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Fantasy Natural Selection Character Sheets

Morgrim

Dead Like Me
This is the place for you to post all your characters. A format will be provided below, but you may add on whatever addition info you would like, but what is listed is the bare minimum.

Appearance

(Image)

Personal Details

Name (First and last name please)

Race (Races include humans, Elves and any subspecies, Beastkin, Vampires, etc.)

Age (Pick something relevant to your species Humans and beastkin can't be more then 80 and Elves and vampires can't be more then 1000)

Gender

Sexuality

Profession (Optional, this is your job, not your class. Were you a baker, a guide, a military officer, or just a lowly bum? Please tie this into your history at some point.)

Other


Skills/Abilities

Class ( What combat style do you use. Are you a mage, a shadowy assassin, an archer, healer or whatever?)

Element (What element do you favor, elemental also includes things like shadow, necromancy, blood etc. It does not need to be strictly fire, ice or earth.)

Spells (You can start with up to five spells, this is only to start, and they must be balanced. You can start with some death ray that vaporizes anything, but this does not mean you need a ton of weak abilities. Characters can start strong just not OP.)

Weapons (What is your signature weapon(s) Something that you start off with.)

Armor (What do you wear into battle? Does it have any special enchantment?)

Training (What training have you received up to this point, if any at all?)

Other

Appearance Details

Hair colour

Eye colour

Skin colour

Height

Scars/Tattoos

Weight

Other

Character Details

Personality (Minimum Two Paragraphs)

Strengths

Weaknesses (Same number as strengths)

Likes

Dislikes

History (Minimum Two Paragraphs)

Relationships

Goals

Fears

Other

 
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Appearance

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(Now imagine more rotting flesh)

Personal Details

Name: Morgrim Wick

Race: Human undead

Age: 30

Gender: Male

Sexuality: Asexual

Profession: Guide

Other: Morgrim has taken it upon himself to become a guide. A thankless task in which he finds individuals with potential from all walks of life, be they a reputable assassin, a brave and loyal soldier, or someone with special powers. Morgrim is new to this, but is by no means a novice in his field. With the help of others he will be sure to stop world ending events time and time again, though it will be no small task. Another thing about Morgrim is the peculiar nature of his species. He is a human while at the same time being an undead. Cursed by an ancient artifact he is the very embodiment of necromancy in its purest form, and thus his appearance and smell for that matter have drastically changed. He has been called a walking corpse by many.


Skills/Abilities

Class: Morgrim is a born and raised necromancer, and as such has incorporated many dark based spells along with some poisonous ones as well to give him a unique fighting style.

Element: Dark

Spells:

Raise Dead: Morgrim can temporarily resurrect the corpses of nearby people and creatures. They are re-animations so all sense of identity is lost, they are unable to communicate, and can only follow commands given by Morgrim. The corpses have a life span based on how much mana was given to them, after the spell wears off the corpse dissolve as if aging rapidly.

Bone Spikes. Morgrim can manipulate bones in an offensive manner to attack. He can created small projectiles, raise spikes from the ground, detonate dead bodies like bombs, and form blades from them. However the spikes can only be used from dead bodies around him, not from living ones, and the bones available act as ammunition, so no bones, no spells.

Summoning Ritual: By starting a ritual Morgrim can summon the aid of a creature that he has soul bounded to. Rituals take some time, so this spell only comes handy when a fight is expected, and only one summon can be active at once so Morgrim will need to make the right choice or it could drain a lot of his mana and end up a waste. However when used correctly it can be a huge boon to have another companion in the fight.

Poison Breath: Morgrim can breath a cloud of poison, much like how a dragon breaths fire. The upsides is that the spell is devastating to living, organic enemies being able to seriously harm or kill easily depending on how tough they are. However the spell goes unused a lot of the time due to many enemies being immune to poison like the undead, non-organics and anyone able to magically heal poisons.

Poison Mutation: Morgrim can change the properties of poison to act in different ways for example, sleep, damage, blind, rage, corrosive, etc. Morgrim can use this on any poison he has created, or sacrifice some of his blood and change its property into a poison, although usually with diluted results so he will rely mostly on poisons he has crafted himself.

Weapons: Morgrim relies mainly on his spells to combat his opponents, but he does carry two knives on him at all times. Both are made from the bones of a hydread, a fearsome beast from the forest around his village as a child.
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Armor: Morgrim wears a special armour called Grim's Visage to hide himself from undead. To skeletons and zombies it would appear as if he is another one of their numbers and they are none the wiser, however to smarter undead like vampires it has no effect. It still offers some protection, but remains incredibly light due to design. The amour is enchanted to grant this effect.
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Training Morgrim received formal training from Eldergloom's magic college for several years, before it fell into ruin, and then became self taught with what remained of the books and training area. The rest is from experience earned doing guild work and various odd jobs.

Other: Morgrim has some decent knowledge of alchemic ingredients, is well versed in necromancy rituals and soul binding, and due to a connection with a special artifact had gain some power over the unique poison element allowing him to be immune to poisonous and disease related attacks.

Appearance Details

Hair colour: Jet black

Eye colour: Green

Skin colour: Pale

Height: 5'9''

Scars/Tattoos: Bears the emblem of the guide as a tattoo on his left hand

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Weight: 64kg

Other: Morgrim is partially undead which means much of his body has succumb to a sort of stagnant rot. Parts of his body have decayed, and is clearly visible, most of the rot residing over his torso and legs, but he is also missing flesh from his right hand where much of the bone is visible, and small patches under his eye and over his cheek.

Character Details

Personality: Morgrim is a level headed leader. He also likes to think of himself as a mentor. Despite his very rough appearances, and usually grim outlook on life, he cares deeply for those close to him and his students. He may not always show this, but every successful person he mentors makes him feel like he is regaining his family, little by little. Something that was tragically ripped away from him. However he does have a dark side, especially when in the presence of a templar or a paladin.

While Morg trusts his companions deeply, and yearns to see them grow in strength of body and mind, when it comes to his enemies he shows no mercy. Anyone who proves to be a threat to his companions, or the very safety of Landfall as a whole he might as well be a snake eyeing its prey before swallowing it whole, because he will see them destroyed. With his own small army of the dead, and a lethal arsenal of poisons both magical and physical being on the wrong side of Morgrim is a bad choice. His love for things is shared little, but given whole-heartedly, and his wrath for things that would insult his memory or friends is not held back.

Strengths:

Book Smarts: Incredibly intelligent and well read, he knows pretty much everything there is to know about Landfall, almost like he was the creator of it.

Combat Proficient: Morgrim may be book smart, but he is an incredible combatant. He can take on most foes with ease with his spells, or by analyzing weaknesses and pointing them out to teammates who can better deal with them.

Ancient Artifact: The artifact that Morgrim had been bound to has made him incredibly tough. He can feel almost no pain, is immune to disease and poison, and even when he loses a limp or a finger he can generally reattach limbs with magic.

Weaknesses:

He Smells Dude: Morgrim is not what you would call likable. He looks and smells pretty awful since he is undead, and this turns most people away. No one is going to cut him a break or give him a good deal.

Not Strong: Physically Morgrim is weak and frail. He doesn't feel pain, but he falls apart pretty easily when hit. Losing body parts in battle happens more often then it should, and he hits back physically weaker.

Unfunded: Morgrim's only actually valuable thing is his clothes which he obviously can't sell since they stink as bad as he does now. Most guides generally have good funding, or lots of experience and followers to start, but Morgrim is new at this and doesn't have a head start financially.

Likes: Meat, Alchemy, Poison, Bones, Capable fighters, Intelligent people, Rare artifacts, Dragons, Spell casting, Being right, Adventuring, Being rewarded.

Dislikes: Paladins, Templars, Silver Legion, Bandits, Weaklings, People who complain, Idiots, Being wrong, Most vegetables, Harsh Laws, People judging his appearance and smell, Losing a fight, Getting lost

History: Morgrim was once a young boy being raised in the elusive and secluded village of Eldergloom. A town that saw death not as an end, but a new beginning for all things. Death was treated as a rite of passage and a transcending form of art. Tears were not shed as it was merely another start. In the village there were few people Morgrim's age though, and he found it hard to connect with others, so instead of focusing on people he focused on ideas, on training. He borrowed a book on necromancy from his father, and studied hard every day, before the end of the month though he was weaving spells. After the second week he summoned his first skeleton, much to the dismay of a toddler since the skeleton was formed from the remains of their dead bunny. After a slap on the wrist from his mother, and a pat on the back from his more jovial father he was sent off to the Eldergloom collage, where he would learn magic in a more controlled and formal capacity.

As with the lack of similarly aged children Morgrim ended up sharing a dorm room with his soon to be best friend Luna, a true prodigy and genius. Where as the boy Morgrim was able to summon pet skeletons from age 13 the girl Luna was able to soul bind with creatures since 9. She was better in every way, but instead of being jealous he yearned to learn as much as he could from her. Soon she became as much a teacher to him if not more then the professors at the collage, and they became friends. By the end of the year both of them were the more promising students and held in high esteem, so it was only natural that they would take the apprenticeship exam. The exam was designed to separate those students that could cast simple spells, and those that were truly gifted, and would go on to learn more advanced crafts. Morg would take the exam, and then the following day Luna would take hers.

What was required of them was to rely on nothing but their magical talent to survive a night in the Eldergloom forest all alone. The Eldergloom forest being notorious as one of the most dangerous places in all of Landfall, and for the untrained and all alone this almost always meant a death sentence. A test that all the professors at one point had to complete to prove their worth. All Morgrim was allowed to take was a dagger, and the clothes on his back. He assured Luna that he would be back in the morning and be ready to congratulate her when she too completes the test, but it was not so. Morgrim was shepherded into the forest, and then left all alone. The sounds of monsters crawling around every corner, and nothing but the blackness of the forest in sight. He ran from any sight of trouble, and when he was conflicted with it, he would draw his dagger and ready a spell. Every second was a battle, every breath could have been his last, and he spent all twelve hours without food, or rest making sure he would remain alive throughout the night.

However the village was in peril. Templars had moved in from the city of Dunheim late through the night. Their war band marched through the forest, and when they arrived in the village they spilled the blood of every man, woman, and child whether they were a threat or not, and most of them weren't. It took them all but an hour to kill everyone, and after that they set fire to the whole place leaving it to fade behind. The Templars were a powerful organization that hated all things dead, including necromancy. As one of the few places that encouraged the art it was an insult to their order. When the sun started to rise Morgrim returned to the village, or what remained of it.There was little more than blood and ash, and all he could do was fall to his knees and weep. He shed a tear for every memory he shared with them, and dug a hole in the ground for every body he could see, which was countless. His stomach growled but he wouldn't eat a bite until they had all been put to rest, and he swore that some how some day he would make it right, even if he couldn't bring them all back. He spent the next fifteen years in the village.

The school was mostly gone, but the underground facilities remained intact, as did the library. He spent every day training and studying, every day trying to better himself until he was so sore and tired that he couldn't move. One of those days he had made a discovery, a secret vault inside the school basement a vault containing a mysterious artifact without so much as a scrap of paper to tell him what it was. It called to him though, it whispered secret dark things in his ear, it pulled him with sweet promises to make things right, but when he touched it, it burned. The jet black orb dissolved into his skin, and the sheer power of the item aged him, it made him rot and decay in places, it changed him and his whole biological structure. Death was what his village worshiped, and he was becoming a part of it. The pain was excruciating and it seemed like it lasted an eternity, but when it was over Morgrim became what he is.

After that he left his village, and never returned. He was stronger, but he was different. His sanity still in tact though he promised he would make a difference, he would fix the broken world somehow. So he took to becoming a guide, a being of power that tutors others in the way of the world and combat so that when a serious threat comes along they can make a difference, heroes of any kind. Whether they do it for the fame or money or simply out of the kindness of their heart.

Relationships: N/A

Goals: To save the world at least once, and train many great heroes. To Start a museum featuring many rare and powerful artifacts he will collect on his adventures. Also to restore Eldergloom to its former glory

Fears: Failure

Other
 
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Main

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Appearance DetailsHair color: Brown
Eye color: Hazel
Skin color: Peach
Height: 5'4
Scars/Tattoos: None
Weight: 120lbs
Other: -
Personal DetailsName: Jezebel Ada Batal
Race: Human
Age: 22
Gender: Female
Sexuality: Demisexual
Profession: Traveling Monk
Other
Character DetailsPersonality:
Chaotic Good
A rebellious hero at heart. She relies on her instincts and her own moral compass to make decisions. She's the youngest of her sisters, making her the most loudest and stubborn. Most of the time she sticks with her decision, believing it to be the best until someone reasons with her a more appealing solution. Jezebel acts before she thinks, getting her into more trouble than she usually is. She's the type to jump in at the sign of innocents being harmed. Jezebel does not like the death of innocent lives. She doesn't follow rules that restrict her actions because she believes the law to be unjust. She hates how social norms change the perception of people, masking the true potential and kindness of any individual. Jezebel cannot stand people looking down on others without any skill to back up their claim. Free will is a God-Given right and she'll fight to protect that.

She speaks the truth most of the time (again leading her to more trouble when the truth is harsh). Jezebel's loyalty lies with her heart; if the action is against what she believes in, she will do everything in her ability to prevent it (with reluctance if the person against her is a friend). She does not mind to get her hands dirty if it means the right thing will be the ending result. She also doesn't mind bring torment on evil people be it physical or mental. She presents herself confident and rough, even if a opponent is twice her size. Because of her aristocrat background, she knows higher class etiquette but she doesn't like acting that way. Mostly a tomboy, but secretly likes girly shit (would probably skin someone alive if she's seen caught in a dress or die from embarrassment).

Strengths:
  • Able to converse with aristocrats
  • Close Combat
  • Strong Will
  • Agility
Weaknesses:

  • Act first, think later
  • Ranged fighters
  • Hardheaded
  • Unwillingness to follow orders/directions
LikesDislikes
FestivalsInjustice
HeightsBounded by rules & social norms
The oceanArranged Marriages
MeatBeing treated weak
Gliding
History:
The Runaway
Daughter of Sir Saif Batal and Lady Kamille from the House of Pemdas. Because of her mother's background, her family are aristocrats basking in the life of high society. Jezebel is the youngest of her four sisters. The responsibilities of human noblewoman are to be prized pieces of their house to show off and give away to noblemen for status and money; a beautiful quiet lady that attracts high class men. Unfortunately for her parents, young Jezebel is a troublemaker, getting into fights since she could walk and disobeying her father's orders since she could speak. She gets along with truly good people, earning her unlikely friends who took interest in her free spirited personality. A wandering monk befriends the young girl, watching over her fate from the side lines.

Jezebel watched her sisters get "sold off" one by one to loveless marriages just for status and money. They were the only ones she considered as family and it broke her heart to know that her parents would do that to them. Her hatred only worsen for her father after knowing about her abandoned older, half sibling who's years older than her- being born out of wedlock by an elven woman. Catching wind of her older sisters' letters with pleas to return home, Jezebel decides to take matters into her own hands. Before her parents could force her to have the same fate as her older sisters, Jezebel runs away from home, breaking ties with the House of Pemdas. She goes under the wing of her teacher, the wandering monk, as she teaches young Jezebel how to become strong physically to match her mentality and will. From age fourteen to current day, she's trained to fight without any weapons. She vows to save her sisters who wish to leave their shitty lives and maybe meet the half older brother she never knew.

Relationships:

Goals:
  • Save her sisters from loveless abusive marriages
  • Meet her half brother
Fears:
  • Dying like a caged bird
  • Large flying bugs
Other:
Class: Rogue - Monk
Element: Wind

Skills/Abilities:
  • Walking Compass - From the teachings of her teacher, she's able to know which direction to go without a compass or map
  • Sneaky Beaky - Can stealth with spell abilities and how nimble she is
  • Proper Etiquette - Used when dealing with people of high class. Helps for blending in certain environments
  • Expert knife thrower - Knifes go swoosh
Spells:
  • Critical Glow - Passive - From training under the guidance of her teacher, Jezebel knows where to strike an enemy. Also helps with throwing knifes. In her eyes, the spots glow.
  • Wind Layer - Passive - It's like a wind current wrapped around her body that is similar to a second skin. Also the wind is like a mini A/C for the chain mail.
  • Lightness - Passive - Jezebel has the ability to make her body lighter than it is. She can make herself light that if she jumps off high places, she will float/glide to the ground. It also allows her to wear/carry more than she possibly could.
  • Wind Blade - Active - Air compacted/pressurized enough to cut anything. It's possible to lessen the force enough to push objects.
Weapons: Thick leather gloves have metal around the knuckles. She also carries a few hidden throwing knifes.

