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Fantasy Lamed Characters

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BackSet

The Great Thief Yatagarasu!
Roleplay Availability
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My Interest Check
(A note on mana pools: each race has a mana pool. Each spell you use costs a certain amount of mana (you have to decide how much mana it costs). If you are out of mana you can no longer cast spells. In order to regain mana you must either drink a mana restoration potion or take a rest. Some spells cost no mana. These are basic elemental spells or simple utility spells.)

Races:

Elves: Elves are the dominant race in Lamed. Their skill with technomagic is unparalleled. They are tall and tend to be attractive. They have pointy ears.

(Mana Pool: 20)

Dwarves: Dwarves are very passionate about nature. Long ago they were told by their god, Karlina, too spread the beauty of the above ground to the underground. Now dwarves live in underground treetop cities. They are very skilled druids. Most dwarves abscond from drinking but other Dwarves don’t and some even make their own beer. Dwarven beer is the best beer you can have. The No Man’s Land Tavern where the character’s meet is run by a dwarf.

(Mana pool: 20)

Humans: Humans could be considered something of an only sane man among other races. They generally get along with everybody and racism isn’t very prevalent beyond the occasional calling of “Pointy ears” and “Short Stuff” that are more often used by other races. Humans are versatile and don’t have the societal standards set by other societies that tell them to be one thing like everyone else.

(Mana pool: 15)

Gnomes: Gnomes were once used as slaves by elves. Because of this there's lots of tension between Gnomes and Elves. It is unlikely to see a Gnome and an elf as friends. Gnomes were only recently allowed to enter elven cities and vice versa (not that elves would want to go to Gnomish cities (they’re very small)). Gnomes are very skilled at getting into small places and maneuvering things. This is why the Elves used them as a slave race. Because they could fix the things the elves couldn’t reach or maneuver.

(Mana pool: 10)

Kitsune: Kitsune have a rather… rocky relationship with the other races. Most races don’t consider them as people and it is not unlikely to see a Kitsune in a pet shop. The one race that kind of accepts them is the Gnomes because they know the pain of not being treated like people and it’s not uncommon to see kitsune and gnome protest groups in elvish cities (not dwarven cities though. Kitsune’s don’t like the underground). Humans also sort of accept them but they don’t do much to help them. Due to the mistreatment there are only two major Kitsune CIties. One is in the dense Ocarina Forest and is home to the Forest Kitsune tribe. They have orange tails and ears and turn into orange foxes. Their city is known simply as the Forest Camp. The other is in the Arctic Plains of Lamed and is home to the Arctic Kitsune tribe. They have white tails and ears and turn into white, arctic foxes. They also have cold resistance. Their city is simply known as the Arctic Camp.

(Mana pool: 20)

Daraku: The original Daraku were once Angels who served an ancient, evil God. They betrayed that God to help mortal races seal him away. That god’s last action before being sealed away was to strip the Angels of their divinity, turning them into Daraku. The Daraku look similar to humans at first glance but it soon becomes apparent they are not. Their skin is paler than any human and their eyes are milky white. They wield powerful divine magics often becoming clerics or monks. Other races are scared of them and shun them. Despite retaining a strong connection to the divine the Daraku are clearly no longer Angels. All Daraku have two red, slit pupiled eyes on their back where their wings once were and they are no longer immortal. Furthermore, it is possible for a Daraku to access the magic they once wielded but doing so will destroy them. It is a dark but powerful magic they once wielded. It is not magic that was meant for mortals. The magic utterly consumes their essence, their soul, everything. Not even a resurrection spell cast by the most powerful clerics will
revive them afterwards.

(Mana pool: 25)

Orcs: orcs are a green skinned warrior race who live primarily in swamps, although there is a small group of Orc nomads in the desert. Orcs that take up magic often become shamans. Most other orcs become warriors. The favored weapon of most orcs is the spear. So much so that the spear is commonly associated with orcs.

(Mana pool: 10)

Amazons: contrary to popular belief the Amazons are not a race of only women. They are simply a greatly matriarchal race where men barely have any say in anything. Living in the desert, the amazons have a strong disdain for all of the other races. They are proud warriors whose most distinct difference from other races are the natural barbs that grow on their shoulders, ankles, and wrists. These barbs can be used as weapons if need be however Amazons prefer to use other weapons too. Their city is walled and only those the queen deems worthy are allowed to enter. If an Amazon is seen outside of the desert she is likely either on a religious pilgrimage or an exile from her tribe.

(Mana pool: 15)

CS:
Name:
Race:
Gender:
Occupation/class:
Eye color:
Hair color:

Weapons:
Equipment:
Other Items:

Racial abilities:
Other skills and abilities:
Magic:
Mana Pool:

Appearance (description or picture):

Personality:

History:

Theme song (optional):
Quotes (optional):
Other (optional):
 
b8c51841875aad505729f78e0c63f61c.jpg

Name: Sylvia Eskridge
Race: Human
Gender: Female
Occupation/Class: Swashbuckler
Eye color: Brown
Hair color: Blonde

Weapons: Rapier
Equipment: Survival Gear
Other Items: Money

Racial abilities
Other skills and abilities: Fencer, Charismatic
Magic:
  • Piercing
  • Speed
  • Utility Spells
  • Crystal-related Attack Spells

Mana Pool: 15mp

Personality: Sylvia is typically a pretty respectful woman. She can work a crowd easily. She prefers to settle things with words, but is quick to resort to the blade due to the nature of most things not really being settled by words. She's known to be very social at times

History: Sylvia lived a normal life, trained from the age of 10 with a rapier instead of a sword due to it being much lighter. She always like to run and jump around while fighting so a rapier was a given for her even at 10. She trained under a well known royal duelist and refined her speed and stab technique above all. She became known as the Emerald Blade due to her spells being related to emeralds, along with her blade being made with Emeralds amongst all the other materials it's composed of
 
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88b5f6fd80d13c1b01af0b084214439b.jpg

Name: Sylvia Eskridge
Race: Human
Gender: Female
Occupation/Class: Swashbuckler
Eye color: Brown
Hair color: Black

Weapons: Rapier
Equipment: Survival Gear
Other Items: Money

Racial abilities
Other skills and abilities: Fencer, Charismatic
Magic:
  • Piercing
  • Speed
  • Utility Spells
  • A couple of attack spells costing about 5 mana each

Mana Pool: 20mp

Personality: Sylvia is typically a pretty respectful woman. She can work a crowd easily. She prefers to settle things with words, but is quick to resort to the blade due to the nature of most things not really being settled by words.

