nature and boost their prowess in combat. Without a link, this is nothing more than a fancy armband.

Items & Personal Belongings: A LOT of money
Skills & Abilities:
-Bartering
-Misdirection
-Pickpocketing
-Sneaking
-Infiltration
-Charismatic
-Tracking
-Survival
-Climbing
-Dueling

Spells & Magic: (Magical. Spells and magical abilities that the character has.)
-A simple elemental blast, a small ball of flame or ice breeze. Nothing more advanced, and not done with great confidence.

Weaknesses:
- A severe dislike of forests, the woodlands are bound to make Taros paranoid and on edge.
- Taros has never had a plan or mission go awry after fleeing, a plan gone bad could effect his emotional state greatly.
- Personal Uncertainty. Taros has spent most of his life alone and on the run, it makes him unpredictable, and in stressful situations, regardless of sensible feelings, he's prone to brash actions of self-preservation.
-Slight narcissism, it's not that Taros believes he's above anybody, but having made such a comfortable living in a life of crime, he's extremely talented at convincing himself he's right and justifying his own actions.

FLUFF (Optional)
Hobbies: Swindling merchants. Outdrinking tavern stock supplies. Conversing with others. Learning about civilization.
Quote\s: "Ah, you're a real bloody inspiration, Godfrey! The type of strong Knight a man can really look up to, splayed under you're own horse like a hapless maiden, can you imagine the great folk tales? Godfrey the Great!"
Theme: (Musical theme.)
 

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