Armor: Light robes are worn over thin chain mail that's fitted for her body. Light metal plates protect the arms and leg with just enough room to not hinder her movements.

Training: For 7 years she's trained under a master of martial arts. Before that, she's learned aristocrat etiquette.

Other:

Side
Class: Warrior
Element: Amplifier

Skills/Abilities:
  • Intimidate - Yup
  • Strategist - As a former knight, he's picked up a few perks.
  • Weapon Specialist - Can wield any weapon (not including mage staff etc) but usually prefers a big sword
  • Durability - He can take a beating to the point of dying and still be able to battle at his most
Spells:
  • Enhancer - Passive -He has the ability to pull magic into three attributes he focuses on: strength, endurance, speed. This aids him in battle, making actions possible that he couldn't do with his standard skills.
  • Regeneration - Passive - He heals faster than normal that broken bones can be repaired the next day.
  • Sense - Passive - All five senses are heightened.
  • Arsenal - Active - Conjures any weapon for a short period of time. A handy skill he picked up currently. He'll never be weaponless.
Weapons:
Steel Longsword - Had to get a new one after breaking his previous one. Despite his skill Arsenal, he prefers a physical weapon and wields a large sword better than other weaponry.

Armor:
Aristeel Armor - Light and durable armor. Looks heavy but it isn't.
Traveling Cloak - Tattered. That's what happens when its used for sleeping outside.

Training: Many years of knight training. Many years of being a mercenary. Yay.

Other: Ambidextrous
Personal DetailsName: Jassur Batal
Race: Human/City Elf
Age: 33
Gender: Male
Sexuality: Bisexual
Profession: Mercenary
Other:
Character DetailsPersonality:
True Neutral
Jass does what he can to live. His actions are usually good but his intentions are to gain for his benefit. If the siutation isn't something to put in effort for, he will ignore it. The former knight looks out for himself most of the time- the exception, the small amount of people close to him. Through conditioning from former knight training, his mind works like a solider, thinking and assessing a situation before acting. Instincts take the rein in desperate moments but thoughts triumph mostly. He doesn't really do heroic acts, loosing that- what he calls- hopeless mindset.

Jass has a terrible sense of humor and likes sarcasm. Don't mind joking with dark humor; at this point he doesn't care. He's persistent in getting what he wants if it’s in his reach. He's alert to his surrounds most of the time. His habit of being a pessimist who drinks his sorrows show up once in a while when he's not feeling up for anything. Jass will never back down from a fight and if he trusts anyone close to him, he will protect them with his life. Loyalty to friends without betrayal is something he sees appealing and goes by that code. Years of traveling and meeting people has told him to never trust people but after getting more clues about the incident his heart seems to weight just ab it lighter than before.

Strengths:
  • Durability
  • Tactical
  • Cooperative
  • Skilled in Weapons
Weaknesses:
  • Forgets his limits
  • Overwhelming amounts of magic causing damage
  • Stealth will never be his thing
  • Weapons don't last long if he's hacking and slashing thick (or large) amounts of his target(s)
LikesDislikes
BoozePeople after his head (solved)
WeaponsKnights
MoneyGhosts
ExploringDemons
TreasuresMorgrim's next idea
History:
Past
Offspring of a male human and a female elf. Mother died after birth and father sent him to knight training, bearing the man's last name Batal. Inherited the talent for magic. He only uses his magic for basic healing and boosting his strength, endurance, and speed. The usage of magic helps lessen the amount of physical training he needs. When wielding his sword, he is able to use it with one hand even though he doesn't look capable. A former Verdant Knight: A past quest operated in secret with his assigned group of knights ended up with them slaughtering a whole town. Turns out the higher ups, who were only a few, directed them to the wrong town and gave them the wrong information. After the disastrous mission, they try to sweep their mistakes onto his group, tracking down then arresting and publicly executing them on false charges piled on the slaughter of the town. Most of the knights didn't know of the secret quest so everyone thinks of his group as a couple of rogue knights. Jass escapes but now has a large bounty on his head. Currently, the bounty hunters after him has lessened and the incident's impact has died down.

Mercenary-For-Hire
After a year of moping around, he becomes a sellsword and travels Landfall to earn coin in any place while running away from hunters after him.

An Unlikely Employeer
After a creative way of getting his attention (boy was that 'fun'), Jass meets Morgrim, who he labeled as an interesting oddball. The walking corpse hires him for a pretty-much-suicide quest to defeat Marquis Tuso but with tempting rewards instore. With three other mercenaries, their group sets off to the corrupted city of Dunheim. They plow through enemies with some effort, even freeing a town from bandits. Morgrim devices a plan once they set foot in the city. Despite how smoothly it fell through, the party end up fighting obnoxiously tough angels. After a long gruesome battle, the only ones left were Jass and Morgrim while the others turned into meat shields. The quest was complete but not only did Jass recieve more than he thought he would, he found clues to his and his friends downfall. It sets him off on a course to redeem their names.

Redemption
After Morgrim's employment, the two keep in touch- mostly with Morgrim offering more quests to do. A humorous frienship was made. Jass follows the trail of clues from Tuso's vault but runs cold after months and monthes of searching through many locations. Deliberate schemes of human nobility mixed with religious stupidity was the blunt of the information. Jass had enough, returning to the city he fled from with the large amount of money accumulated over his travels (a bulk of that being Tuso's). Not many people remember the incident but once he reached to his former organization, trying to get out there alive became tasking. Jass payed his bounty with a smug grin- which later turned into a scowl when guards followed him during his short stay. Even with removing the bounty off him through legal ways, Jass couldn't escape the defamation. He continues his road to redemption with a more eased mind and small leads. Its been two years since Jass was hired to aid in the death of Tuso.

Relationships:

Goals:
  • Live to his fullest
  • Destroy the false bad reputation of his former knight companions
Fears:
  • Ghosts
  • Repeating the same mistakes
  • Dying without clearing his friend's names
Other:
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Appearance DetailsHair color: Black
Eye color: Dark brown
Skin color: Tan
Height: 5'11
Scars/Tattoos: Few light and dark scars around the body
Weight: 153lbs
Other: Ears are slightly pointy
 
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Personal Details

Full name: Riktos Killignar
Nicknames: The Baer
Species: Beorning
Age: 24
Gender: Male
Sexuality: Heterosexual
Profession: Woodsman/Bounty Hunter

Skills/Abilities
Class: Berseker
Element: Earth​
Magical Abilities/Spells:
Bear Form: Riktos is gifted with the blood of the wild. Therefore he can become a bear. Yep. A big ol' bear. Quite an angry one as well if the occasion calls for it.
Berserk: Riktos launches into a state of madness where personal safety is not an object. As a berserker, Riktos is only focused on one thing and one thing only. The fight.
The Earth Speaks: By pressing his ear to the ground, Riktos can hear the individuals and creatures around him, as well as within the range of 100 meters.
Tracking: Given his time in the forests, Riktos has developed heightened senses, even in human form. This makes it possible for him to follow almost anyone or anything, given enough time.

Weapons: Riktos carries two one-handed swords (one is slightly shorter than the other), a long knife, and a waraxe. The knife is more of a tool, and the longer sword and the waraxe are interchangable to him. In bear form, the only weapons Riktos needs are his teeth, his claws, and his massive bulk of muscle and sinew.
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Armor: Given his Beoring lineage, Riktos is not too much a fan of armor. However, like war, he's accepted it as a part of life. He wears medium armor, and when in bear form, the only armor Riktos needs is his thick fur and hide.​
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Training: Riktos's training consists of being a bear. Power. Unpredictability. Instinct. And most importantly, a rather sudden need for survival.

Appearance:
Hair style: Short and swiped to the right
Hair color: Brown
Eye color: Brown
Skin color: White
Height: 6'3" human form, 12'6" bear form
Weight: 197lbs human form, 563lbs bear form
Body type: Broad shouldered, stocky, and muscular
Scars/Tattoos/Piercings: Given his constant morphing from bear to man and man to bear, Riktos' wounds heal rather well, and leave no marks. As for tattoos, Riktos has not, and will not blemish his skin with foul substances created by man. War paint, however, is fair game. Riktos often can be seen with it on.

Character Details:
Personality: Riktos Killignar is a very loud, very boisterous person. He usually launches himself into battle with a bellow from his lungs, or a roar from his throat. He sees fighting as the way the world works, and wouldn't have it any other way. Afterall, what else makes sense? Do the birds sing because they can? No. The birds sing for not knowing wether or not that song will be their last, as the hawk circles above. He is very much a blood and honor fighter, and demands a fair and gristly fight to the end.
A thing that Riktos values more than anything is loyalty and brotherhood. His friends belong to him, and his enemies as well. Those who step in his way are tossed aside, and those who threaten his friends do not live to do so again. His opponents are his and his alone, and those he fights shall die knowing his name.
However, just because he is loud and boisterous and loves the sight of blood and guts does not mean he isn't caring. He's a very territorial individual over those he claims as 'his' and will protect them in his blunt, forceful way. When it comes to social situations or other things that don't involve combat, Riktos can be calm and methodical, with a mellow tone of voice and strong body language. This big brute of a man can be a gentle giant when the situation calls for it, and is concerned for the overall mental tone of the group.

Strengths:​
-FERVOR: Riktos can go into a frenzied state, dealing incredible amounts of damage without self-reguard.
-THICK SKIN: While in bear form, Riktos has an incredibly thick hide. His hide takes a remarkable sharp blade or projectile to pierce it.

Weaknesses:
-FERVOR: Riktos does deal incredible amounts of damage, but only a few things can draw him out in this state. The most prominent of these is unconsciousness.
-WILD NATURE: Riktos' bear form and human form conflict with eachother every once in awhile, and sometimes he cannot reason clearly.

Likes:
-Large Creatures
-Woodlands
-Good food

Dislikes:
-Slightly prejudice towards both men and elves
-Foreigners
-Excessive amounts of fire

History:
Born an outdoorsman, Riktos adored the earth and its gifts. His home was a small cabin just on the edge of the woods on the surface. Being blessed with the blood of the wild, the young beorning spent the majority of his childhood as a cub, running about in the woods, climbing trees, foraging, normal things that young bears do. His parents, who had not been blessed with the blood of the wild, worried for him, but they let him roam free. It was not uncommon for the parents of young Riktos to check his room every night before going to bed, finding a small cub in their childs place. All in all, Riktos grew up a strapping young lad, one with both man, and the earth.
The harmony and tranquility Riktos had experienced as a youth ended around the age of seventeen. His father, only a poor woodcutter, was called away to fight for the armies of man. Riktos and his mother spent many nights laying awake, wondering wether or not the man of the house would ever return. Riktos spent more time in the woodlands, and his mother more time to herself. It was not uncommon for Riktos to dissapear for days on end. But his father came back at last, if only for a few weeks leave.
That was the night they came. With swords, banners, and horses, torchlight glinting off their helms, the loud sounds of metal clashing against their battered shields. The armies of man had come, and the small Killignar abode was the sight of a skrimish. Riktos' father donned his armor and his sword, rushing into the fight to aid a cause he never believed in. Riktos watched from the woods, the darkness, unnoticed by most. He never stirred, not even as his father fell, not even as the force protecting his childhood home retreated, not even as the savages raped and murdered his mother. He watched, unmoving, stoic, just as the earth.
The remainder of the force that orphaned him took a shortcut through the woodlands. This proved to be a mistake. As a ferocious animal, Riktos transformed into a bear and slaughtered every last one of them. His residence now remains empty, and Riktos set out to serve as a bounty hunter. He doesn't feel regret. He doesn't feel remorse. Not even hatred. This is the way the world works. And while Riktos doesn't necessarily approve, he doesn't fight it either.

Goals: Riktos is a simple man. He wants some level of recognition beyond death. But even for this, he doesn't prioritize.

Fears:
Riktos doesn't fear much. He's a giant motherf***ing bear. He does however, dread the day he becomes too old or too weak to control the beast within himself and becomes feral.

Relations: Riktos has only a few relations. The people who know him most as a bear are the bandits in the woods that he preys upon. The people who know him as a man are a few shady characters in a few shady circles that like him because he bought them drinks.

Physical/Social/Mental Attributes:
Strength (Body/Might/Brawn)
Defense (Agility/Reflexes/Quickness)
Willpower (Sanity/Personality/Ego/Resolve)
 
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97e07a5dfbdfb901808e265ce4427d5a.jpg

General Information

Full Name
Lord Dakul Lortentius Percivial Akord Tavvan III

Nickname(s)
Dak, Dakul

Age
114

Birth Date
13 Tempu, 3386

Gender
Male

Species
Frost Elf

Profession
Student

Sexuality
Bisexual

Marital Status
Engaged (Arranged by his parents)


Appearance

Hair Style
Short and messy, like in the picture

Hair Color
Silver-white

Eye Color
Icy blue iris, silver pupil, white sclera

Skin Color
Pale white with a faint bluish tint

Height
6'2"

Weight
154 lbs

Body Type
Lean

Tattoo(s)
An intricate facial tattoo marking him as a sorcerer among his people

Scar(s)
Small (1 1/2 inch) scar above his mouth he got falling out of a tree as a child

Other
N/A

Personal Information

Personality
Dakul is a carefree yet studious individual. Growing up around nobles has given him an air of haughty aloofness, but only around other nobles. When he's with the "common folk," as his mother likes to refer to them, he is very laid back and loose. He likes to crack jokes and play pranks with his magic to amuse his friends. He's very driven to succeed, especially in magic, as his parents were leery about sending him to school to learn combat-based magic, but he managed to talk them into it and has studied as much as he's able.

Deep down, he dislikes having to live up to his family's expectations and wants to have a life away from the stifling atmosphere of court gatherings and balls, but he puts up with it because he doesn't want to upset his parents. He has a sense of wanderlust that many elves his age develop and wishes more than anything to explore the world and see all it has to offer. He gets flustered when he's upset or around people he finds attractive and, despite his usual calm, charismatic demeanor, can turn into a babbling fool in a manner of moments.

Likes
Snow
The cold
Adventure
Pranks
Jokes
Learning

Dislikes
Hot environments
Stuffy nobles
How overbearing his parents are
Misuse of magic

Goals
To prove to his parents that he can be a powerful adventurer.

Fears
Failing at becoming a master of combat magics and having to become a transmuter or diviner like his parents.

Background
Lord Dakul Lortentius Percivial Akord Tavvan III was born in a small Elven city known as Elnthyr in the frozen North of Landfall. Long ago, his people had left Skyshard and began their own settlement away from the other immortals. Dakul's parents are nobles in Elnthyr, two of the few people of their city who ventured out of it to recruit promising individuals to the college--the city's most prominent feature. Growing up, Dakul was practically raised by his live-in tutor, who took care of him and taught him the art of magic while his parents were away. His parents expected him to learn their magic and become a transmuter like his father or a diviner like his mother and serve as an adviser for the college. He, however, wanted to learn combat magics and travel around the world adventuring like the heroes told of in Elnthyr's stories. His tutor, a sorceress named Ikirthi, relented to his stubborn requests and taught him the basics of cryomancy, her specialty, and kept it their secret from his parents.

After his 50th year his parents started taking him on recruiting jobs with him, giving him his first taste of the world outside their snowy little hamlet. Travelling with them, he got to see sprawling cities and tiny villages all over Landfall. The people he got to meet were as varied as the locales and had made many acquaintances, some of whom he still communicates with to this day. The college generally only accepts humans and elves ( with some exceptions when great magical affinity is detected in a "lesser" race), so Dakul hasn't had much exposure to many people who weren't either of those two races. He has a bit of trouble adjusting to other climates as well, in the few deserts he's visited he went as far as keeping a thin layer of ice over his body to keep himself cool, which amused his father to no end.

When it was time for him to begin his education at the college three years ago, Dakul begged his parents to allow him to study combat magics at the college, insisting that, if he were to fail an not become a great adventurer, he would relent and take on the job his parents wanted for him. Before he was even conceieved, he was engaged to a young Elven woman from his village who also currently studies at the college, Lassana Velren, an arrangement between his parents and Lassana's family. Dakul doesn't much want to marry her, but he's acquiesced to his parents' wishes, as they were very insistent that it would be good for all parties involved. His education has gone well thus far and he has advanced his studies further than even he expected, especially since he got a job helping with the college's vast library of arcane lore. He's spent hours poring over books that he (probably) shouldn't have access to, but his thirst for knowledge kept him from really caring.