History: Sylvia lived a normal life, trained from the age of 10 with a rapier instead of a sword due to it being much lighter. She always like to run and jump around while fighting so a rapier was a given for her even at 10. She trained under a well known royal duelist and refined her speed and stab technique above all.
Approved, although I feel I should mention that the human mana pool is 15 not 20.
 
Name: Denkum Altserger
Race: Human
Gender: Male
Age: 23
Occupation/class: Ranger
Eye color: Blue
Hair color: Blonde

Weapons: Cheap Crossbow, Dagger
Equipment: Basic Survival Gear, Bolts and Warm clothing
Other Items: His friend's ring.

Other skills and abilities: Basic Knife handling skills; Climbing (Can only climb to the roof of one story buildings, this is so he can get a better shot)
Magic:
Snipe (costs 10 mp, aims at target's head or torso with a highly accurate shot)
Dodge (costs 5 mp, has high chance of dodging slow and moderate attacks, but a low chance of fast attacks)
Sense (costs 5 mp, detects nearby living things)
Mana Pool: 15 mp

Appearance: Denkum is about 5'7", with a moderately built figure, he is strong but isn't fed well. He has short blonde hair, he has a light beard on his face, he has white skin, and is lightly tanned, he is average looking, a serf life would do that to you. I'd imagine he'd look like this but a little scruffier.
1517169042786.png

Personality: Denkum tends to be quiet but takes action when he finds it necessary, he approaches things with an open mind, but can get angry very quickly.

History: Denkum started his life being sold to a lord as a serf, he worked for years patiently, until chaos erupted under the lord and the serfs rebelled, Denkum teamed up with a close friend to escape, but after they escaped had to keep a low profile so they split ways, Denkum was dirt poor, so he started looking for money, taking various jobs under the people who would actually pay him, after years he finally got sick of those jobs and decided to look for some purpose in his life. He could possibly even find his friend again, or gain some new friends under his new life of adventuring.

Theme song:
 
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Name: Denkum Altserger
Race: Human
Gender: Male
Age: 23
Occupation/class: Ranger
Eye color: Blue
Hair color: Blonde

Weapons: Cheap Crossbow, Dagger
Equipment: Basic Survival Gear, Bolts and Warm clothing
Other Items: His friend's ring.

Other skills and abilities: Basic Knife handling skills; Climbing (Can only climb to the roof of one story buildings, this is so he can get a better shot)
Magic:
Snipe (costs 10 mp, aims at target's head or torso with a highly accurate shot)
Dodge (costs 5 mp, has high chance of dodging slow and moderate attacks, but a low chance of fast attacks)
Sense (costs 5 mp, detects nearby living things)
Mana Pool: 15 mp

Appearance: Denkum is about 5'7", with a moderately built figure, he is strong but isn't fed well. He has short blonde hair, he has a light beard on his face, he has white skin, and is lightly tanned, he is average looking, a serf life would do that to you.

Personality: Denkum tends to be quiet but takes action when he finds it necessary, he approaches things with an open mind, but can get angry very quickly.

History: Denkum started his life being sold to a lord as a serf, he worked for years patiently, until chaos erupted under the lord and the serfs rebelled, Denkum teamed up with a close friend to escape, but after they escaped had to keep a low profile so they split ways, Denkum was dirt poor, so he started looking for money, taking various jobs under the people who would actually pay him, after years he finally got sick of those jobs and decided to look for some purpose in his life. He could possibly even find his friend again, or gain some new friends under his new life of adventuring.

Theme song:

Approved
Got it mixed up
Changed
Approved then.
 
Name: Idam Lightstrider
Race: Human
Gender: Male
Age: 21
Occupation/Class: Necromancer
Eye Colour: Blue
Hair Colour: Black
Weapons: Dagger
Equipment: Necromancer's robes (Doubles Mana when worn), Necromancer's Staff (Slighlty increase power of Dark Magic spells).
Other Items: Spellbook, amulet.

Other Skills and Abilities: Enchanting, Potion making.

Magic:

· Reanimate: Raises a corpse to fight for him until defeated. Cost: 15 Mana. There is a chance of the corpse breaking free from his control if his concentration wavers. If so, it will attack anything on sight. The more corpses risen, the harder it is to remain in control.

· Acid Bolt: Caster fires a bolt of magical acid at the target. While it does not have much piercing power, it will eat through most armours, given time. Cost: 5 Mana.

· Darkness: A black mist that blocks an enemy’s view of the caster and also acts as a barrier. Has a fear effect on those who attempt to walk through it. The weaker the will of the victim, the greater the fear. Cost: 10 Mana.

· Black Arrow: Caster fires a arrow shaped missile made of dark energy at the target. Cost: 2 Mana.



Mana Pool: 15 MP (+15)

Appearance:

Idam is tall and thin, relying on his magic rather than physical strength. His dark hair reaches his shoulders and his eyes are ice blue.

portrait-of-man-in-a-black-robe-portrait-of-a-man-in-a-black-robe-on-a-dark-background-stock-p...jpg


Personality:

Idam usually only speaks when necessary, preferring to sit back and observe his surroundings, yet will be fairly polite when spoken too, although he can be mocking. He is not cruel, but indifferent to the suffering of others, He enjoys travelling to new places, something that often interferes with his necromantic experiments. He speaks softly and never raises his voice, even when angry.

History:

Trained by his father when he was a boy, Idam became skilled in the magical arts. However, he wanted more. Breaking into his father’s library, resulted in him discovering a book on necromancy. It had been gathering dust on the shelf for years, it seemed. Fascinated by the illicit texts, he poured over them for hours on end, returning them to the library once he was done. However, one day his father discovered him and was furious. He declared that Idam was no longer his son and kicked him out of the house the very next day.