Powers/Abilities

Class
Cryomancer

Element
Ice

Spells
Ice Generation
Dakul is capable of producing ice to create weapons, objects, and even barrages of razor-sharp shards of ice with this spell.

Ice Healing
This spell allows the user to use ice to close or even heal wounds, depending on the severity and amount of ice available.

Ice Shapes
This spell allows the user to create quasi-sentient forms from ice which can, with practice, take orders and perform tasks for their creator. At their base level they can be used as distractions and hindrances for enemies.

Ice Armor
The user creates a thin but very strong layer of ice over their body, making them more resistant to physical attacks and fire-based abilities for a short time.

Ice Shell
A forbidden ice magic that allows the user to fully encase a person in non melting ice. The person remains conscious and can still hear, see, and feel, but does not age or require air, though their body still feels the need to breathe, making this an extremely cruel practice. This is a very hard spell to master that can take decades to gain proper control of and is dangerous to use without proper training. Dakul himself only really knows the theory of the spell and has yet to have a chance to practice it.

Racial Abilities
Cold Immunity
As a frost elf, Dakul boasts an immunity to the cold. His people have lived in subfreezing temperatures for millennia and have become magically attuned to the icy cold. Thanks to this, Dakul's people do not suffer ill effects from low temperatures and any magic that uses cold has no effect on them.

Vano n' i' Ringwe Edhel (Step of the Cold Elf)
Dakul and his people are not hindered by snowy or icy ground, instead they seem to glide effortlessly over it, leaving no trace of their passage. Thanks to this, Dakul can walk over even the thinnest ice without breaking it and doesn't lose any speed in deep snow, instead passing over/through it as if it isn't even there and leaving no trail behind him.

Blessien en' i' Ringwe (Blessing of the Cold)
Thanks to their lower body temperature, frost elves do not have to eat or sleep as much as warmer folk. Since their bodies do not expend much energy producing heat to keep their systems running, they do not have to take in or recuperate very much energy over time. Dakul only has to sleep about 4 hours a night and can go up to a week without sleeping before suffering the effects a human would have after 3 days of no sleep. As for eating, Dakul only has to eat actual meals about once every few days. With snacks in between he can go upwards of a week without requiring sustenance, which is useful on long journeys.

Elven Fortitude
Dakul and his people share the immunity to disease that most other elves possess. They are immune to contagious illness, but are still susceptible to plague/poison magic or bacterial infections from wounds or tainted food and drink.

Armour
original.jpg


Weapons
A staff made of unnaturally hard ice.

Training
Dakul has spent the last three years studying magic at the mage's college in Elnthyr, his home city. Being a noble, he also had a live-in tutor growing up that taught him a great deal about magic before his college education began.

Strengths
Charismatic
Powerful Magic
Diplomatic Access

Weaknesses
Physically Weak
Heat
Inexperienced

Miscellaneous
His body temperature naturally sits somewhere around 75 degrees F
His favorite food is a pale white berry his people call the "losa yave" or "snow fruit" which grows only in snow.



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[CENTER][SIZE=5][FONT=Delius][COLOR=#a1a1a1]General Information[/color][/FONT][/SIZE][/CENTER]
[/bg][/border][/bg][/border][/bg]}[bg=#b3e3f4]
[CENTER][COLOR=#a1a1a1][SIZE=5][FONT=Delius][B][U]Full Name[/U][/B]
[FONT=Delius]Lord Dakul Lortentius Percivial Akord Tavvan III

[B][U]Nickname(s)[/U][/B]
Dak, Dakul

[B][U]Age[/U][/B]
114

[B][U]Birth Date[/U][/B]
13 Tempu, 3386

[U][B]Gender[/B][/U]
Male

[B][U]Species[/U][/B]
Frost Elf

[B][U]Profession[/U][/B]
Student

[B][U]Sexuality[/U][/B]
Bisexual

[B][U]Marital Status[/U][/B]
Engaged (Arranged by his parents)[/FONT][/SIZE][/COLOR][/CENTER]
[/bg]{/slide}
{slide=[bg=#b3e3f4][border=5px inset #e3e3ff][bg=#e2f1ff][border=4px inset #e3e3ff][bg=#e2f1ff]
[CENTER][SIZE=5][FONT=Delius][COLOR=#a1a1a1]Appearance[/color][/FONT][/SIZE][/CENTER]
[/bg][/border][/bg][/border][/bg]}[bg=#b3e3f4]
[CENTER][SIZE=5][FONT=Delius][COLOR=#a1a1a1][B][U]Hair Style[/U][/B]
Short and messy, like in the picture

[B][U]Hair Color[/U][/B]
Silver-white

[B][U]Eye Color[/U][/B]
Icy blue iris, silver pupil, white sclera

[B][U]Skin Color[/U][/B]
Pale white with a faint bluish tint

[B][U]Height[/U][/B]
6'2"

[B][U]Weight[/U][/B]
154 lbs

[B][U]Body Type[/U][/B]
Lean

[B][U]Tattoo(s)[/U][/B]
An intricate facial tattoo marking him as a sorcerer among his people

[B][U]Scar(s)[/U][/B]
Small (1 1/2 inch) scar above his mouth he got falling out of a tree as a child

[B][U]Other[/U][/B]
N/A
[/FONT][/SIZE][/COLOR][/CENTER]
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[CENTER][SIZE=5][FONT=Delius][COLOR=#a1a1a1]Personal Information[/color][/FONT][/SIZE][/CENTER]
[/bg][/border][/bg][/border][/bg]}[bg=#b3e3f4]
[CENTER][COLOR=#a1a1a1][SIZE=5][FONT=Delius][B][U]Personality[/U][/B]
Dakul is a carefree yet studious individual. Growing up around nobles has given him an air of haughty aloofness, but only around other nobles. When he's with the "common folk," as his mother likes to refer to them, he is very laid back and loose. He likes to crack jokes and play pranks with his magic to amuse his friends. He's very driven to succeed, especially in magic, as his parents were leery about sending him to school to learn combat-based magic, but he managed to talk them into it and has studied as much as he's able.

Deep down, he dislikes having to live up to his family's expectations and wants to have a life away from the stifling atmosphere of court gatherings and balls, but he puts up with it because he doesn't want to upset his parents. He has a sense of wanderlust that many elves his age develop and wishes more than anything to explore the world and see all it has to offer. He gets flustered when he's upset or around people he finds attractive and, despite his usual calm, charismatic demeanor, can turn into a babbling fool in a manner of moments.

[B][U]Likes[/U][/B]
[fa]fa-snowflake-o[/fa] Snow
[fa]fa-snowflake-o[/fa] The cold
[fa]fa-snowflake-o[/fa] Adventure
[fa]fa-snowflake-o[/fa] Pranks
[fa]fa-snowflake-o[/fa] Jokes
[fa]fa-snowflake-o[/fa] Learning

[B][U]Dislikes[/U][/B]
[fa]fa-snowflake-o[/fa] Hot environments
[fa]fa-snowflake-o[/fa] Stuffy nobles
[fa]fa-snowflake-o[/fa] How overbearing his parents are
[fa]fa-snowflake-o[/fa] Misuse of magic

[B][U]Goals[/U][/B]
To prove to his parents that he can be a powerful adventurer.

[B][U]Fears[/U][/B]
Failing at becoming a master of combat magics and having to become a transmuter or diviner like his parents.

[B][U]Background[/U][/B]
Lord Dakul Lortentius Percivial Akord Tavvan III was born in a small Elven city known as Elnthyr in the frozen North of Landfall. Long ago, his people had left Skyshard and began their own settlement away from the other immortals. Dakul's parents are nobles in Elnthyr, two of the few people of their city who ventured out of it to recruit promising individuals to the college--the city's most prominent feature. Growing up, Dakul was practically raised by his live-in tutor, who took care of him and taught him the art of magic while his parents were away. His parents expected him to learn their magic and become a transmuter like his father or a diviner like his mother and serve as an adviser for the college. He, however, wanted to learn combat magics and travel around the world adventuring like the heroes told of in Elnthyr's stories. His tutor, a sorceress named Ikirthi, relented to his stubborn requests and taught him the basics of cryomancy, her specialty, and kept it their secret from his parents.

After his 50th year his parents started taking him on recruiting jobs with him, giving him his first taste of the world outside their snowy little hamlet. Travelling with them, he got to see sprawling cities and tiny villages all over Landfall. The people he got to meet were as varied as the locales and had made many acquaintances, some of whom he still communicates with to this day. The college generally only accepts humans and elves ( with some exceptions when great magical affinity is detected in a "lesser" race), so Dakul hasn't had much exposure to many people who weren't either of those two races. He has a bit of trouble adjusting to other climates as well, in the few deserts he's visited he went as far as keeping a thin layer of ice over his body to keep himself cool, which amused his father to no end.

When it was time for him to begin his education at the college three years ago, Dakul begged his parents to allow him to study combat magics at the college, insisting that, if he were to fail an not become a great adventurer, he would relent and take on the job his parents wanted for him. Before he was even conceieved, he was engaged to a young Elven woman from his village who also currently studies at the college, Lassana Velren, an arrangement between his parents and Lassana's family. Dakul doesn't much want to marry her, but he's acquiesced to his parents' wishes, as they were very insistent that it would be good for all parties involved. His education has gone well thus far and he has advanced his studies further than even he expected, especially since he got a job helping with the college's vast library of arcane lore. He's spent hours poring over books that he (probably) shouldn't have access to, but his thirst for knowledge kept him from really caring.[/FONT][/SIZE][/COLOR][/CENTER]
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[CENTER][SIZE=5][FONT=Delius][COLOR=#a1a1a1]Powers/Abilities[/color][/FONT][/SIZE][/CENTER]
[/bg][/border][/bg][/border][/bg]}[bg=#b3e3f4]
[CENTER][COLOR=#a1a1a1][SIZE=5][FONT=Delius][B][U]Class[/U][/B]
Cryomancer

[B][U]Element[/U][/B]
Ice

[B][U]Spells[/U][/B]
[I]Ice Generation[/I]
Dakul is capable of producing ice to create weapons, objects, and even barrages of razor-sharp shards of ice with this spell.

[I]Ice Healing[/I]
This spell allows the user to use ice to close or even heal wounds, depending on the severity and amount of ice available.

[I]Ice Shapes[/I]
This spell allows the user to create quasi-sentient forms from ice which can, with practice, take orders and perform tasks for their creator. At their base level they can be used as distractions and hindrances for enemies.

[I]Ice Armor[/I]
The user creates a thin but very strong layer of ice over their body, making them more resistant to physical attacks and fire-based abilities for a short time.

[I]Ice Shell[/I]
A forbidden ice magic that allows the user to fully encase a person in non melting ice. The person remains conscious and can still hear, see, and feel, but does not age or require air, though their body still feels the need to breathe, making this an extremely cruel practice. This is a very hard spell to master that can take decades to gain proper control of and is dangerous to use without proper training. Dakul himself only really knows the theory of the spell and has yet to have a chance to practice it.

[B][U]Racial Abilities[/U][/B]
[I]Cold Immunity[/I]
As a frost elf, Dakul boasts an immunity to the cold. His people have lived in subfreezing temperatures for millennia and have become magically attuned to the icy cold. Thanks to this, Dakul's people do not suffer ill effects from low temperatures and any magic that uses cold has no effect on them.

[I]Vano n' i' Ringwe Edhel (Step of the Cold Elf)[/I]
[SIZE=5][FONT=Delius][COLOR=#a1a1a1][SIZE=5][FONT=Delius][COLOR=#a1a1a1]Dakul and his people are not hindered by snowy or icy ground, instead they seem to glide effortlessly over it, leaving no trace of their passage. Thanks to this, Dakul can walk over even the thinnest ice without breaking it and doesn't lose any speed in deep snow, instead passing over/through it as if it isn't even there and leaving no trail behind him.

[I]Blessien en' i' Ringwe (Blessing of the Cold)[/I]
Thanks to their lower body temperature, frost elves do not have to eat or sleep as much as warmer folk. Since their bodies do not expend much energy producing heat to keep their systems running, they do not have to take in or recuperate very much energy over time. Dakul only has to sleep about 4 hours a night and can go up to a week without sleeping before suffering the effects a human would have after 3 days of no sleep. As for eating, Dakul only has to eat actual meals about once every few days. With snacks in between he can go upwards of a week without requiring sustenance, which is useful on long journeys.

[I]Elven Fortitude[/I]
Dakul and his people share the immunity to disease that most other elves possess. They are immune to contagious illness, but are still susceptible to plague/poison magic or bacterial infections from wounds or tainted food and drink.

[B][U]Armour[/U][/B]
[IMG]http://data.whicdn.com/images/249841727/original.jpg[/IMG]

[B][U]Weapons[/U][/B]
A [URL='https://s-media-cache-ak0.pinimg.com/736x/d1/f3/72/d1f372e8d772dfeb031dfe8b097b26a0.jpg'][COLOR=white]staff[/COLOR][/URL] made of unnaturally hard ice.

[B][U]Training[/U][/B]
Dakul has spent the last three years studying magic at the mage's college in Elnthyr, his home city. Being a noble, he also had a live-in tutor growing up that taught him a great deal about magic before his college education began.

[B][U]Strengths[/U][/B]
[fa]fa-snowflake-o[/fa] Charismatic
[fa]fa-snowflake-o[/fa] Powerful Magic
[fa]fa-snowflake-o[/fa] Diplomatic Access

[B][U]Weaknesses[/U][/B]
[fa]fa-snowflake-o[/fa] Physically Weak
[fa]fa-snowflake-o[/fa] Heat
[fa]fa-snowflake-o[/fa] Inexperienced

[B][U]Miscellaneous[/U][/B]
His body temperature naturally sits somewhere around 75 degrees F
His favorite food is a pale white berry his people call the "[I]losa yave[/I]" or "snow fruit" which grows only in snow.[/FONT][/SIZE][/COLOR][/CENTER]
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ae2442ac1a6581854f5c2f2915aa95b1.jpg



Personal Details

Name: Dylin Vaer
Race: Dragonkin

Age: 215

Gender: Female

Sexuality: Heterosexual

Profession: Pirate




Skills/Abilities

Class: Fighter

Element: Fire

Spells:
Racial:
Immune to fire that isn't formed by magic
Can speak to dragons in their language
Increased strength and regeneration
Has blue flame that she can breath and use for her attacks
___________________
Fireball: Takes a while to charge but essentially makes a giant fireball that she can launch up to 25 paces
Fire Cloak: She surrounds herself in flame
Pillars of Flame: Charges up for a few seconds, then focuses it towards the ground and fire/lava erupt around her in a small area.



Weapons: A simple pair of daggers she always carries with her concealed.
dea6de74d8bf6b71cd94d3f54f02663c.jpg

A cutless she also has nearby on her person at all times.
7de82b13ac938ed069f010bc381dc66f.png


Armor:
She has a thin layer of translucent scales that mostly cover her back and stomach but think out past her shoulders. They protect her from blunt objects and cutting but do little against punctures.

Training: She's been sailing the seas for nearly 20 years and has picked up some useful experience. Her fire abilities have come naturally mostly and she's picked up ways to heighten her abilities. She hasn't met another pyromancer willing to teach her but she hopes someday she will.

Other

Appearance Details

Hair colour: Jet black

Eye colour: Brown

Skin colour: Ivory

Height: 5'7"

Scars/Tattoos: Her scales and quick reflexes kept most injuries away but she has a large scar on her chest that goes from her collarbone to her navel. It was caused by an cyromancer she faced off many years ago who puncered her with a dagger made of pure ice. It's the only wound she couldn't heal without scar tissue being formed and is the area on her where scales haven't grown back.

Weight: 129



Character Details

Personality: Dylin goes against most fire-user stereotypes. She doesn't let her abilities reflect her nature and is in fact quite calm and level-headed in situations. She has the elegance and grace of her kind all wrapped up in a human form. The many years she had lived has given her experience and maturity but she still is aware she has much to learn. She craves learning but has never gone out of her way to acquire it. She enjoys humor and all of that and appreciates people with a good sense of it as well. She does come off as stuck up or pompous sometimes and that's simply by is the type of aura she puts off.
She does tend to rush into things without planning but she uses her blunt strength and will to pound it out until it works in her favor. She thinks cowardice is the worst flaw a person can have. Dylin is one of those people who enjoy having their freedom and having choices and will lash out viciously if they can't have both of them. She's a wanderer of sorts and doesn't stay in one place for too long.

Strengths
+Her strong will
+She uses her natural charms to make things go her way. It doesn't do much against women, but men easily influenced by a pretty face.
+Nautical skills
+Leadership

Weaknesses (Same number as strengths)
-Acts on impulse
-Doesn't get along too well with people who feel inclined to tell her what to do
-Naturally doesn't think too highly of people until they prove their worth which can be bad if she's going up against someone
-Cold areas and such weaken her


Likes
+Being on the open sea
+Lounging on gold and such (literally)
+Combat

Dislikes
-Cyromancers/hydromancers
-Being ordered to do anything
-Staying in one place for too long

History: The village where Dylin was born was extremely small and in the middle of nowhere. They were a nomadic group consisting of humans who simply followed the animals and settled down until it was time to pack up again. Dylin came along during a time where the influx of prey was higher than it had been in a while and so her birth was a celebration. The oldest of them all didn't join in on the celebration but watched on with a thoughtful expression.

She grew up with her older sister, Addali, who was a year older, and her mother. Her father had succumbed to a disease that swept over the small group and took three others with it some months after her sister was born. Dylin spent her days either running around with other children or helping with chores. She was wild and rambunctious and simply couldn't sit still. The other village members would laugh at her antics as she raced around the village with the other children.
Dylin was five when scales started emerging.
Her mother took her to see the village healer when Dylin started having large patches of red, itchy, flaky skin. All the healer could do was grind up some paste and put it on to at least try to combat the itching. While Dylin was getting tended to, the village elder took her mother out to talk. She told Dylin's mother that she had a strange dream before Dylin's birth that depicted a giant scaly creature with the breath of fire that coiled itself around a small girl before fading. The girl had started glowing before the elder had woken up. The elder called the creature a dragon. The term was unfamiliar with Dylin's mother which wasn't all that surprising. The great beasts hadn't been seen in a long time, so why would they have a correlation with her daughter? It was a question neither women had an answer for. The elder told the other to try to keep Dylin out of messes and departed, leaving the very confused woman behind.

The irritated skin soon gave way to shimmery scales that looked iridescent. Some were nearly clear but some looked opaque. They were each the size of a penny and covered most of her back and chest and started getting thinner towards her shoulders and thighs. Her mother kept her bundled up so none would show even if the group traveled through the desert and Dylin wanted to run around with nothing but trousers. It worked for a while until Dylin's strength started weighing her small stature. She wrestled an older boy and ended up breaking his arm. Talk spread through the small village and her mother knew it was risky keeping the girl around. Dylin woke up a few days later in an empty tent with nobody around, just a dying campfire. Everyone had left and there were no tracks.

Dylin immediately took off and started searching for any signs of her village but found nothing. Did her mother and sister even miss her?
Dylin was only 10 years old and alone. She traveled for a long distance before collapsing from dehydration and hunger. She was found by a merchant who took pity on the girl and took Dylin along with her and nursed her back to health. Dylin was wary but soon let down her defenses. She helped the lady out as they traveled and soon made it to a coastal town where the merchant was going to get some business. Dylin had never seen the ocean and crept off while the woman was busy. She found the docks and the racket extremely interesting and found herself boarding a ship all because she had no clue what it even was. She heard people coming and hid behind some barrels. It was no wonder she soon found herself on open sea sometime later.

She got by unnoticed until she got caught trying to get food from the kitchen. Dylin got locked up in a small room while the captain decided what to do with her. She never got her punishment dealt out because the ship was attacked. Dylin was terrified of the ruckus going on and covered her ears as cannonballs bursted from both sides. It ceased after a while and all Dylin could pick up was the sound of voices overhead, then some screams and splashes of water.

The door of the room opened to reveal a man. He was a well-known pirate named Edward Loom and never failed taking over a ship. He usually killed all members of the old crew. However, he asked Dylin if she wanted to come with him. Dylin could feel water seeping through her shoes as the ship was slowly sinking and nodded eagerly at the pirate. Edward never said why he let her live, but he soon picked up that she wasn't as frail as she looked. She easily loaded cannonballs and moved the cannons themselves and soon could raise the anchor herself. Edward taught her how to use a cutlass. He had her stay in the bilge during most fights but as she got older she participated more. The first time she was allowed to fight she saw why Edward's reputation was growing. He controlled the water so that it'd freeze around the ship and couldn't turn to aim its cannons at them. He blasted some people off the deck with bursts of water before allowing the crew to clean it up and get the riches.

It didn't take long for Dylin to gain her own abilities. She turned 16 and awoke to a weird taste in her mouth. She thought she was coming down with something until she coughed and a small spurt of flame shot out and set her blanket on fire. Edward told her he suspected her having abilities like he did and soon started teaching her to use it properly. It was difficult since their abilities were on opposite sides of the spectrum, but he had the same techniques to try to get her to harness it. It was all about focus and intent and digging down in yourself. Edward realized it was going to be tricky teaching her wooden ship and so made a platform of ice tied to the ship by rope so they could bob some paces back and practice.

Dylin soon became Edward's First Mate and the two were quite the duo. Dylin lit cannons with a flick of her fingers and sent balls of fire swooping towards the ships encased in ice. They soon had a pile of riches weighing the ship down that Dylin felt a need to lay on and admire whenever she could. She wanted more ships to be bought and more crew for these ships to make a fleet but Edward wouldn't listen. He just wanted to get gold to blow on drinks and women in the small towns they visited. It continued on for a while but soon she had enough. She took her share of the riches and stayed at the next town and watched the ship sail off. She bought a decent-sized ship and hired crewmates who she trusted as far as she could throw them and set off.
There wasn't much luck for a while but Dylin was patient. Soon, money started trickling in. Years passed and Dylin bought more ships and controlled a hefty portion of the seas. It was surprising when she ran into Edward. He still had the same ship that looked worse for wear and he himself looked rough as well. He invited her over and Dylin thought they were still friends.
It seemed he was jealous. He pulled her into a hug and she felt something cold. So cold. Something pierced her chest and slid down, cutting her like she was nothing more than water. She fell back, gasping like a fish.

She let out a stream of flame and watched his body go up in flames like a torch before passing out.

It took a while to heal but her crew was patient. Dylin was a little surprised to see how loyal they were, but it must have had to do with the riches she had won them all in the past. Either way, it felt good. She took the name of the ship she grew up on and let fall into the ocean. The Diabolus left the old one to sink and took off.

Leaving the new home that she calls the ocean for land and the uncertainty of the dangers on it isn't comforting. Still, it's a new adventure.

Relationships
PM me if you have an idea~

Goals:
- Find actual dragons and learn more about herself
- Have the biggest fleet in the entire ocean

Fears:
Nothing scares her more than death.

Other:
Her small familiar, Illo, who is usually always near her. He's about the size of her forearm and has no special abilities except flight.

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Appearance

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Personal Details

Name: Soma Carthus

Race: Half human, Half Sandman/Dreamweaver/Dream eater/Dyn Tywod

Age: 34

Gender: Male

Sexuality: Heterosexual

Profession: Thief/Desert guide

Other


Skills/Abilities

Class: Rogue/Thief

Element: Sand/Dreamweaving

Spells:

Note: Not all of these spells are magic spells per say but rather racial abilities

Sandstorm Step- Soma is capable of moving at blinding speeds in short, instantaneous moments. This makes him appear to have teleported but really moved faster than the eye can see in short distances. Similar to flash step or teleport dash.


Sleeping Dust/Sand- Soma is capable of creating a dust or sand that can render targets complete unconscious/asleep given that the target does not have resistances or is stronger than Soma overall. Targets that resist have a chance of receiving the groggy debuff.


Dreamwalker- The thief can use a mid-to-long range teleport (approx. 30 ft) where he will turn to dust and move to a target destination. He must have line of sight and enemies caught within his path have a chance of being rendered asleep.


Dream Eater- Soma has the ability to consume dreams and feels compelled to do so. Consuming dreams is a form of sustenance for him and will help bolster his abilities growth. He rarely chooses to do so, but when he does he generally like to consume bad dreams and have the target dream good dreams instead. (Racial ability)


Dream Weave- Soma can manipulate the dreams of others but does so subconsciously. People that he like tend to have good dreams around him and the ones he doesn't like have the opposite effect.


Sand Ascension- In life threatening situations, Soma transforms into his sandman half and awakens as a Dream Eater. He briefly gains full, unrestricted access to his powers and is rendered unconscious after the effect wears off. Depending on what abilities used, the revert could be life threatening as of now. (Racial transformation)


Dream Scrying- Some can peer into the dreams of those who are asleep. He tends to do this when he is about to consume dreams but will sometimes just peer in out of curiosity. The effect is not felt, leaves no trace, and the target will never know that he was watching, unless he says so.

Passives:


Racial Trait- Resistance to extreme weather


Racial Trait- Can sustain himself on dreams alone but prefers not to.



Racial Trait- Does not require sleep but is capable of it


Racial Trait- Soothing Presence: Soma has an aura about him that allows others to fall into deep, undisturbed slumbers regardless of their pasts or worries. This can only take effect when in a scenario where everyone is trying to rest for the night. (Gathered around a campfire or at an inn) This could be detrimental because it will affect whoever is the lookout which is why he will always volunteer for the night watch and eat a dream or two to sustain himself throughout the night.


Racial and Professional Trait- He gains high bonuses to Stealth and Dexterity


Racial Trait- Night Stalker: If Soma concentrates hard enough, he can see in the dark and detect life a few meters around him. His eyes take a dull, gold orange glow while doing this which may reveal his position.


Personal Trait- Charismatic: Soma boosts the moral of his party in and out of combat just by being himself.


Personal Trait- Charm: Assists in dialogue with members of the opposite sex or same sex orientation. Helps his persuasion attempts.

Racial Trait- Immune to sleep, groggy, and daze effects.


Weapons: Three weapons which are fairly enchanted

Enchanted Saber- Greater Sharpness, Arcane Imbuement. The sword inflicts hybrid damage (Phys and Mag) and the arcana helps keep it from dulling or breaking easily


Claw Gauntlet- Greater Durability, Minor Strength


Enchanted Dagger- Greater Penetration, Grievous Wounds. The second enchant leaves a heavy bleeding effect and weakens the area to further damage.


Armor: Clothing is as shown in the first picture and have several enchantments upon them.


Resistance to extreme weather


Minor physical damage reduction

Training: Never had any official training except life itself.

Other

Appearance Details

Hair colour: Dark Brown

Eye colour: Ice blue

Skin colour: Heavily tanned

Height: 6'2

Scars/Tattoos: A myriad of scars from close encounters. Various sizes and intensities.

Weight: 176 lbs

Other

Character Details

Personality: Soma is as cocky as he is charming. He loves to crack jokes, push buttons, and get into a heap of trouble with uptight citizens or guards. But he does so in a way that even the guards that try to chase him down aren't exactly angry with him. They treat him like a very annoying thorn in the side of the city that they are forced to chase down every time he goes to stir up some trouble. While they would like to see him behind prison bars, they wouldn't curse him or wish ill things upon him. He is best described as....endearing. A trickster in heart, body, and soul. However, just as much as he takes, he gives back. The man is a bleeding heart and cant bring himself to abandon those in need. He has constantly put himself in harm's way so that others (that he likes) may profit from the situation, often making himself out as the happy-go-lucky villain to bring others happiness or to save someone from a dire situation. He personally knows what its like to be abandoned and have to fight, steal, and sometimes even kill survive.

Strengths: Evasion, damn good swordsman, has a silver tongue, pick pocketing, very good at thinking on his feet, cunning, takes pride in his ability to remain light in the darkest of times, reaction speed

Weaknesses: Aside from the minor strength enchant, he is only as strong as a human being, doesn't like unfavorable odds and will run away to find better chances, Is weak to beings with comparable speed to his Sandstorm Step ability, Overly aggressive opponents cause him problems sometimes, he can be caught off guard if attacked from a distance in stealth, people in situations similar to his own during his childhood.

Likes: Provoking opponents, challenges, stealing, making others laugh, the desert/wilderness, thrill of pursuit

Dislikes: People taking advantage of his kindness, Injustice, being controlled, opinions on what he should think when it comes to his roots, being judged by his sandman half

History: Not all stories have a happy beginning. It's a sad truth of the world and these words never rang truer for the human hybrid, Soma Carthus. Soma was born out of wedlock between a human mother and a Dyn Tywod father or Dream eater. These "sandmen" are mysterious and incredibly enigmatic. They are considered to be stories or myths most of the time out of how rarely they are seen and how strange their abilities are. Regardless, the union between the two people was.....a taboo. The dream eaters don't produce offspring by conventional means and instead weave very intricate dreams that come to life in the way of offspring. They split a part of themselves to give way to new life, which they must teach and nurture like any other child. What had happened between the parents of Soma, however, was something unnatural for both parties. A dream was woven INTO another live being, somehow creating life within the womb of his human mother. They were happy for a time but word quickly spread among the populace about a "demon child" being born soon. Right after he was born, Soma's mother abandoned the infant to the desert. Unbeknownst to him, his father gave him two parting gifts. Two words that were woven into his dreams throughout his entire life and a nurturing blessing to keep him alive throughout infancy.


The two words were Soma Carthus. His father had given him a name and had split another part of his very being and added it to his crossbreed son, giving him the nutrition and protection he needed for the years to come. The protection was not wasted and proved invaluable. Soma had to crawl, fight, steal, bleed, and sometimes even kill to survive. In his eyes, the world had abandoned him. He was unwanted and no one would miss him if he dropped dead out in the desert and was consumed by it. To Soma, the desert was more of a mother than his own mother.....whoever she was. The cold, unforgiving night was a better father than whichever one left him for dead. However, the protection his father placed on him did not allow him to starve or fall to illness. Any mortal wounds would somehow not bring him the death he craved. He was forced to keep fighting.


Papa Carthus's blessing did wear off eventually and it left when Soma no longer needed it. He had become a man and had become.....happy. Soma had carved a path for himself and found happiness and a "good life" for himself. He no longer needed to be protected and had learned that he wasn't entirely human himself. While he strongly dislikes using his sandman abilities, he is aware of them and knows just how useful they can be at times. They have helped him survive the desert time and time again and have also helped him out of several fatal situations.


One of these situations cropped up recently and it was looking like the end for Ol' Carthus and it would have been, had his Dream Eater side not awoken in a desperate struggle for survival.


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The transformation had saved his life but had also thrown his happy, everyday life into turmoil. It was long overdue but he needed to find answers. He needed to learn more about this side of himself and so ventured out to find a people that were as fleeting as dreams and mist. But he kept hope, he was at least HALF Dream Eater. Fate worked in strange ways and surely he would find them. One day...

Relationships:

Ryan: Strange, little bunny person called a "beastkin" that tried to steal from him one evening. After a rather entertaining sequence of events, Soma ended up taking her under his wing to teach her the ways of a Master Thief. In return, he got a traveling companion in a land he knows nothing about.

Goals: Get back his everyday life. Find the other half of his origins. Explanation for his parents abandonment.

Fears: Never actually finding his parents or finding out why they did what they did. Never gaining closure. Losing his humanity to his Sandman side

Other:​
 
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Appearance

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Personal Details

Name: Marie Silverton

Race: Vampire

Age: 231

Gender: Female

Sexuality: Straight

Profession: Daddy's Little Girl

Other: .


Skills/Abilities

Class: Assassin/Mage

Element: Poison

Spells:
Snake Cuffs- Her mind is tied to two metal snakes that wrap around her arm, she can manipulate them to attack, defend, keep watch or set up perimeters for example.

Enchant- Using her own blood, Marie can change it into a dangerous poison/venom, strong enough to kill 2 men over a couple of days, unless administered a cure, with her real blood again. But people don't know that.

Vampirism- Being a vampire, Marie has heightened senses, increased reactions, speed and power.

Weapons- Her two magical metal snakes. That's it. Unless you count her nails and teeth.
A small dagger.

Armor-Marie doesn't fight on the front lines, so she typically wears light materials. She prefers more expensive materials, finer so to speak and that offer mobility.

Training- She can punch and kick, but she's pretty bad at it, relying more on her speed and poison to do the job. Daddy's little girl after all, she's an absolute angel.