Idam was shocked at first, but quickly gained contempt for those who did not see the dark arts as tools like he did. He eventually was taken in by a sympathetic mage who turned out to be a necromancer in hiding. The woman taught Idam all she knew before helping him to craft his own staff. Among the dark magics taught, he also picked up enchanting, and the art of creating potions, seeing them both as useful skills. He eventually left his former mistress’s home, with a desire to explore and grow his magical abilities.
 
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Name: Idam Lightstrider
Gender: Male
Age: 21
Occupation/Class: Necromancer
Eye Colour: Blue
Hair Colour: Black
Weapons: Dagger
Equipment: Necromancer's robes (Doubles Mana when worn), Necromancer's Staff (Slighlty increase power of Dark Magic spells).
Other Items: Spellbook, amulet.

Other Skills and Abilities: Enchanting, Potion making.

Magic:

· Reanimate: Raises a corpse to fight for him until defeated. Cost: 15 Mana. There is a chance of the corpse breaking free from his control if his concentration wavers. If so, it will attack anything on sight. The more corpses risen, the harder it is to remain in control.

· Acid Bolt: Caster fires a bolt of magical acid at the target. While it does not have much piercing power, it will eat through most armours, given time. Cost: 5 Mana.

· Darkness: A black mist that blocks an enemy’s view of the caster and also acts as a barrier. Has a fear effect on those who attempt to walk through it. The weaker the will of the victim, the greater the fear. Cost: 10 Mana.

· Black Arrow: Caster fires a arrow shaped missile made of dark energy at the target. Cost: 2 Mana.



Mana Pool: 15 MP (+15)

Appearance:

Idam is tall and thin, relying on his magic rather than physical strength. His dark hair reaches his shoulders and his eyes are ice blue.

Personality:

Idam usually only speaks when necessary, preferring to sit back and observe his surroundings, yet will be fairly polite when spoken too, although he can be mocking. He is not cruel, but indifferent to the suffering of others, He enjoys travelling to new places, something that often interferes with his necromantic experiments. He speaks softly and never raises his voice, even when angry.

History:

Trained by his father when he was a boy, Idam became skilled in the magical arts. However, he wanted more. Breaking into his father’s library, resulted in him discovering a book on necromancy. It had been gathering dust on the shelf for years, it seemed. Fascinated by the illicit texts, he poured over them for hours on end, returning them to the library once he was done. However, one day his father discovered him and was furious. He declared that Idam was no longer his son and kicked him out of the house the very next day.

Idam was shocked at first, but quickly gained contempt for those who did not see the dark arts as tools like he did. He eventually was taken in by a sympathetic mage who turned out to be a necromancer in hiding. The woman taught Idam all she knew before helping him to craft his own staff. Among the dark magics taught, he also picked up enchanting, and the art of creating potions, seeing them both as useful skills. He eventually left his former mistress’s home, with a desire to explore and grow his magical abilities.
I can't exactly accept this without a race.
 
Name: Idam Lightstrider
Race: Human
Gender: Male
Age: 21
Occupation/Class: Necromancer
Eye Colour: Blue
Hair Colour: Black
Weapons: Dagger
Equipment: Necromancer's robes (Doubles Mana when worn), Necromancer's Staff (Slighlty increase power of Dark Magic spells).
Other Items: Spellbook, amulet.

Other Skills and Abilities: Enchanting, Potion making.

Magic:

· Reanimate: Raises a corpse to fight for him until defeated. Cost: 15 Mana. There is a chance of the corpse breaking free from his control if his concentration wavers. If so, it will attack anything on sight. The more corpses risen, the harder it is to remain in control.

· Acid Bolt: Caster fires a bolt of magical acid at the target. While it does not have much piercing power, it will eat through most armours, given time. Cost: 5 Mana.

· Darkness: A black mist that blocks an enemy’s view of the caster and also acts as a barrier. Has a fear effect on those who attempt to walk through it. The weaker the will of the victim, the greater the fear. Cost: 10 Mana.

· Black Arrow: Caster fires a arrow shaped missile made of dark energy at the target. Cost: 2 Mana.



Mana Pool: 15 MP (+15)

Appearance:

Idam is tall and thin, relying on his magic rather than physical strength. His dark hair reaches his shoulders and his eyes are ice blue.

Personality:

Idam usually only speaks when necessary, preferring to sit back and observe his surroundings, yet will be fairly polite when spoken too, although he can be mocking. He is not cruel, but indifferent to the suffering of others, He enjoys travelling to new places, something that often interferes with his necromantic experiments. He speaks softly and never raises his voice, even when angry.

History:

Trained by his father when he was a boy, Idam became skilled in the magical arts. However, he wanted more. Breaking into his father’s library, resulted in him discovering a book on necromancy. It had been gathering dust on the shelf for years, it seemed. Fascinated by the illicit texts, he poured over them for hours on end, returning them to the library once he was done. However, one day his father discovered him and was furious. He declared that Idam was no longer his son and kicked him out of the house the very next day.

Idam was shocked at first, but quickly gained contempt for those who did not see the dark arts as tools like he did. He eventually was taken in by a sympathetic mage who turned out to be a necromancer in hiding. The woman taught Idam all she knew before helping him to craft his own staff. Among the dark magics taught, he also picked up enchanting, and the art of creating potions, seeing them both as useful skills. He eventually left his former mistress’s home, with a desire to explore and grow his magical abilities.

Approved.
 
Name: Nethali Echysis
Race: Amazon
Gender: Female
Occupation/class: Scholar priestess in training
Eye color: Brown
Hair color: Dark brown

Weapons: Crossbow, twin khopesh swords
Equipment: Quiver of bolts, traveler’s rations, Elven compass, water skin, coin purse
Other Items: Wooden holy symbol, notebook

Racial abilities: Amazon barbs - Nethali has sharp barbs on her shoulders, wrists, and ankles. They are naturally sharp and tough, although if one breaks it’s quite painful. Nethali is proficient at hand-to-hand combat, and the barbs give her an edge in grappling.

Other skills and abilities: Combat - Nethali is proficient with the crossbow and short sword, specializing in her curved khopesh swords. She’s most dangerous in close quarters, though she prefers speed over strength.

Magic: Divine magic from her Goddess, Oloneira; mostly wayfinding spells and travelers’ cantrips, plus some minor enchantment (will add spells soon)

Mana Pool: 15

26062995148_aeca92fc57_o.jpg


Personality: Nethali is compassionate, curious, and above all wants to be useful. She’s led a sheltered life, and her pilgrimage is her chance to see the rest of the world. She has dreamed of this journey since she first joined the Temple of Oloneira, not only wanting to experience the world around her, but to participate in the adventures in the stories.

This being her first time out of the Amazon city, Nethali’s naivete has gotten her into trouble on a number of occasions. She takes for granted many of the Amazon peoples’ teachings, especially the fact that their race is superior and that women should be in charge.

History: Nethali grew up, like most Amazons, in the Amazon city in the desert. As a child she loved hearing tales of the rare travelers that stopped through, and found herself increasingly drawn to the teachings of the goddess Oloneira. Oloneira is the Amazon goddess of history, storytelling, and travel, and her priestesses are considered scholars in their own right. Each priestess preserves Amazon lore, history, and customs. She is also expected to understand the place of the Amazons in the wider world, and it’s for that reason that each priestess goes on a three year pilgrimage before being accepted into the order.

Followers of Oloneira believe in the preservation of history through storytelling, of finding understanding of the home and the self through discovery, and of being proud of your roots. The Temple of Oloneira is non-proselytizing - they don’t seek to convert people, or even to tell outsiders of her teachings. The exchange of stories is considered a sacred act, and it’s a great honor to be told a story by a priestess.

Being an Amazon religion, even scholar priestesses are expected to know how to defend themselves, particularly for the dangerous journey across the world. Nethali was trained in hand-to-hand combat, archery, and weaponry from the time she joined the Temple at 12. She also speaks Elvish and Common.

Learning about the outside world further sparked Nethali’s desire to travel outside the Amazon city, a rare trait in her culture. Most priestesses of Oloneira return to the city convinced that their traditions are the right ones. Nethali was so enthusiastic about the pilgrimage and pestered her mentors for stories so often that they decided to let her embark a few months early.

Nethali is now three months into her pilgrimage, with many more adventures ahead of her. At least, she hopes so.

Quotes: “It’s a pleasure to meet you. Please, tell me about yourself. No, really. I insist.”
Other: Nethali’s very comfortable in hot climates but is rapidly discovering that she hates the cold.
 
Name: Nethali Echysis
Race: Amazon
Gender: Female
Occupation/class: Scholar priestess in training
Eye color: Brown
Hair color: Dark brown

Weapons: Crossbow, twin khopesh swords
Equipment: Quiver of bolts, traveler’s rations, Elven compass, water skin, coin purse
Other Items: Wooden holy symbol, notebook

Racial abilities: Amazon barbs - Nethali has sharp barbs on her shoulders, wrists, and ankles. They are naturally sharp and tough, although if one breaks it’s quite painful. Nethali is proficient at hand-to-hand combat, and the barbs give her an edge in grappling.

Other skills and abilities: Combat - Nethali is proficient with the crossbow and short sword, specializing in her curved khopesh swords. She’s most dangerous in close quarters, though she prefers speed over strength.

Magic: Divine magic from her Goddess, Oloneira; mostly wayfinding spells and travelers’ cantrips, plus some minor enchantment (will add spells soon)

Mana Pool: 15

26062995148_aeca92fc57_o.jpg


Personality: Nethali is compassionate, curious, and above all wants to be useful. She’s led a sheltered life, and her pilgrimage is her chance to see the rest of the world. She has dreamed of this journey since she first joined the Temple of Oloneira, not only wanting to experience the world around her, but to participate in the adventures in the stories.

This being her first time out of the Amazon city, Nethali’s naivete has gotten her into trouble on a number of occasions. She takes for granted many of the Amazon peoples’ teachings, especially the fact that their race is superior and that women should be in charge.

History: Nethali grew up, like most Amazons, in the Amazon city in the desert. As a child she loved hearing tales of the rare travelers that stopped through, and found herself increasingly drawn to the teachings of the goddess Oloneira. Oloneira is the Amazon goddess of history, storytelling, and travel, and her priestesses are considered scholars in their own right. Each priestess preserves Amazon lore, history, and customs. She is also expected to understand the place of the Amazons in the wider world, and it’s for that reason that each priestess goes on a three year pilgrimage before being accepted into the order.

Followers of Oloneira believe in the preservation of history through storytelling, of finding understanding of the home and the self through discovery, and of being proud of your roots. The Temple of Oloneira is non-proselytizing - they don’t seek to convert people, or even to tell outsiders of her teachings. The exchange of stories is considered a sacred act, and it’s a great honor to be told a story by a priestess.

Being an Amazon religion, even scholar priestesses are expected to know how to defend themselves, particularly for the dangerous journey across the world. Nethali was trained in hand-to-hand combat, archery, and weaponry from the time she joined the Temple at 12. She also speaks Elvish and Common.

Learning about the outside world further sparked Nethali’s desire to travel outside the Amazon city, a rare trait in her culture. Most priestesses of Oloneira return to the city convinced that their traditions are the right ones. Nethali was so enthusiastic about the pilgrimage and pestered her mentors for stories so often that they decided to let her embark a few months early.

Nethali is now three months into her pilgrimage, with many more adventures ahead of her. At least, she hopes so.

Quotes: “It’s a pleasure to meet you. Please, tell me about yourself. No, really. I insist.”
Other: Nethali’s very comfortable in hot climates but is rapidly discovering that she hates the cold.
Approved. I like this character.
 
dwarfo.png

  • Name:
    Murrig Berrybrew

    Race:
    Dwarf

    Gender:
    Male

    Class:
    Druid

    Eye color:
    Green

    Hair color:
    Red and white​
 

  • Name:

    Murrig Berrybrew​


    Race:

    Dwarf​


    Gender:

    Male​


    Class:

    Druid​


    Eye color:

    Green​


    Hair color:

    Red and white​
I approve.
 