Other:

Appearance Details

Hair colour: White

Eye colour: White-Pinkish

Skin colour: Pale like snow in winter

Height: 5 ft 6

Scars/Tattoos: Family's crest on her left hip, magically scarred into her skin in a black ink.

Weight: 9 st 2

Other: Has an actual pet snake called Violetta, she's a simple grass snake and isn't venomous.

Character Details

Personality: Marie is a very sweet child, often coming off as naive to potential suitors and big named people, she personally enjoys parties and dancing and has a soft spot for animals, big or small. Marie is a young vampire but not immature, she's regal and well spoken and is very good in social situations and blending in, despite being a Silverton. She is graceful and light on her feet and is very passionate about the things she loves, often you'll see her talking to whomever and entertaining people with her voice and self. However she isn't too far away from her father's guards, her protectors and both her father's and brother's gaze. For now but the two know to giver her her space.

Marie is always happy to help a friend but no doubt loves striking a deal and making sure she gets the better end. Ms Silverton is manipulative and conniving but equally flirtatious. She takes deals from others and crosses people of her list, she works for her father in a more violent job, often taking the lives of enemies of her family. Her brother doesn't know of course, she's the little angel. Marie is very close to her father and takes exactly after him.

Strengths:
Family Name.
Adept at labelling/knowing about poisons and creating both antidotes and poisons.
Great at fitting into social situations.

Weaknesses:
Can't fight for shit.
Depends on protection from her Dad.
Sucker for a good man.
Naive at times

Likes:
Blood
Refined clothing
Snakes
Dad
Brother
Men
Parties
Dancing

Dislikes:
Not doing anything
Shit meals
People who look down on her, although it is an advantage.
Men who think they own her
People who can't live a little

History: Marie is the youngest of the current Silverton's, her mother dying in childbirth leaving her father and brother to raise her by themselves, which obviously wasn't a problem, the maids felt like her mothers in that regard. As a young girl Marie watched her brother and admired how strong he became and also enjoyed seeing her father handle situations with other families and the Court. She danced well and enjoyed her time in the arts. Marie became fascinated with the guardsmen, taking an interest in pointy things and kept herself well read, she often was found with a tiny kitchen butter knife before her father saw her potential. When she was the equivalent to a young adult, he asked a friend to help train her, an old woman with magical properties, as a visit to the old house Marie became obsessed with all the little bits and bobs. And after merely a few years she learnt the basics of mixing, the thing she took the most liking to.

Her father crafted the metal snakes for each arm and the woman gifted them when she was old enough to be properly suited to another, they were her father's favourite animal, small and deadly, yet beautiful animals with shining scales. Marie felt very special and the two worked close in hand, men who were enemies to her father's name quickly had their heirs and men dwindle, leaving them poor and useless. Occasionally suitors who tried to have their way kicked the bucket days after in strange circumstances. However Marie hasn't had any actual training, only watching the men and women train and mirroring them in her spare time alone, she's just well read so she knows the best places to stab but it's not her forte.

Relationships:
Dad- Happy, innocent, full of love, a star parenting.
Brother- squabbling, looks up to, influential, helpful, both laugh at each other's pain, banter.

Goals: To be stronger and have greater influence like her father and brother.

Fears: She'll be made an embarrassment in front of the Vampire Court.

Other: Marie is silent on her feet and an amazing social talker and dancer.
 
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Name: Ryanna Maddox
Race: Beastkin, rabbit
Age: 24
Gender: Female
Sexuality: Bisexual
Profession: Thief
Other: Goes by Ryan

Appearance: Ryan is short and wide eyed, giving her a deceptively innocent appearance. She has full blond hair that fall into curls to her shoulders, which are fair and do not tan in the sun. Her figure is slim and small, and she is prone to twitching and short, quick movements. Most noticeable is the dark rabbit ears upon her head. They are occasionally hidden, but are usually sitting relaxed along her blonde hair. Her nails are sharp and clawlike. She likes to wear skirts and dresses with her armor, giving her a girly style.
Hair color: Yellow blonde and curly ends
Eye color: Plain brown and wide
Skin color: Peachy and fair
Height: 5'3" / 160 cm
Weight: 115 lbs
Other: she has a rabbit tail to match her ears, but it is almost always hidden​

Personality: Contrasted to her innocent appearance, Ryan is introverted in nature and grouchy. She can put on a friendly face easily enough and she is difficult to read at times, but she is easily bristled by the slightest inconveniences. If no consequences will come of it, she will express her frustration and come off as rather rude in doing so. When she wants something, she is unapologetically sweet as she can be. People who know her will see right through the strange kindness, but strangers are generally nonethewiser. Despite herself, she is easily flustered or embarressed, and has trouble laughing at herself. She has no problem laughing at others, however, and may come off as rather mean because of it.

Despite her rudeness, Ryan cares a lot for the world around her and it distresses her that is being torn apart by war. She would like to do good in the world and is quick to help or give to others--even if she is defensive and makes a fuss about it. She is oddly friendly and good with children, and unapologetically impatient with men. She detests humans and the undead for the war they've brought upon the world; her prejudice easily shows against them when she has no reason to hold back her true feelings. With other beast kin or elves, she is polite at best, but is still introverted at her core. She likes to spend her time with animals or learning how to read better when allowed time for herself.

Class: Spy/Infiltrator

Skills/Abilities:
• As a rabbit beastkin, she has powerful legs and excellent hearing. She is small and agile, making her difficult to catch. Her senses of smell and taste are heightened.
• Her sight is average, but she has good lowlight vision.
• Stealth. Ryan is stealthy and quiet. She is an excellent evesdropper and is quick to get away if in danger
• Well spoken. Sometimes she speaks a little too well, as her infiltration often meant blending in among nobles and royalty.
• Basic combat. She was trained in a variety of weapons when she began as a foot soldier.​

Weapon: A simple short sword at her side and a spear across her back, both of Silver Legion make.

Armor: Simple leather for her chest, arms, and legs. Her leather gloves are enchanted and increase her strength, making it easier to wield a variety of weapons.

Training: Ryan was a member of a small milita, formed by a variety of Covenant members in order to protect those who might be victims to the war. This gave her basic training, but she tended to be weaker than the others in her company. As a result, she took to stealth and--due to her mostly humanlike appearance--was able to infiltrate the Silver Legion to gain information to send home.

Strengths
• Street smart and charismatic when she needs to be.
• Stable. Despite her anger with the world, Ryan is mostly emotionally stable and is able to control how she acts well.
• Strong legs and heigthened senses. She can hop!! very high, making her the best at parkour.
• Stealthy and fast.​

Weaknesses
• Physically weak compared to most fighters.
• Ryan might sound like it, but she isn't formally educated. She's book dumb and can't even read very well.
• Easily irritated and while she can act under control, her personal thoughts and perceptions are very much influenced by how she feels.
• Introverted and has a hard time relying on others, making her a rude subordinate.
• Vegetarian. This limits her food options.​

Likes
• Animals
• Children
• Sweets
• Nature
• Books with pictures
• The fine clothes in Landfall--a self indulgent steal​

Dislikes
• Humans and vampires/undead
• War
• Flirting
• Imperialism and capitalism
• Stealing for wealth or material
• Soma, sometimes​

History: Ryan was born in a country neighboring Landfall, her family of influential standing among her species of beastkin. They were a small nomadic group, mostly vegetarian in nature and travelled with the climate to have the freshest and sweetests fruits and vegetables. They lived well enough off the land and never had to resort to hunting, making them a rather defenseless people...Perfect for the Silver Legion to exploit. Her family and people were attacked, most were killed but plenty taken as slaves.

Ryan was able to escape with a close friend, but they had sustained a heavy injury. With no healers left, her friendly eventually died. Distressed, Ryan buried them alone and remained the last free person of her culture. With no where to go, she turned to one of the established cities of her country and she was able to warn them again the Silver Legion's entrance into the country. She was recruited into their militia to earn her own way as a foot soldier. They were less than impressed with her aversion to meats and her lack of strength, and she was gifted with the enchanted gloves she has now. Still, the battle field didn't feel right for her and, as a result, she volunteered to take a more dangerous approach to fighting the war.

As promised, she infiltrated the Silver Legion. She was surprised by her own restraint in dealing with the men and women she had a burning hatred for, but she learned a lot as a simple servant girl among them. It was during this time that she learned to read and write--self taught. Before she developed the skill, she had to sneak away from her post in the night to relay information back to her company. With her intel, they were able to counter multiple surprise attacks and defend the city against human technology and ingenuity.

Her time as a spy was for naught, however. The men grew suspicious when their plans were continuously failing, and she lost a lot of access to places like warrooms and soldier's quaters. There was a time when she was confronted, in fact, but she was able to talk her way out of it as a ditzy servant. Another maid was punished in her place, and her fear among men grew. Without her intel, she had no time to warn the city before the Silver Legion's final assault. When it fell, she decided she had to escape. She felt there was nothing she could do alone in her state, no way to defend against such powerful arrmies.

With a couple weapons from the Legion, she escaped to Landfall, which is where she is now. Unfamiliar with how to live in such a place, she finds thievery the easiest means to survive. What's wrong with taking money or food from those who have plenty? She doesn't believe in stealing for nothing. She was recently caught, however, when she tried to steal from a better thief. Her first instinct was to run, but she couldn't outrun him. So she tried to fight!.. But she fell asleep?

When she woke, he was beside her, leaving her flustered and confused. It was clear she wasn't going to get away from the other, and he only gave her a couple bits of information about himself: Soma isn't entirely human and that he's a master thief. In learning this, she grew cautiously curious about the other, and she needed help in becoming a better thief. She was lucky enough for the other to take her in under his wing, and teach her how to excel as a thief.

She could take on an actual profession, but she can't adjust to a still life style very well. She's used to being able to travel and take as she needed--but never too much. So thieving is a suitable profession Ryan feels mostly comfortable in. She won't admit that she rather likes taking from humans, anyway.

Goals
• Protect innocent people as she can--however she knows her limits and she won't step into a fight she can't win. She prefers planning and an intelligent approach to conflict.
• Live to see an end to the Silver Legion and her country returned to beastkin and elves.​

Fears
• The Silver Legion and the Crimson Court.
• Violence in general makes her anxious, but it's not quite a fear.​

Relationships
• Soma: her obnoxious mentor and master thief. While she can get snippy or rude with him, she is curious about who he is and appreciates his help in the streets of Landfall.​
 
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Name: Ryanna Maddox
Race: Beastkin, rabbit
Age: 24
Gender: Female
Sexuality: Bisexual
Profession: Thief
Other: Goes by Ryan

Appearance: Ryan is short and wide eyed, giving her a deceptively innocent appearance. She has full blond hair that fall into curls to her shoulders, which are fair and do not tan in the sun. Her figure is slim and small, and she is prone to twitching and short, quick movements. Most noticeable is the dark rabbit ears upon her head. They are occasionally hidden, but are usually sitting relaxed along her blonde hair. Her nails are sharp and clawlike. She likes to wear skirts and dresses with her armor, giving her a girly style.
Hair color: Yellow blonde and curly ends
Eye color: Plain brown and wide
Skin color: Peachy and fair
Height: 5'3" / 160 cm
Weight: 115 lbs
Other: she has a rabbit tail to match her ears, but it is almost always hidden​

Personality: Contrasted to her innocent appearance, Ryan is introverted in nature and grouchy. She can put on a friendly face easily enough and she is difficult to read at times, but she is easily bristled by the slightest inconveniences. If no consequences will come of it, she will express her frustration and come off as rather rude in doing so. When she wants something, she is unapologetically sweet as she can be. People who know her will see right through the strange kindness, but strangers are generally nonethewiser. Despite herself, she is easily flustered or embarressed, and has trouble laughing at herself. She has no problem laughing at others, however, and may come off as rather mean because of it.

Despite her rudeness, Ryan cares a lot for the world around her and it distresses her that is being torn apart by war. She would like to do good in the world and is quick to help or give to others--even if she is defensive and makes a fuss about it. She is oddly friendly and good with children, and unapologetically impatient with men. She detests humans and the undead for the war they've brought upon the world; her prejudice easily shows against them when she has no reason to hold back her true feelings. With other beast kin or elves, she is polite at best, but is still introverted at her core. She likes to spend her time with animals or learning how to read better when allowed time for herself.

Class: Spy/Infiltrator

Skills/Abilities:
• As a rabbit beastkin, she has powerful legs and excellent hearing. She is small and agile, making her difficult to catch. Her senses of smell and taste are heightened.
• Her sight is average, but she has good lowlight vision.
• Stealth. Ryan is stealthy and quiet. She is an excellent evesdropper and is quick to get away if in danger
• Well spoken. Sometimes she speaks a little too well, as her infiltration often meant blending in among nobles and royalty.
• Basic combat. She was trained in a variety of weapons when she began as a foot soldier.​

Weapon: A simple short sword at her side and a spear across her back, both of Silver Legion make.

Armor: Simple leather for her chest, arms, and legs. Her leather gloves are enchanted and increase her strength, making it easier to wield a variety of weapons.

Training: Ryan was a member of a small milita, formed by a variety of Covenant members in order to protect those who might be victims to the war. This gave her basic training, but she tended to be weaker than the others in her company. As a result, she took to stealth and--due to her mostly humanlike appearance--was able to infiltrate the Silver Legion to gain information to send home.

Strengths
• Street smart and charismatic when she needs to be.
• Stable. Despite her anger with the world, Ryan is mostly emotionally stable and is able to control how she acts well.
• Strong legs and heigthened senses. She can hop!! very high, making her the best at parkour.
• Stealthy and fast.​

Weaknesses
• Physically weak compared to most fighters.
• Ryan might sound like it, but she isn't formally educated. She's book dumb and can't even read very well.
• Easily irritated and while she can act under control, her personal thoughts and perceptions are very much influenced by how she feels.
• Introverted and has a hard time relying on others, making her a rude subordinate.
• Vegetarian. This limits her food options.​

Likes
• Animals
• Children
• Sweets
• Nature
• Books with pictures
• The fine clothes in Landfall--a self indulgent steal​

Dislikes
• Humans and vampires/undead
• War
• Flirting
• Imperialism and capitalism
• Stealing for wealth or material
• Soma, sometimes​

History: Ryan was born in a country neighboring Landfall, her family of influential standing among her species of beastkin. They were a small nomadic group, mostly vegetarian in nature and travelled with the climate to have the freshest and sweetests fruits and vegetables. They lived well enough off the land and never had to resort to hunting, making them a rather defenseless people...Perfect for the Silver Legion to exploit. Her family and people were attacked, most were killed but plenty taken as slaves.

Ryan was able to escape with a close friend, but they had sustained a heavy injury. With no healers left, her friendly eventually died. Distressed, Ryan buried them alone and remained the last free person of her culture. With no where to go, she turned to one of the established cities of her country and she was able to warn them again the Silver Legion's entrance into the country. She was recruited into their militia to earn her own way as a foot soldier. They were less than impressed with her aversion to meats and her lack of strength, and she was gifted with the enchanted gloves she has now. Still, the battle field didn't feel right for her and, as a result, she volunteered to take a more dangerous approach to fighting the war.

As promised, she infiltrated the Silver Legion. She was surprised by her own restraint in dealing with the men and women she had a burning hatred for, but she learned a lot as a simple servant girl among them. It was during this time that she learned to read and write--self taught. Before she developed the skill, she had to sneak away from her post in the night to relay information back to her company. With her intel, they were able to counter multiple surprise attacks and defend the city against human technology and ingenuity.

Her time as a spy was for naught, however. The men grew suspicious when their plans were continuously failing, and she lost a lot of access to places like warrooms and soldier's quaters. There was a time when she was confronted, in fact, but she was able to talk her way out of it as a ditzy servant. Another maid was punished in her place, and her fear among men grew. Without her intel, she had no time to warn the city before the Silver Legion's final assault. When it fell, she decided she had to escape. She felt there was nothing she could do alone in her state, no way to defend against such powerful arrmies.

With a couple weapons from the Legion, she escaped to Landfall, which is where she is now. Unfamiliar with how to live in such a place, she finds thievery the easiest means to survive. What's wrong with taking money or food from those who have plenty? She doesn't believe in stealing for nothing. She was recently caught, however, when she tried to steal from a better thief. Her first instinct was to run, but she couldn't outrun him. So she tried to fight!.. But she fell asleep?

When she woke, he was beside her, leaving her flustered and confused. It was clear she wasn't going to get away from the other, and he only gave her a couple bits of information about himself: Soma isn't entirely human and that he's a master thief. In learning this, she grew cautiously curious about the other, and she needed help in becoming a better thief. She was lucky enough for the other to take her in under his wing, and teach her how to excel as a thief.

She could take on an actual profession, but she can't adjust to a still life style very well. She's used to being able to travel and take as she needed--but never too much. So thieving is a suitable profession Ryan feels mostly comfortable in. She won't admit that she rather likes taking from humans, anyway.

Goals
• Protect innocent people as she can--however she knows her limits and she won't step into a fight she can't win. She prefers planning and an intelligent approach to conflict.
• Live to see an end to the Silver Legion and her country returned to beastkin and elves.​

Fears
• The Silver Legion and the Crimson Court.
• Violence in general makes her anxious, but it's not quite a fear.​

Relationships
• Soma: her obnoxious mentor and master thief. While she can get snippy or rude with him, she is curious about who he is and appreciates his help in the streets of Landfall.​
Appearance

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Personal Details

Name: Soma Carthus

Race: Half human, Half Sandman/Dreamweaver/Dream eater/Dyn Tywod

Age: 34

Gender: Male

Sexuality: Heterosexual

Profession: Thief/Desert guide

Other


Skills/Abilities

Class: Rogue/Thief

Element: Sand/Dreamweaving

Spells:

Note: Not all of these spells are magic spells per say but rather racial abilities

Sandstorm Step- Soma is capable of moving at blinding speeds in short, instantaneous moments. This makes him appear to have teleported but really moved faster than the eye can see in short distances. Similar to flash step or teleport dash.


Sleeping Dust/Sand- Soma is capable of creating a dust or sand that can render targets complete unconscious/asleep given that the target does not have resistances or is stronger than Soma overall. Targets that resist have a chance of receiving the groggy debuff.


Dreamwalker- The thief can use a mid-to-long range teleport (approx. 30 ft) where he will turn to dust and move to a target destination. He must have line of sight and enemies caught within his path have a chance of being rendered asleep.


Dream Eater- Soma has the ability to consume dreams and feels compelled to do so. Consuming dreams is a form of sustenance for him and will help bolster his abilities growth. He rarely chooses to do so, but when he does he generally like to consume bad dreams and have the target dream good dreams instead. (Racial ability)


Dream Weave- Soma can manipulate the dreams of others but does so subconsciously. People that he like tend to have good dreams around him and the ones he doesn't like have the opposite effect.


Sand Ascension- In life threatening situations, Soma transforms into his sandman half and awakens as a Dream Eater. He briefly gains full, unrestricted access to his powers and is rendered unconscious after the effect wears off. Depending on what abilities used, the revert could be life threatening as of now. (Racial transformation)


Dream Scrying- Some can peer into the dreams of those who are asleep. He tends to do this when he is about to consume dreams but will sometimes just peer in out of curiosity. The effect is not felt, leaves no trace, and the target will never know that he was watching, unless he says so.

Passives:


Racial Trait- Resistance to extreme weather


Racial Trait- Can sustain himself on dreams alone but prefers not to.



Racial Trait- Does not require sleep but is capable of it


Racial Trait- Soothing Presence: Soma has an aura about him that allows others to fall into deep, undisturbed slumbers regardless of their pasts or worries. This can only take effect when in a scenario where everyone is trying to rest for the night. (Gathered around a campfire or at an inn) This could be detrimental because it will affect whoever is the lookout which is why he will always volunteer for the night watch and eat a dream or two to sustain himself throughout the night.


Racial and Professional Trait- He gains high bonuses to Stealth and Dexterity


Racial Trait- Night Stalker: If Soma concentrates hard enough, he can see in the dark and detect life a few meters around him. His eyes take a dull, gold orange glow while doing this which may reveal his position.


Personal Trait- Charismatic: Soma boosts the moral of his party in and out of combat just by being himself.


Personal Trait- Charm: Assists in dialogue with members of the opposite sex or same sex orientation. Helps his persuasion attempts.

Racial Trait- Immune to sleep, groggy, and daze effects.


Weapons: Three weapons which are fairly enchanted

Enchanted Saber- Greater Sharpness, Arcane Imbuement. The sword inflicts hybrid damage (Phys and Mag) and the arcana helps keep it from dulling or breaking easily


Claw Gauntlet- Greater Durability, Minor Strength


Enchanted Dagger- Greater Penetration, Grievous Wounds. The second enchant leaves a heavy bleeding effect and weakens the area to further damage.


Armor: Clothing is as shown in the first picture and have several enchantments upon them.


Resistance to extreme weather


Minor physical damage reduction

Training: Never had any official training except life itself.

Other

Appearance Details

Hair colour: Dark Brown

Eye colour: Ice blue

Skin colour: Heavily tanned

Height: 6'2

Scars/Tattoos: A myriad of scars from close encounters. Various sizes and intensities.

Weight: 176 lbs

Other

Character Details

Personality: Soma is as cocky as he is charming. He loves to crack jokes, push buttons, and get into a heap of trouble with uptight citizens or guards. But he does so in a way that even the guards that try to chase him down aren't exactly angry with him. They treat him like a very annoying thorn in the side of the city that they are forced to chase down every time he goes to stir up some trouble. While they would like to see him behind prison bars, they wouldn't curse him or wish ill things upon him. He is best described as....endearing. A trickster in heart, body, and soul. However, just as much as he takes, he gives back. The man is a bleeding heart and cant bring himself to abandon those in need. He has constantly put himself in harm's way so that others (that he likes) may profit from the situation, often making himself out as the happy-go-lucky villain to bring others happiness or to save someone from a dire situation. He personally knows what its like to be abandoned and have to fight, steal, and sometimes even kill survive.

Strengths: Evasion, damn good swordsman, has a silver tongue, pick pocketing, very good at thinking on his feet, cunning, takes pride in his ability to remain light in the darkest of times, reaction speed

Weaknesses: Aside from the minor strength enchant, he is only as strong as a human being, doesn't like unfavorable odds and will run away to find better chances, Is weak to beings with comparable speed to his Sandstorm Step ability, Overly aggressive opponents cause him problems sometimes, he can be caught off guard if attacked from a distance in stealth, people in situations similar to his own during his childhood.

Likes: Provoking opponents, challenges, stealing, making others laugh, the desert/wilderness, thrill of pursuit

Dislikes: People taking advantage of his kindness, Injustice, being controlled, opinions on what he should think when it comes to his roots, being judged by his sandman half

History: Not all stories have a happy beginning. It's a sad truth of the world and these words never rang truer for the human hybrid, Soma Carthus. Soma was born out of wedlock between a human mother and a Dyn Tywod father or Dream eater. These "sandmen" are mysterious and incredibly enigmatic. They are considered to be stories or myths most of the time out of how rarely they are seen and how strange their abilities are. Regardless, the union between the two people was.....a taboo. The dream eaters don't produce offspring by conventional means and instead weave very intricate dreams that come to life in the way of offspring. They split a part of themselves to give way to new life, which they must teach and nurture like any other child. What had happened between the parents of Soma, however, was something unnatural for both parties. A dream was woven INTO another live being, somehow creating life within the womb of his human mother. They were happy for a time but word quickly spread among the populace about a "demon child" being born soon. Right after he was born, Soma's mother abandoned the infant to the desert. Unbeknownst to him, his father gave him two parting gifts. Two words that were woven into his dreams throughout his entire life and a nurturing blessing to keep him alive throughout infancy.


The two words were Soma Carthus. His father had given him a name and had split another part of his very being and added it to his crossbreed son, giving him the nutrition and protection he needed for the years to come. The protection was not wasted and proved invaluable. Soma had to crawl, fight, steal, bleed, and sometimes even kill to survive. In his eyes, the world had abandoned him. He was unwanted and no one would miss him if he dropped dead out in the desert and was consumed by it. To Soma, the desert was more of a mother than his own mother.....whoever she was. The cold, unforgiving night was a better father than whichever one left him for dead. However, the protection his father placed on him did not allow him to starve or fall to illness. Any mortal wounds would somehow not bring him the death he craved. He was forced to keep fighting.


Papa Carthus's blessing did wear off eventually and it left when Soma no longer needed it. He had become a man and had become.....happy. Soma had carved a path for himself and found happiness and a "good life" for himself. He no longer needed to be protected and had learned that he wasn't entirely human himself. While he strongly dislikes using his sandman abilities, he is aware of them and knows just how useful they can be at times. They have helped him survive the desert time and time again and have also helped him out of several fatal situations.


One of these situations cropped up recently and it was looking like the end for Ol' Carthus and it would have been, had his Dream Eater side not awoken in a desperate struggle for survival.


Bryan_Sola_03.jpg



The transformation had saved his life but had also thrown his happy, everyday life into turmoil. It was long overdue but he needed to find answers. He needed to learn more about this side of himself and so ventured out to find a people that were as fleeting as dreams and mist. But he kept hope, he was at least HALF Dream Eater. Fate worked in strange ways and surely he would find them. One day...

Relationships:

Ryan: Strange, little bunny person called a "beastkin" that tried to steal from him one evening. After a rather entertaining sequence of events, Soma ended up taking her under his wing to teach her the ways of a Master Thief. In return, he got a traveling companion in a land he knows nothing about.

Goals: Get back his everyday life. Find the other half of his origins. Explanation for his parents abandonment.

Fears: Never actually finding his parents or finding out why they did what they did. Never gaining closure. Losing his humanity to his Sandman side

Other:​
Both accepted. Cute couple. When you fall in love I expect Ryan to say "Love me Senpai."

shadowz1995 shadowz1995 Compass Compass
 
Main

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Appearance DetailsHair color: Brown
Eye color: Hazel
Skin color: Peach
Height: 5'4
Scars/Tattoos: None
Weight: 120lbs
Other: -
Personal DetailsName: Jezebel Ada Batal
Race: Human
Age: 22
Gender: Female
Sexuality: Demisexual
Profession: Traveling Monk
Other
Character DetailsPersonality:
Chaotic Good
A rebellious hero at heart. She relies on her instincts and her own moral compass to make decisions. She's the youngest of her sisters, making her the most loudest and stubborn. Most of the time she sticks with her decision, believing it to be the best until someone reasons with her a more appealing solution. Jezebel acts before she thinks, getting her into more trouble than she usually is. She's the type to jump in at the sign of innocents being harmed. Jezebel does not like the death of innocent lives. She doesn't follow rules that restrict her actions because she believes the law to be unjust. She hates how social norms change the perception of people, masking the true potential and kindness of any individual. Jezebel cannot stand people looking down on others without any skill to back up their claim. Free will is a God-Given right and she'll fight to protect that.

She speaks the truth most of the time (again leading her to more trouble when the truth is harsh). Jezebel's loyalty lies with her heart; if the action is against what she believes in, she will do everything in her ability to prevent it (with reluctance if the person against her is a friend). She does not mind to get her hands dirty if it means the right thing will be the ending result. She also doesn't mind bring torment on evil people be it physical or mental. She presents herself confident and rough, even if a opponent is twice her size. Because of her aristocrat background, she knows higher class etiquette but she doesn't like acting that way. Mostly a tomboy, but secretly likes girly shit (would probably skin someone alive if she's seen caught in a dress or die from embarrassment).

Strengths:
  • Able to converse with aristocrats
  • Close Combat
  • Strong Will
  • Agility
Weaknesses:

  • Act first, think later
  • Ranged fighters
  • Hardheaded
  • Unwillingness to follow orders/directions
LikesDislikes
FestivalsInjustice
HeightsBounded by rules & social norms
The oceanArranged Marriages
MeatBeing treated weak
Gliding
History:
The Runaway
Daughter of Sir Saif Batal and Lady Kamille from the House of Pemdas. Because of her mother's background, her family are aristocrats basking in the life of high society. Jezebel is the youngest of her four sisters. The responsibilities of human noblewoman are to be prized pieces of their house to show off and give away to noblemen for status and money; a beautiful quiet lady that attracts high class men. Unfortunately for her parents, young Jezebel is a troublemaker, getting into fights since she could walk and disobeying her father's orders since she could speak. She gets along with truly good people, earning her unlikely friends who took interest in her free spirited personality. A wandering monk befriends the young girl, watching over her fate from the side lines.

Jezebel watched her sisters get "sold off" one by one to loveless marriages just for status and money. They were the only ones she considered as family and it broke her heart to know that her parents would do that to them. Her hatred only worsen for her father after knowing about her abandoned older, half sibling who's years older than her- being born out of wedlock by an elven woman. Catching wind of her older sisters' letters with pleas to return home, Jezebel decides to take matters into her own hands. Before her parents could force her to have the same fate as her older sisters, Jezebel runs away from home, breaking ties with the House of Pemdas. She goes under the wing of her teacher, the wandering monk, as she teaches young Jezebel how to become strong physically to match her mentality and will. From age fourteen to current day, she's trained to fight without any weapons. She vows to save her sisters who wish to leave their shitty lives and maybe meet the half older brother she never knew.

Relationships:

Goals:
  • Save her sisters from loveless abusive marriages
  • Meet her half brother
Fears:
  • Dying like a caged bird
  • Large flying bugs
Other:
Class: Rogue - Monk
Element: Wind

Skills/Abilities:
  • Walking Compass - From the teachings of her teacher, she's able to know which direction to go without a compass or map
  • Sneaky Beaky - Can stealth with spell abilities and how nimble she is
  • Proper Etiquette - Used when dealing with people of high class. Helps for blending in certain environments
  • Expert knife thrower - Knifes go swoosh
Spells:
  • Critical Glow - Passive - From training under the guidance of her teacher, Jezebel knows where to strike an enemy. Also helps with throwing knifes. In her eyes, the spots glow.
  • Wind Layer - Passive - It's like a wind current wrapped around her body that is similar to a second skin. Also the wind is like a mini A/C for the chain mail.
  • Lightness - Passive - Jezebel has the ability to make her body lighter than it is. She can make herself light that if she jumps off high places, she will float/glide to the ground. It also allows her to wear/carry more than she possibly could.
  • Wind Blade - Active - Air compacted/pressurized enough to cut anything. It's possible to lessen the force enough to push objects.
Weapons: Thick leather gloves have metal around the knuckles. She also carries a few hidden throwing knifes.

Armor: Light robes are worn over thin chain mail that's fitted for her body. Light metal plates protect the arms and leg with just enough room to not hinder her movements.

Training: For 7 years she's trained under a master of martial arts. Before that, she's learned aristocrat etiquette.

Other:

Side
Class: Warrior
Element: Amplifier

Skills/Abilities:
  • Intimidate - Yup
  • Strategist - As a former knight, he's picked up a few perks.
  • Weapon Specialist - Can wield any weapon (not including mage staff etc) but usually prefers a big sword
  • Durability - He can take a beating to the point of dying and still be able to battle at his most
Spells:
  • Enhancer - Passive -He has the ability to pull magic into three attributes he focuses on: strength, endurance, speed. This aids him in battle, making actions possible that he couldn't do with his standard skills.
  • Regeneration - Passive - He heals faster than normal that broken bones can be repaired the next day.
  • Sense - Passive - All five senses are heightened.
  • Arsenal - Active - Conjures any weapon for a short period of time. A handy skill he picked up currently. He'll never be weaponless.
Weapons:
Steel Longsword - Had to get a new one after breaking his previous one. Despite his skill Arsenal, he prefers a physical weapon and wields a large sword better than other weaponry.

Armor:
Aristeel Armor - Light and durable armor. Looks heavy but it isn't.
Traveling Cloak - Tattered. That's what happens when its used for sleeping outside.

Training: Many years of knight training. Many years of being a mercenary. Yay.

Other: Ambidextrous
Personal DetailsName: Jassur Batal
Race: Human/City Elf
Age: 33
Gender: Male
Sexuality: Bisexual
Profession: Mercenary
Other:
Character DetailsPersonality:
True Neutral
Jass does what he can to live. His actions are usually good but his intentions are to gain for his benefit. If the siutation isn't something to put in effort for, he will ignore it. The former knight looks out for himself most of the time- the exception, the small amount of people close to him. Through conditioning from former knight training, his mind works like a solider, thinking and assessing a situation before acting. Instincts take the rein in desperate moments but thoughts triumph mostly. He doesn't really do heroic acts, loosing that- what he calls- hopeless mindset.