Name: Karry Asher
Race: Forest Kitsune
Gender: Female
Occupation/class: Thief
Eye color: Blue
Hair color: Red

Weapons: Dagger
Equipment: none
Other Items: ring bearing the mark of the Jiyū Thieves Guild (a bird flying out of a cage), small pouch containing 5 gold pieces and 8 silver pieces, Kitsune tribal necklace with 17 beads.

Racial abilities:

Transformation: Being a Kitsune, Karry can change between humanoid and fox form at will. Certain magics can keep her in one form or the other such as collars used to keep Kitsune as Foxes in certain pet stores.

Other skills and abilities:
pickpocket: Karry knows the basics of pick pocketing and can get by easily enough. Especially when the victim of her pickpocketing is wearing their pouch particularly loose.

Stealth: Karry is good at being quiet and avoiding notice.

Drumming: Karry has musical talent as a drummer due to it being one of her favorite jobs during the Kitsune tribal festivals.

Magic:

Minor illusion (5 mana): Karry can cast a minor illusion to hide her ears and tail from others. She can also use it to hide other things of about the same size.

Spirit conference (19 mana) (occasionally a spirit will be kind enough to refill the users mana halfway. Not often but occasionally): Karry has never used this spell before but she has it memorized. It was for her coming of age ceremony but she never got to use it. It allows the user to speak with the spirits of the dead if certain conditions are met. It's best used at an altar of sorts.

Mana Pool: 20
Appearance (description or picture): Karry has long, tangled red hair that absolutely refuses to get tidy. Her eyes are a light blue color, one that could almost be mistaken for gray if looked set the wrong way. She is rather tall and has well Tanned skin due to hanging out in the forest and natural sunlight for most of her life. Her most noticeable physical features would have to be the furry orange fox ears atop her head and the furry orange fox tail.

Karry doesn't have much in terms of clothing. She's still wearing the slaves clothes she was given at the beginning of her imprisonment in the pet shop. She's wearing a brown, ragged shirt that's doesn't fit her and a pair of ragged brown pants that also don't fit her. She has no shoes of any sort.

Personality: Karry is not a people person. If you were abused multiple times by multiple different races you wouldn't be either. She prefers not to talk to people face to face and isn't very brave. She probably won't meet your eyes in a conversation. Still, she's brave enough to try whatever it takes to get out of the city and hidden within her is the fun loving young girl who was there before the pet shop. Before the abuse.

History: Karry wasn't always a thief. In fact, that's kind of a recent development. She was once just a girl living in the Forest Camp. On the day of her coming of age ceremony (about age 18) she was going to the Village Altar (which was away from the Forest Camp out in the forest) when she was attacked and kidnapped by an elven hunting party. They took her back to Sebtack with them and made a fortune selling her to a pet shop. She was stuck in that pet shop for two years. She was “adopted” five times and returned to the pet shop each time for trying to escape. She feared she'd be stuck in the pet shop forever. Then one day a kind Gnome jail broke her. He taught her the basics of thievery and gave her the dagger and the ring. He then bid her farewell and told her that if she ever needed help she could show the right people the ring. Karry spent the next few months after that practicing her pickpocketing and hiding out in old alleys in the city. Eventually she worked up the courage to go to the No Man’s Land Tavern to find someone willing to smuggle her out of the city (and maybe a way to make some gold pieces while she's at it).

Theme song (optional):
Quotes (optional): “G-go away! I-i h-have a kn-knife! I'm w-warning you!” “Oh gods no! Help!”
Other (optional):
I approve my own character.
 
Name: Bazor Ghoragdush
Race: Orc
Gender: Male
Occupation/class: Enchanter
Eye color: Hazel
Hair color: White

Weapons:
Small War Axe: Does extra damage to summoned creatures
Shield: Possesses a small amount of shock absorption making it advantageous over blunt force
Spear: No enchantment yet


Equipment:
Orc Chest plate: Heavy armor that increases Bazor's resistance to magical based attacks by 50%
Gauntlets: Transfers the users mana into their arms to increase physical strength

Other Items:
-A Flask

Racial abilities:
-Being a Desert Orc Bazor's body is highly resistant to that of the heat and of the cold.
-Due to his people's physique Bazor is incredibly strong as he is sturdy making him difficult to put down.

Other skills and abilities:
-Skilled close quarters combatant such as wrestling, dueling, and etc
-Living in an area of little food and water Bazor is a trained in different survival methods and techniques
-Enchanting

Magic:
None at the moment

Mana Pool: 10

Appearance:
lineage_ii___orc_tyrant_by_jubaka.jpg



Personality: Bazor is a battle hardened but incredibly mature Orc who prefers the use of words rather then fist when taking into account the situation he may find himself in. He is humble and highly respectful of those he meets often giving compliments if he feels they should deserve one. Unlike most of his kind Bazor is known for being talkative and outgoing around new people even if they are not of Orc blood. Due to his given respect he expects the same from everyone else and can become quite hostile should someone deliver utter disrespect towards him or anything to due with his people. When intoxicated Bazor can become quite obnoxious to the point where almost anything could make sense making him extremely gullible to even the most unbelievable lies. He also becomes unusually laid back as if all his cares in the world had suddenly disappeared making him quite the interesting drinking buddy. When it comes to battle Bazor's persona switches to that of a more collective nature and his talkative attitude turns to that of complete silence.

History: Bazor was born into the deserts of the nomadic Orc tribes where the sight of shamans were inexplicably rare to say in the least. Due to the lack of magically gifted Orcs making them vulnerable against enemies who utilize magic to a high degree Bazor's people began to enchant armor and weapons to make up for their lack in talent through the use of runes as well as shards. This along with their ability to resist of extreme heat and the insufferable cold made them some of the most deadliest warriors throughout the desert. Growing up the desert Orc's usually found themselves with a given purpose from the moment they can walk based on the tribes needs. Due to his incredible size and constitution Bazor found himself among the warriors of his tribe learning both the ways combat and of enchanting.

Years later Bazor found himself in quite a particular spot amongst his people. While he had no quarrel with any of them and would fight to his very last breath for every last one of them he decided that he wanted to travel the world on his own rather then just the desert. Soon he said his goodbyes to his fellow brethren and soon found himself in numerous funny situations involving many drunken bar fights along with quite the number of bandit run ins involving other races. He soon took up the life of a mercenary as his stature and bulky size often made him quite intimating to most not looking for trouble. However, one particular client got extremely lucky as he figured out the young Orc's weakness regarding alcoholic substances leaving Bazor with a nasty hangover and escaping him without paying him a cent at some tavern that was unfamiliar to the young Orc.

Theme song:


Quotes:
"In peace the son buries the father, but in war the father buries the son"
"If hitting it doesn't work then you aren't hitting it hard enough"
 
Name: Bazor Ghoragdush
Race: Orc
Gender: Male
Occupation/class: Enchanter
Eye color: Hazel
Hair color: White

Weapons:
Small War Axe: Does extra damage to summoned creatures
Shield: Possesses a small amount of shock absorption making it advantageous over blunt force
Spear: No enchantment yet


Equipment:
Orc Chest plate: Heavy armor that increases Bazor's resistance to magical based attacks by 50%
Gauntlets: Transfers the users mana into their arms to increase physical strength

Other Items:
-A Flask

Racial abilities:
-Being a Desert Orc Bazor's body is highly resistant to that of the heat and of the cold.
-Due to his people's physique Bazor is incredibly strong as he is sturdy making him difficult to put down.

Other skills and abilities:
-Skilled close quarters combatant such as wrestling, dueling, and etc
-Living in an area of little food and water Bazor is a trained in different survival methods and techniques
-Enchanting

Magic:
None at the moment

Mana Pool: 10

Appearance:
lineage_ii___orc_tyrant_by_jubaka.jpg



Personality: Bazor is a battle hardened but incredibly mature Orc who prefers the use of words rather then fist when taking into account the situation he may find himself in. He is humble and highly respectful of those he meets often giving compliments if he feels they should deserve one. Unlike most of his kind Bazor is known for being talkative and outgoing around new people even if they are not of Orc blood. Due to his given respect he expects the same from everyone else and can become quite hostile should someone deliver utter disrespect towards him or anything to due with his people. When intoxicated Bazor can become quite obnoxious to the point where almost anything could make sense making him extremely gullible to even the most unbelievable lies. He also becomes unusually laid back as if all his cares in the world had suddenly disappeared making him quite the interesting drinking buddy. When it comes to battle Bazor's persona switches to that of a more collective nature and his talkative attitude turns to that of complete silence.

History: Bazor was born into the deserts of the nomadic Orc tribes where the sight of shamans were inexplicably rare to say in the least. Due to the lack of magically gifted Orcs making them vulnerable against enemies who utilize magic to a high degree Bazor's people began to enchant armor and weapons to make up for their lack in talent through the use of runes as well as shards. This along with their ability to resist of extreme heat and the insufferable cold made them some of the most deadliest warriors throughout the desert. Growing up the desert Orc's usually found themselves with a given purpose from the moment they can walk based on the tribes needs. Due to his incredible size and constitution Bazor found himself among the warriors of his tribe learning both the ways combat and of enchanting.

Years later Bazor found himself in quite a particular spot amongst his people. While he had no quarrel with any of them and would fight to his very last breath for every last one of them he decided that he wanted to travel the world on his own rather then just the desert. Soon he said his goodbyes to his fellow brethren and soon found himself in numerous funny situations involving many drunken bar fights along with quite the number of bandit run ins involving other races. He soon took up the life of a mercenary as his stature and bulky size often made him quite intimating to most not looking for trouble. However, one particular client got extremely lucky as he figured out the young Orc's weakness regarding alcoholic substances leaving Bazor with a nasty hangover and escaping him without paying him a cent at some tavern that was unfamiliar to the young Orc.

Theme song:


Quotes:
"In peace the son buries the father, but in war the father buries the son"
"If hitting it doesn't work then you aren't hitting it hard enough"

approved.
 
Name: Greystorm the Skillful
Species: Human
Class: Fighting Mage (of sorts)
Age: 29
Eye Color: Assorted (More on this later)
Hair Color: White


Weapon(s): A shape shifting sword named 'Vendetta'
Equipment: Lightweight Plate armor (Exactly what it sounds like)
Other: N/A

Racial Abilities: Not much to say here

Skills: The Toshi Style. This dead fighting style is practiced by few for its effectiveness in combat when mastered and erratic attack patterns. However few races know or even can practice the Toshi Style.

Magic: His magic is from the weapons that he uses.

Appearance:
1517241150846.png

'Vendetta'
1517323681710.png

Personality:
With a respect for dwarves for their hardiness and elves for their craftsmanship, Greystorm is indifferent when it comes to them. He will only throw insults if he has insults thrown at him. He also loves to sing which makes him a favorite to many dwarven strongholds. He takes pride in his sword and armor and can mostly be seen cleaning them. Greystorm doesn't like to kill but he will if he needs to.

History: To be revealed (I have it planned out like this for a reason)

The sword: Vendetta is unique in that she has different modes. Green for defense. Orange for attack. Blue for speed. And (See above) for normal.

Quotes:

"Every cloud has a silver lining"
"Life never ends. It only changes form"
 
Last edited:
Barden Greystone
"Damn Elves, need to learn how to use a solid weapon."

kira-l-nguyen-dd-dwarf.jpg
Barden dressed in his finest

Race

Dwarf

Gender

Male

Occupation/class

Pilgrim, by occupation.

Eye color

Blue

Hair color

Brown

Weapons

Barden uses a polearm mace with a haft, no enchantments.

Barden also employs bearded throwing axes, an enchantment that makes them lighter is used.

Equipment

Armour

Barden wears a medium amount of plate armour and also wears a cloak, boots, and occasionally a padded helm.

Tools

A solid hammer, pocket knife, calipers, pickaxe, and a small amount of resources in a pack.

Food/Drink

Barden keeps a plate and silverware with him everywhere he goes, along with five days of rations on average, and twenty days of water.