Jass has a terrible sense of humor and likes sarcasm. Don't mind joking with dark humor; at this point he doesn't care. He's persistent in getting what he wants if it’s in his reach. He's alert to his surrounds most of the time. His habit of being a pessimist who drinks his sorrows show up once in a while when he's not feeling up for anything. Jass will never back down from a fight and if he trusts anyone close to him, he will protect them with his life. Loyalty to friends without betrayal is something he sees appealing and goes by that code. Years of traveling and meeting people has told him to never trust people but after getting more clues about the incident his heart seems to weight just ab it lighter than before.

Strengths:
  • Durability
  • Tactical
  • Cooperative
  • Skilled in Weapons
Weaknesses:
  • Forgets his limits
  • Overwhelming amounts of magic causing damage
  • Stealth will never be his thing
  • Weapons don't last long if he's hacking and slashing thick (or large) amounts of his target(s)
LikesDislikes
BoozePeople after his head (solved)
WeaponsKnights
MoneyGhosts
ExploringDemons
TreasuresMorgrim's next idea
History:
Past
Offspring of a male human and a female elf. Mother died after birth and father sent him to knight training, bearing the man's last name Batal. Inherited the talent for magic. He only uses his magic for basic healing and boosting his strength, endurance, and speed. The usage of magic helps lessen the amount of physical training he needs. When wielding his sword, he is able to use it with one hand even though he doesn't look capable. A former Verdant Knight: A past quest operated in secret with his assigned group of knights ended up with them slaughtering a whole town. Turns out the higher ups, who were only a few, directed them to the wrong town and gave them the wrong information. After the disastrous mission, they try to sweep their mistakes onto his group, tracking down then arresting and publicly executing them on false charges piled on the slaughter of the town. Most of the knights didn't know of the secret quest so everyone thinks of his group as a couple of rogue knights. Jass escapes but now has a large bounty on his head. Currently, the bounty hunters after him has lessened and the incident's impact has died down.

Mercenary-For-Hire
After a year of moping around, he becomes a sellsword and travels Landfall to earn coin in any place while running away from hunters after him.

An Unlikely Employeer
After a creative way of getting his attention (boy was that 'fun'), Jass meets Morgrim, who he labeled as an interesting oddball. The walking corpse hires him for a pretty-much-suicide quest to defeat Marquis Tuso but with tempting rewards instore. With three other mercenaries, their group sets off to the corrupted city of Dunheim. They plow through enemies with some effort, even freeing a town from bandits. Morgrim devices a plan once they set foot in the city. Despite how smoothly it fell through, the party end up fighting obnoxiously tough angels. After a long gruesome battle, the only ones left were Jass and Morgrim while the others turned into meat shields. The quest was complete but not only did Jass recieve more than he thought he would, he found clues to his and his friends downfall. It sets him off on a course to redeem their names.

Redemption
After Morgrim's employment, the two keep in touch- mostly with Morgrim offering more quests to do. A humorous frienship was made. Jass follows the trail of clues from Tuso's vault but runs cold after months and monthes of searching through many locations. Deliberate schemes of human nobility mixed with religious stupidity was the blunt of the information. Jass had enough, returning to the city he fled from with the large amount of money accumulated over his travels (a bulk of that being Tuso's). Not many people remember the incident but once he reached to his former organization, trying to get out there alive became tasking. Jass payed his bounty with a smug grin- which later turned into a scowl when guards followed him during his short stay. Even with removing the bounty off him through legal ways, Jass couldn't escape the defamation. He continues his road to redemption with a more eased mind and small leads. Its been two years since Jass was hired to aid in the death of Tuso.

Relationships:

Goals:
  • Live to his fullest
  • Destroy the false bad reputation of his former knight companions
Fears:
  • Ghosts
  • Repeating the same mistakes
  • Dying without clearing his friend's names
Other:
003.jpg

Appearance DetailsHair color: Black
Eye color: Dark brown
Skin color: Tan
Height: 5'11
Scars/Tattoos: Few light and dark scars around the body
Weight: 153lbs
Other: Ears are slightly pointy

Accepted though I was wondering if you wanted to Morgrim and Jass to still know each other?
 
View attachment 326849
View attachment 326850
Personal Details

Full name: Riktos Killignar
Nicknames: The Baer
Species: Beorning
Age: 24
Gender: Male
Sexuality: Heterosexual
Profession: Woodsman/Bounty Hunter

Skills/Abilities
Class: Berseker
Element: Earth​
Magical Abilities/Spells:
Bear Form: Riktos is gifted with the blood of the wild. Therefore he can become a bear. Yep. A big ol' bear. Quite an angry one as well if the occasion calls for it.
Berserk: Riktos launches into a state of madness where personal safety is not an object. As a berserker, Riktos is only focused on one thing and one thing only. The fight.
The Earth Speaks: By pressing his ear to the ground, Riktos can hear the individuals and creatures around him, as well as within the range of 100 meters.
Tracking: Given his time in the forests, Riktos has developed heightened senses, even in human form. This makes it possible for him to follow almost anyone or anything, given enough time.

Weapons: Riktos carries two one-handed swords (one is slightly shorter than the other), a long knife, and a waraxe. The knife is more of a tool, and the longer sword and the waraxe are interchangable to him. In bear form, the only weapons Riktos needs are his teeth, his claws, and his massive bulk of muscle and sinew.
View attachment 327075
Armor: Given his Beoring lineage, Riktos is not too much a fan of armor. However, like war, he's accepted it as a part of life. He wears medium armor, and when in bear form, the only armor Riktos needs is his thick fur and hide.​
View attachment 327076
Training: Riktos's training consists of being a bear. Power. Unpredictability. Instinct. And most importantly, a rather sudden need for survival.

Appearance:
Hair style: Short and swiped to the right
Hair color: Brown
Eye color: Brown
Skin color: White
Height: 6'3" human form, 12'6" bear form
Weight: 197lbs human form, 563lbs bear form
Body type: Broad shouldered, stocky, and muscular
Scars/Tattoos/Piercings: Given his constant morphing from bear to man and man to bear, Riktos' wounds heal rather well, and leave no marks. As for tattoos, Riktos has not, and will not blemish his skin with foul substances created by man. War paint, however, is fair game. Riktos often can be seen with it on.

Character Details:
Personality: Riktos Killignar is a very loud, very boisterous person. He usually launches himself into battle with a bellow from his lungs, or a roar from his throat. He sees fighting as the way the world works, and wouldn't have it any other way. Afterall, what else makes sense? Do the birds sing because they can? No. The birds sing for not knowing wether or not that song will be their last, as the hawk circles above. He is very much a blood and honor fighter, and demands a fair and gristly fight to the end.
A thing that Riktos values more than anything is loyalty and brotherhood. His friends belong to him, and his enemies as well. Those who step in his way are tossed aside, and those who threaten his friends do not live to do so again. His opponents are his and his alone, and those he fights shall die knowing his name.
However, just because he is loud and boisterous and loves the sight of blood and guts does not mean he isn't caring. He's a very territorial individual over those he claims as 'his' and will protect them in his blunt, forceful way. When it comes to social situations or other things that don't involve combat, Riktos can be calm and methodical, with a mellow tone of voice and strong body language. This big brute of a man can be a gentle giant when the situation calls for it, and is concerned for the overall mental tone of the group.

Strengths:​
-FERVOR: Riktos can go into a frenzied state, dealing incredible amounts of damage without self-reguard.
-THICK SKIN: While in bear form, Riktos has an incredibly thick hide. His hide takes a remarkable sharp blade or projectile to pierce it.

Weaknesses:
-FERVOR: Riktos does deal incredible amounts of damage, but only a few things can draw him out in this state. The most prominent of these is unconsciousness.
-WILD NATURE: Riktos' bear form and human form conflict with eachother every once in awhile, and sometimes he cannot reason clearly.

Likes:
-Large Creatures
-Woodlands
-Good food

Dislikes:
-Slightly prejudice towards both men and elves
-Foreigners
-Excessive amounts of fire

History:
Born an outdoorsman, Riktos adored the earth and its gifts. His home was a small cabin just on the edge of the woods on the surface. Being blessed with the blood of the wild, the young beorning spent the majority of his childhood as a cub, running about in the woods, climbing trees, foraging, normal things that young bears do. His parents, who had not been blessed with the blood of the wild, worried for him, but they let him roam free. It was not uncommon for the parents of young Riktos to check his room every night before going to bed, finding a small cub in their childs place. All in all, Riktos grew up a strapping young lad, one with both man, and the earth.
The harmony and tranquility Riktos had experienced as a youth ended around the age of seventeen. His father, only a poor woodcutter, was called away to fight for the armies of man. Riktos and his mother spent many nights laying awake, wondering wether or not the man of the house would ever return. Riktos spent more time in the woodlands, and his mother more time to herself. It was not uncommon for Riktos to dissapear for days on end. But his father came back at last, if only for a few weeks leave.
That was the night they came. With swords, banners, and horses, torchlight glinting off their helms, the loud sounds of metal clashing against their battered shields. The armies of man had come, and the small Killignar abode was the sight of a skrimish. Riktos' father donned his armor and his sword, rushing into the fight to aid a cause he never believed in. Riktos watched from the woods, the darkness, unnoticed by most. He never stirred, not even as his father fell, not even as the force protecting his childhood home retreated, not even as the savages raped and murdered his mother. He watched, unmoving, stoic, just as the earth.
The remainder of the force that orphaned him took a shortcut through the woodlands. This proved to be a mistake. As a ferocious animal, Riktos transformed into a bear and slaughtered every last one of them. His residence now remains empty, and Riktos set out to serve as a bounty hunter. He doesn't feel regret. He doesn't feel remorse. Not even hatred. This is the way the world works. And while Riktos doesn't necessarily approve, he doesn't fight it either.

Goals: Riktos is a simple man. He wants some level of recognition beyond death. But even for this, he doesn't prioritize.

Fears:
Riktos doesn't fear much. He's a giant motherf***ing bear. He does however, dread the day he becomes too old or too weak to control the beast within himself and becomes feral.

Relations: Riktos has only a few relations. The people who know him most as a bear are the bandits in the woods that he preys upon. The people who know him as a man are a few shady characters in a few shady circles that like him because he bought them drinks.

Physical/Social/Mental Attributes:
Strength (Body/Might/Brawn)
Defense (Agility/Reflexes/Quickness)
Willpower (Sanity/Personality/Ego/Resolve)
Alright bear man you are in, welcome back
 

ae2442ac1a6581854f5c2f2915aa95b1.jpg



Personal Details

Name: Dylin Vaer
Race: Dragonkin

Age: 215

Gender: Female

Sexuality: Heterosexual

Profession: Pirate




Skills/Abilities

Class: Fighter

Element: Fire

Spells:
Racial:
Immune to fire that isn't formed by magic
Can speak to dragons in their language
Increased strength and regeneration
Has blue flame that she can breath and use for her attacks
___________________
Fireball: Takes a while to charge but essentially makes a giant fireball that she can launch up to 25 paces
Fire Cloak: She surrounds herself in flame
Pillars of Flame: Charges up for a few seconds, then focuses it towards the ground and fire/lava erupt around her in a small area.



Weapons: A simple pair of daggers she always carries with her concealed.
dea6de74d8bf6b71cd94d3f54f02663c.jpg

A cutless she also has nearby on her person at all times.
7de82b13ac938ed069f010bc381dc66f.png


Armor:
She has a thin layer of translucent scales that mostly cover her back and stomach but think out past her shoulders. They protect her from blunt objects and cutting but do little against punctures.

Training: She's been sailing the seas for nearly 200 years and has picked up some useful experience. Her fire abilities have come naturally mostly and she's picked up ways to heighten her abilities. She hasn't met another pyromancer willing to teach her but she's willing.

Other

Appearance Details

Hair colour: Jet black

Eye colour: Brown

Skin colour: Ivory

Height: 5'7"

Scars/Tattoos: Her scales and quick reflexes kept most injuries away but she has a large scar on her chest that goes from her collarbone to her navel. It was caused by an cyromancer she faced off many years ago who puncered her with a dagger made of pure ice. It's the only wound she couldn't heal without scar tissue being formed and is the area on her where scales haven't grown back.

Weight: 129



Character Details

Personality: Dylin goes against most fire-user stereotypes. She doesn't let her abilities reflect her nature and is in fact quite calm and level-headed in situations. She has the elegance and grace of her kind all wrapped up in a human form. The many years she had lived has given her experience and maturity but she still is aware she has much to learn. She craves learning but has never gone out of her way to acquire it. She enjoys humor and all of that and appreciates people with a good sense of it as well. She does come off as stuck up or pomptous sometimes and that's simply by is the type of aura she puts off.
She does tend to rush into things without planning but she uses her blunt strength and will to pound it out until it works in her favor. She thinks cowardice is the worst flaw a person can have. Dylin is one of those people who enjoy having their freedom and having choices and will lash out visciously if they can't have both of them. She's a wanderer of sorts and doesn't stay in one place for too long.

Strengths
+Her strong will
+She uses her natural charms to make things go her way. It doesn't do much against women, but men easily influenced by a pretty face.
+Nautical skills
+Leadership

Weaknesses (Same number as strengths)
-Acts on impulse
-Doesn't get along too well with people who feel inclined to tell her what to do
-Naturally doesn't think too highly of people until they prove their worth which can be bad if she's going up against someone
-Cold areas and such weaken her


Likes
+Being on the open sea
+Lounging on gold and such (literally)
+Combat

Dislikes
-Cyromancers/hydromancers
-Being ordered to do anything
-Staying in one place for too long

History: The village where Dylin was born was extremely small and in the middle of nowhere. They were a nomadic group consisting of humans who simply followed the animals and settled down until it was time to pack up again. Dylin came along during a time where the influx of prey was higher than it had been in a while and so her birth was a celebration. The oldest of them all didn't join in on the celebration, but watched on with a thoughtful expression.

She grew up with her older sister, Addali, who was a year older, and her mother. Her father had succumbed to a disease that swept over the small group and took three others with it some months after her sister was born. Dylin spent her days either running around with other children or helping with chores. She was wild and rambunctious and simply couldn't sit still. The other village members would laugh at her antics as she raced around the village with the other children.
Dylin was five when scales started emerging.
Her mother took her to see the village healer when Dylin started having large patches of red, itchy, flaky skin. All the healer could do was grind up some paste and put it on to at least try to combat the itching. While Dylin was getting tended to, the village elder took her mother out to talk. She told Dylin's mother that she had astrange dream before Dylin's birth that depicted a giant scaly creature with the breath of fire that coiled itself around a small girl before fading. The girl had started glowing before the elder had woken up. The elder called the creature a dragon. The term was unfamiliar with Dylin's mother which wasn't all that surprising. The great beasts hadn't been seen in a long time, so why would they have correlation with her daughter? It was a question neither women had an answer for. The elder told the other to try to keep Dylin out of messes and departed, leaving the very confused woman behind.

The irritated skin soon gave way to shimmery scales that looked iridescent. Some were nearly clear but some looked opaque. They were each the size of a penny and covered most of her back and chest and started getting thinner towards her shoulders and thighs. Her mother kept her bundled up so none would show even if the group traveled through the desert and Dylin wanted to run around with nothing but trousers. It worked for a while until Dylin's strength started weighing her small stature. She wrestled an older boy and ended up breaking his arm (gotta continue later)

Relationships
PM me if you have an idea~

Goals:
- Find actual dragons and learn more about herself
- Have the biggest fleet in the entire ocean

Fears:
Nothing scares her more than death.

Other:
Her small familiar, Illo, who is usually always near her. He's about the size of her forearm and has no special abilities except flight.

50a7008b85341e881e030f20e500ee7c.jpg


Just one more thing, beastkin, or in her case dragonkin are still mortals, they just have animal like characteristics that can alter their abilities, but still not there age. Accepted, but please edit when you have a chance. Thank you.
 