Other Items

Barden carries around a small copper piece from his home in the mountains, and a few other knicknacks.

Racial abilities

Barden has a resistance to alot of toxins, mainly from spiders and other small insects, he also has a rather hardy immune system.

Other skills and abilities

Barden is a master of close quarters combat and basic survival, both learned from his time as a soldier.

Magic

Barden does not practice magic, and considers it cowardly.

Personality

Barden is a gruff old dwarf, generally hes seen as a bit of a bore, although as a dwarf he can become very talkative and jolly when hes had a bit of drink, but who wouldn't be a little on edge after just starting to experience the overworld.

History

As a child Barden never went above ground, his earliest memories being of his family's little hovel, and once he turned sixteen he enlisted in the military, being a reserve the entire time he had only dealt with a few small skirmishes and never really did anything worthwhile, however he is still an old veteran, and acts like it too, constantly weaving old stories of his life in the military, however recently hes been feelijg adventurous and decided to go above ground, and now, a week after leaving, he has found an old tavern, this might just be the adventure hes been looking for.

(I hope this is good, tell me if anything is wrong.)

BackSet BackSet
 
Barden Greystone
"Damn Elves, need to learn how to use a solid weapon."

View attachment 401373
Barden dressed in his finest

Race

Dwarf

Gender

Male

Occupation/class

Pilgrim, by occupation.

Eye color

Blue

Hair color

Brown

Weapons

Barden uses a polearm mace with a haft, no enchantments.

Barden also employs bearded throwing axes, an enchantment that makes them lighter is used.

Equipment

Armour

Barden wears a medium amount of plate armour and also wears a cloak, boots, and occasionally a padded helm.

Tools

A solid hammer, pocket knife, calipers, pickaxe, and a small amount of resources in a pack.

Food/Drink

Barden keeps a plate and silverware with him everywhere he goes, along with five days of rations on average, and twenty days of water.

Other Items

Barden carries around a small copper piece from his home in the mountains, and a few other knicknacks.

Racial abilities

Barden has a resistance to alot of toxins, mainly from spiders and other small insects, he also has a rather hardy immune system.

Other skills and abilities

Barden is a master of close quarters combat and basic survival, both learned from his time as a soldier.

Magic

Barden does not practice magic, and considers it cowardly.

Personality

Barden is a gruff old dwarf, generally hes seen as a bit of a bore, although as a dwarf he can become very talkative and jolly when hes had a bit of drink, but who wouldn't be a little on edge after just starting to experience the overworld.

History

As a child Barden never went above ground, his earliest memories being of his family's little hovel, and once he turned sixteen he enlisted in the military, being a reserve the entire time he had only dealt with a few small skirmishes and never really did anything worthwhile, however he is still an old veteran, and acts like it too, constantly weaving old stories of his life in the military, however recently hes been feelijg adventurous and decided to go above ground, and now, a week after leaving, he has found an old tavern, this might just be the adventure hes been looking for.

(I hope this is good, tell me if anything is wrong.)

BackSet BackSet
Approved.
 
Name:
Adilah Brew

Race:
Gnome

Gender:
Female

Occupation/class:
Keeps detailed journals for future generations, currently travels in search of employment.

Eye color:
Her eyes are a very light brown, and when light reflects in them, they appear golden.

Hair color:
Black brown

Weapons:
Sickle

Equipment:
Pockets are sewn on the inside of her jacket for easy access and hiding.
Other Items: Leather bound journal, ink packets, and pens

Racial abilities:
Easily squeezes into small spaces.

Other skills and abilities:
Very articulate writer and reader. Adilah manages to sneak fancifully worded insults and jokes into conversations a lot more than one would think possible.

Magic:
Adilah has minor healing abilities.

Mana Pool:
10

Appearance (description or picture):
1707FCEE-D8EC-48AE-860F-AAD95357DE17.jpeg
128E00EF-23B7-49E0-8FA5-E1B955A29386.jpeg
(I have no idea what the gnomes are supposed to look like so I just made look like a child-sized adult. If not accurate I can change.)
Personality:
Adilah is a very outspoken, but it’d be hard to tell at first. Usually she’ll make a jab that you won’t even realize is a jab until a few moments pass. She thoroughly enjoys talking to others, mostly to see how well they can entertain her. Adilah also loves to debate. The arts also pique her interest, especially writing, which she is very skilled in. Adilah very strongly believes that everyone is created equal, and finds all the cultures and ways of life very interesting.

History: Adilah grew up with her brothers Niko and Klaus as companions. They were triplets. Her parents were always very busy, so they all had a lot of spare times on their hands. Adilah was the smooth talker of the group, while her brothers were troublemakers. This relationship of ‘if you get in a bind I’ll be there to help you out’ led them all to become very close. When the three were 14, her brothers up and vanished. Not much is known about the event, but Adilah was with them at the time of their disappearance. Adilah, now 23, still refuses to tell what happened.

Theme song (optional):

Quotes (optional): “If you could please refrain from calling me an idiot, that would be very much appreciated.”​
 
Last edited:
Name:
Adilah Brew

Race:
Gnome

Gender:
Female

Occupation/class:
Keeps detailed journals for future generations, currently travels in search of employment.

Eye color:
Her eyes are a very light brown, and when light reflects in them, they appear golden.

Hair color:
Black brown

Weapons:
Sickle

Equipment:
Pockets are sewn on the inside of her jacket for easy access and hiding.
Other Items: Leather bound journal, ink packets, and pens

Racial abilities:
Easily squeezes into small spaces.

Other skills and abilities:
Very articulate writer and reader. Adilah manages to sneak fancifully worded insults and jokes into conversations a lot more than one would think possible.

Magic:
Adilah has minor healing abilities.

Mana Pool:
10

Appearance (description or picture):
View attachment 402669
View attachment 402670
(I have no idea what the gnomes are supposed to look like so I just made look like a child-sized adult. If not accurate I can change.)
Personality:
Adilah is a very outspoken, but it’d be hard to tell at first. Usually she’ll make a jab that you won’t even realize is a jab until a few moments pass. She thoroughly enjoys talking to others, mostly to see how well they can entertain her. Adilah also loves to debate. The arts also pique her interest, especially writing, which she is very skilled in. Adilah very strongly believes that everyone is created equal, and finds all the cultures and ways of life very interesting.

History: Adilah grew up with her brothers Niko and Klaus as companions. They were triplets. Her parents were always very busy, so they all had a lot of spare times on their hands. Adilah was the smooth talker of the group, while her brothers were troublemakers. This relationship of ‘if you get in a bind I’ll be there to help you out’ led them all to become very close. When the three were 14, her brothers up and vanished. Not much is known about the event, but Adilah was with them at the time of their disappearance. Adilah, now 25, still refuses to tell what happened.

Theme song (optional):

Quotes (optional): “If you could please refrain from calling me an idiot, that would be very much appreciated.”​

Approved.
 
Name: Kana Kido
Race: Kitsune
Gender: Female
Age: 9
Occupation/class: Cleric (in training)
Eye color: Orange/red
Hair color: Red

Weapons: A “staff” that appears to be an ordinary stick.
Equipment: A backpack filled with books, including titles such as “Healing Spells for Dummies,” “Elementary Magic,” and “Bedtime for Kitsune.” Aside from these, she has a patchwork fox doll and some other knick-knacks and basic supplies.
Other Items: A star-shaped necklace given to her by a cherished friend.

Racial abilities: Able to turn into a fox. Can’t control it very well.
Other skills and abilities: N/A
Magic:
Healing: (4 Mana) Can heal someone of all minor injuries.
Cure: (8 Mana) Can cure an effect of enemy magic.
Rebirth: (15 Mana) Has a chance of healing a significant injury.
Assist: (5 Mana) Can protect someone from the next enemy attack.
Spark: (2 Mana) A weak fire attack.

Mana Pool: 20

Appearance: A cute little girl with big eyes and red shoulder-length hair. Very short, standing at about 4 feet. Wears a traditional dress. (I might try to come up with a picture later)

Personality: Tends to be naive and childish. Very energetic, curious, and a bit ditzy. Tries her hardest to be friends with everyone and becomes easily attached. Her biggest passion is learning how to heal people so no one has to suffer. Has a habit of collecting books even though she can’t read very well.

History: One day when Kana was young, she wandered out beyond the Ocarina Forest where she lived, much against her parents’ warnings. A human man who happened to be passing along found her and took her home, excited that he had found the perfect pet for his daughter. Stockholm syndrome kicks in, and before you know it, Kana feels incredibly close to her captors. She grows up alongside the human daughter, and soon they become inseparable. They often play heroes, the girl a mighty warrior, and Kana her trusty healer. However, one day the girl becomes terminally ill, and can no longer go outside to see Kana. Kana, feeling alone and distraught, sets out in search of something to ease her friend’s pain, promising to return soon as a full-fledged cleric.

Quotes: “I’m going to heal everyone’s ouchies! Well… but I’m not very good at it yet…”
 
Name: Kana Kido
Race: Kitsune
Gender: Female
Age: 9
Occupation/class: Cleric (in training)
Eye color: Orange/red
Hair color: Red

Weapons: A “staff” that appears to be an ordinary stick.
Equipment: A backpack filled with books, including titles such as “Healing Spells for Dummies,” “Elementary Magic,” and “Bedtime for Kitsune.” Aside from these, she has a patchwork fox doll and some other knick-knacks and basic supplies.
Other Items: A star-shaped necklace given to her by a cherished friend.

Racial abilities: Able to turn into a fox. Can’t control it very well.
Other skills and abilities: N/A
Magic:
Healing: (4 Mana) Can heal someone of all minor injuries.
Cure: (8 Mana) Can cure an effect of enemy magic.
Rebirth: (15 Mana) Has a chance of healing a significant injury.
Assist: (5 Mana) Can protect someone from the next enemy attack.
Spark: (2 Mana) A weak fire attack.

Mana Pool: 20

Appearance: A cute little girl with big eyes and red shoulder-length hair. Very short, standing at about 4 feet. Wears a traditional dress. (I might try to come up with a picture later)

Personality: Tends to be naive and childish. Very energetic, curious, and a bit ditzy. Tries her hardest to be friends with everyone and becomes easily attached. Her biggest passion is learning how to heal people so no one has to suffer. Has a habit of collecting books even though she can’t read very well.

History: One day when Kana was young, she wandered out beyond the Ocarina Forest where she lived, much against her parents’ warnings. A human man who happened to be passing along found her and took her home, excited that he had found the perfect pet for his daughter. Stockholm syndrome kicks in, and before you know it, Kana feels incredibly close to her captors. She grows up alongside the human daughter, and soon they become inseparable. They often play heroes, the girl a mighty warrior, and Kana her trusty healer. However, one day the girl becomes terminally ill, and can no longer go outside to see Kana. Kana, feeling alone and distraught, sets out in search of something to ease her friend’s pain, promising to return soon as a full-fledged cleric.

Quotes: “I’m going to heal everyone’s ouchies! Well… but I’m not very good at it yet…”
Approved.
 
Name: Colt (never had one)
Race: Human
Gender: Male
Occupation/class: Adventurer
Eye color: Blue
Hair color: Black

Weapons: Bow, Shortsword
Equipment: Survival Gear & Knife
Other Items: healing & Mana potions

Racial abilities: (do humans have any racial abilities?)
Other skills and abilities: survival skills, archery
Magic: basic healing spells and fire spells
Mana: 20

Personality: Not A Social Person (meaning he's not going to start Talking to others unless they start the Conversation) weird but not in a bad way, can hold his own in a fight, helpful For His Friends.

History: Orphaned as a small child, he never knew his family. Thankfully, he isn't weighed down by that. He always would hear tales about adventurers and heroes and things like that and wanted to be like them when he grew up. He would learn survival skills and how to use the bow by the village hunters , Studied Magic with the Mages, And learned all the skills he Would Need to survive. When he finally turned of age, he started his journey. But not before he stopped at a tavern to get some rest and prepared for his journeys ahead of him.
 

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