7a9188b53d17aba32524889e519a5cfd.jpg

General Information

Full Name
Lord Dakul Lortentius Percivial Akord Tavvan III

Nickname(s)
Dak, Dakul

Age
114

Birth Date
13 Tempu, 3386

Gender
Male

Species
Frost Elf

Profession
Student

Sexuality
Bisexual

Marital Status
Engaged (Arranged by his parents)

Appearance

Hair Style
Short and messy, like in the picture

Hair Color
Silver-white

Eye Color
Icy blue iris, silver pupil, white sclera

Skin Color
Pale white with a faint bluish tint

Height
6'2"

Weight
154 lbs

Body Type
Lean

Tattoo(s)
An intricate facial tattoo marking him as a sorcerer among his people

Scar(s)
Small (1 1/2 inch) scar above his mouth he got falling out of a tree as a child

Other
N/A

Personal Information

Personality
Dakul is a carefree yet studious individual. Growing up around nobles has given him an air of haughty aloofness, but only around other nobles. When he's with the "common folk," as his mother likes to refer to them, he is very laid back and loose. He likes to crack jokes and play pranks with his magic to amuse his friends. He's very driven to succeed, especially in magic, as his parents were leery about sending him to school to learn combat-based magic, but he managed to talk them into it and has studied as much as he's able.

Deep down, he dislikes having to live up to his family's expectations and wants to have a life away from the stifling atmosphere of court gatherings and balls, but he puts up with it because he doesn't want to upset his parents. He has a sense of wanderlust that many elves his age develop and wishes more than anything to explore the world and see all it has to offer. He gets flustered when he's upset or around people he finds attractive and, despite his usual calm, charismatic demeanor, can turn into a babbling fool in a manner of moments.

Likes
~Snow
~The cold
~Adventure
~Pranks
~Jokes
~Learning

Dislikes
~Hot environments
~Stuffy nobles
~How overbearing his parents are
~Misuse of magic

Goals
To prove to his parents that he can be a powerful adventurer.

Fears
Failing at becoming a master of combat magics and having to become a transmuter or diviner like his parents.

Background
Lord Dakul Lortentius Percivial Akord Tavvan III was born in a small Elven city known as Elnthyr in the frozen North of Landfall. Long ago, his people had left Skyshard and began their own settlement away from the other immortals. Dakul's parents are nobles in Elnthyr, two of the few people of their city who ventured out of it to recruit promising individuals to the college--the city's most prominent feature. Growing up, Dakul was practically raised by his live-in tutor, who took care of him and taught him the art of magic while his parents were away. His parents expected him to learn their magic and become a transmuter like his father or a diviner like his mother and serve as an adviser for the college. He, however, wanted to learn combat magics and travel around the world adventuring like the heroes told of in Elnthyr's stories. His tutor, a sorceress named Ikirthi, relented to his stubborn requests and taught him the basics of cryomancy, her specialty, and kept it their secret from his parents.

After his 50th year his parents started taking him on recruiting jobs with him, giving him his first taste of the world outside their snowy little hamlet. Travelling with them, he got to see sprawling cities and tiny villages all over Landfall. The people he got to meet were as varied as the locales and had made many acquaintances, some of whom he still communicates with to this day. The college generally only accepts humans and elves ( with some exceptions when great magical affinity is detected in a "lesser" race), so Dakul hasn't had much exposure to many people who weren't either of those two races. He has a bit of trouble adjusting to other climates as well, in the few deserts he's visited he went as far as keeping a thin layer of ice over his body to keep himself cool, which amused his father to no end.

When it was time for him to begin his education at the college three years ago, Dakul begged his parents to allow him to study combat magics at the college, insisting that, if he were to fail an not become a great adventurer, he would relent and take on the job his parents wanted for him. Before he was even conceieved, he was engaged to a young Elven woman from his village who also currently studies at the college, Lassana Velren, an arrangement between his parents and Lassana's family. Dakul doesn't much want to marry her, but he's acquiesced to his parents' wishes, as they were very insistent that it would be good for all parties involved. His education has gone well thus far and he has advanced his studies further than even he expected, especially since he got a job helping with the college's vast library of arcane lore. He's spent hours poring over books that he (probably) shouldn't have access to, but his thirst for knowledge kept him from really caring.

Powers/Abilities

Class
Cryomancer

Element
Ice

Spells
Ice Generation
Dakul is capable of producing ice to create weapons, objects, and even barrages of razor-sharp shards of ice with this spell.

Ice Healing
This spell allows the user to use ice to close or even heal wounds, depending on the severity and amount of ice available.

Ice Shapes
This spell allows the user to create quasi-sentient forms from ice which can, with practice, take orders and perform tasks for their creator. At their base level they can be used as distractions and hindrances for enemies.

Ice Armor
The user creates a thin but very strong layer of ice over their body, making them more resistant to physical attacks and fire-based abilities for a short time.

Ice Shell
A forbidden ice magic that allows the user to fully encase a person in non melting ice. The person remains conscious and can still hear, see, and feel, but does not age or require air, though their body still feels the need to breathe, making this an extremely cruel practice. This is a very hard spell to master that can take decades to gain proper control of and is dangerous to use without proper training. Dakul himself only really knows the theory of the spell and has yet to have a chance to practice it.

Armour
d8450002da1f558591d26fedb946b0c4.jpg


Weapons
A staff made of unnaturally hard ice

Training
Dakul has spent the last three years studying magic at the mage's college in Elnthyr, his home city. Being a noble, he also had a live-in tutor growing up that taught him a great deal about magic before his college education began.

Strengths
Charismatic
Powerful Magic
Diplomatic Access

Weaknesses
Physically Weak
Heat
Inexperienced

Miscellaneous
His body temperature naturally sits somewhere around 75 degrees F
His favorite food is a pale white berry his people call the "losa yave" or "snow fruit" which grows only in snow.



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Lord Dakul Lortentius Percivial Akord Tavvan III

[B][U]Nickname(s)[/U][/B]
Dak, Dakul

[B][U]Age[/U][/B]
114

[B][U]Birth Date[/U][/B]
13 Tempu, 3386

[U][B]Gender[/B][/U]
Male

[B][U]Species[/U][/B]
Frost Elf

[B][U]Profession[/U][/B]
Student

[B][U]Sexuality[/U][/B]
Bisexual

[B][U]Marital Status[/U][/B]
Engaged (Arranged by his parents)[/center][/FONT][/SIZE][/COLOR]
[/bg]{/slide}
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Short and messy, like in the picture

[B][U]Hair Color[/U][/B]
Silver-white

[B][U]Eye Color[/U][/B]
Icy blue iris, silver pupil, white sclera

[B][U]Skin Color[/U][/B]
Pale white with a faint bluish tint

[B][U]Height[/U][/B]
6'2"

[B][U]Weight[/U][/B]
154 lbs

[B][U]Body Type[/U][/B]
Lean

[B][U]Tattoo(s)[/U][/B]
An intricate facial tattoo marking him as a sorcerer among his people

[B][U]Scar(s)[/U][/B]
Small (1 1/2 inch) scar above his mouth he got falling out of a tree as a child

[B][U]Other[/U][/B]
N/A
[/center][/FONT][/SIZE][/COLOR]
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Dakul is a carefree yet studious individual. Growing up around nobles has given him an air of haughty aloofness, but only around other nobles. When he's with the "common folk," as his mother likes to refer to them, he is very laid back and loose. He likes to crack jokes and play pranks with his magic to amuse his friends. He's very driven to succeed, especially in magic, as his parents were leery about sending him to school to learn combat-based magic, but he managed to talk them into it and has studied as much as he's able.

Deep down, he dislikes having to live up to his family's expectations and wants to have a life away from the stifling atmosphere of court gatherings and balls, but he puts up with it because he doesn't want to upset his parents. He has a sense of wanderlust that many elves his age develop and wishes more than anything to explore the world and see all it has to offer. He gets flustered when he's upset or around people he finds attractive and, despite his usual calm, charismatic demeanor, can turn into a babbling fool in a manner of moments.

[B][U]Likes[/U][/B]
~Snow
~The cold
~Adventure
~Pranks
~Jokes
~Learning

[B][U]Dislikes[/U][/B]
~Hot environments
~Stuffy nobles
~How overbearing his parents are
~Misuse of magic

[B][U]Goals[/U][/B]
To prove to his parents that he can be a powerful adventurer.

[B][U]Fears[/U][/B]
Failing at becoming a master of combat magics and having to become a transmuter or diviner like his parents.

[B][U]Background[/U][/B]
Lord Dakul Lortentius Percivial Akord Tavvan III was born in a small Elven city known as Elnthyr in the frozen North of Landfall. Long ago, his people had left Skyshard and began their own settlement away from the other immortals. Dakul's parents are nobles in Elnthyr, two of the few people of their city who ventured out of it to recruit promising individuals to the college--the city's most prominent feature. Growing up, Dakul was practically raised by his live-in tutor, who took care of him and taught him the art of magic while his parents were away. His parents expected him to learn their magic and become a transmuter like his father or a diviner like his mother and serve as an adviser for the college. He, however, wanted to learn combat magics and travel around the world adventuring like the heroes told of in Elnthyr's stories. His tutor, a sorceress named Ikirthi, relented to his stubborn requests and taught him the basics of cryomancy, her specialty, and kept it their secret from his parents.

After his 50th year his parents started taking him on recruiting jobs with him, giving him his first taste of the world outside their snowy little hamlet. Travelling with them, he got to see sprawling cities and tiny villages all over Landfall. The people he got to meet were as varied as the locales and had made many acquaintances, some of whom he still communicates with to this day. The college generally only accepts humans and elves ( with some exceptions when great magical affinity is detected in a "lesser" race), so Dakul hasn't had much exposure to many people who weren't either of those two races. He has a bit of trouble adjusting to other climates as well, in the few deserts he's visited he went as far as keeping a thin layer of ice over his body to keep himself cool, which amused his father to no end.

When it was time for him to begin his education at the college three years ago, Dakul begged his parents to allow him to study combat magics at the college, insisting that, if he were to fail an not become a great adventurer, he would relent and take on the job his parents wanted for him. Before he was even conceieved, he was engaged to a young Elven woman from his village who also currently studies at the college, Lassana Velren, an arrangement between his parents and Lassana's family. Dakul doesn't much want to marry her, but he's acquiesced to his parents' wishes, as they were very insistent that it would be good for all parties involved. His education has gone well thus far and he has advanced his studies further than even he expected, especially since he got a job helping with the college's vast library of arcane lore. He's spent hours poring over books that he (probably) shouldn't have access to, but his thirst for knowledge kept him from really caring.[/center][/FONT][/SIZE][/COLOR]
[/bg]{/slide}
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Cryomancer

[B][U]Element[/U][/B]
Ice

[B][U]Spells[/U][/B]
[I]Ice Generation[/I]
Dakul is capable of producing ice to create weapons, objects, and even barrages of razor-sharp shards of ice with this spell.

[I]Ice Healing[/I]
This spell allows the user to use ice to close or even heal wounds, depending on the severity and amount of ice available.

[I]Ice Shapes[/I]
This spell allows the user to create quasi-sentient forms from ice which can, with practice, take orders and perform tasks for their creator. At their base level they can be used as distractions and hindrances for enemies.

[I]Ice Armor[/I]
The user creates a thin but very strong layer of ice over their body, making them more resistant to physical attacks and fire-based abilities for a short time.

[I]Ice Shell[/I]
A forbidden ice magic that allows the user to fully encase a person in non melting ice. The person remains conscious and can still hear, see, and feel, but does not age or require air, though their body still feels the need to breathe, making this an extremely cruel practice. This is a very hard spell to master that can take decades to gain proper control of and is dangerous to use without proper training. Dakul himself only really knows the theory of the spell and has yet to have a chance to practice it.

[B][U]Armour[/U][/B]
[IMG]https://s-media-cache-ak0.pinimg.com/736x/d8/45/00/d8450002da1f558591d26fedb946b0c4.jpg[/IMG]

[B][U]Weapons[/U][/B]
A staff made of unnaturally hard ice

[B][U]Training[/U][/B]
Dakul has spent the last three years studying magic at the mage's college in Elnthyr, his home city. Being a noble, he also had a live-in tutor growing up that taught him a great deal about magic before his college education began.

[B][U]Strengths[/U][/B]
Charismatic
Powerful Magic
Diplomatic Access

[B][U]Weaknesses[/U][/B]
Physically Weak
Heat
Inexperienced

[B][U]Miscellaneous[/U][/B]
His body temperature naturally sits somewhere around 75 degrees F
His favorite food is a pale white berry his people call the "[I]losa yave[/I]" or "snow fruit" which grows only in snow.[/center][/FONT][/SIZE][/COLOR]
[/bg]{/slide}
[/accordion][/border][/bg][/border]

Ghey elf is accept for Ghey adventures
 
Appearance

View attachment 327142

Personal Details

Name: Marie Silverton

Race: Vampire

Age: 231

Gender: Female

Sexuality: Straight

Profession: Daddy's Little Girl

Other: .


Skills/Abilities

Class: Assassin/Mage

Element: Poison

Spells:
Snake Cuffs- Her mind is tied to two metal snakes that wrap around her arm, she can manipulate them to attack, defend, keep watch or set up perimeters for example.

Enchant- Using her own blood, Marie can change it into a dangerous poison/venom, strong enough to kill 2 men over a couple of days, unless administered a cure, with her real blood again. But people don't know that.

Vampirism- Being a vampire, Marie has heightened senses, increased reactions, speed and power.

Weapons- Her two magical metal snakes. That's it. Unless you count her nails and teeth.
A small dagger.

Armor-Marie doesn't fight on the front lines, so she typically wears light materials. She prefers more expensive materials, finer so to speak and that offer mobility.

Training- She can punch and kick, but she's pretty bad at it, relying more on her speed and poison to do the job. Daddy's little girl after all, she's an absolute angel.

Other:

Appearance Details

Hair colour: White

Eye colour: White-Pinkish

Skin colour: Pale like snow in winter

Height: 5 ft 6

Scars/Tattoos: Family's crest on her left hip, magically scarred into her skin in a black ink.

Weight: 9 st 2

Other: Has an actual pet snake called Violetta, she's a simple grass snake and isn't venomous.

Character Details

Personality: Marie is a very sweet child, often coming off as naive to potential suitors and big named people, she personally enjoys parties and dancing and has a soft spot for animals, big or small. Marie is a young vampire but not immature, she's regal and well spoken and is very good in social situations and blending in, despite being a Silverton. She is graceful and light on her feet and is very passionate about the things she loves, often you'll see her talking to whomever and entertaining people with her voice and self. However she isn't too far away from her father's guards, her protectors and both her father's and brother's gaze. For now but the two know to giver her her space.

Marie is always happy to help a friend but no doubt loves striking a deal and making sure she gets the better end. Ms Silverton is manipulative and conniving but equally flirtatious. She takes deals from others and crosses people of her list, she works for her father in a more violent job, often taking the lives of enemies of her family. Her brother doesn't know of course, she's the little angel. Marie is very close to her father and takes exactly after him.

Strengths:
Family Name.
Adept at labelling/knowing about poisons and creating both antidotes and poisons.
Great at fitting into social situations.

Weaknesses:
Can't fight for shit.
Depends on protection from her Dad.
Sucker for a good man.
Naive at times

Likes:
Blood
Refined clothing
Snakes
Dad
Brother
Men
Parties
Dancing

Dislikes:
Not doing anything
Shit meals
People who look down on her, although it is an advantage.
Men who think they own her
People who can't live a little

History: Marie is the youngest of the current Silverton's, her mother dying in childbirth leaving her father and brother to raise her by themselves, which obviously wasn't a problem, the maids felt like her mothers in that regard. As a young girl Marie watched her brother and admired how strong he became and also enjoyed seeing her father handle situations with other families and the Court. She danced well and enjoyed her time in the arts. Marie became fascinated with the guardsmen, taking an interest in pointy things and kept herself well read, she often was found with a tiny kitchen butter knife before her father saw her potential. When she was the equivalent to a young adult, he asked a friend to help train her, an old woman with magical properties, as a visit to the old house Marie became obsessed with all the little bits and bobs. And after merely a few years she learnt the basics of mixing, the thing she took the most liking to.

Her father crafted the metal snakes for each arm and the woman gifted them when she was old enough to be properly suited to another, they were her father's favourite animal, small and deadly, yet beautiful animals with shining scales. Marie felt very special and the two worked close in hand, men who were enemies to her father's name quickly had their heirs and men dwindle, leaving them poor and useless. Occasionally suitors who tried to have their way kicked the bucket days after in strange circumstances. However Marie hasn't had any actual training, only watching the men and women train and mirroring them in her spare time alone, she's just well read so she knows the best places to stab but it's not her forte.

Relationships:
Dad- Happy, innocent, full of love, a star parenting.
Brother- squabbling, looks up to, influential, helpful, both laugh at each other's pain, banter.

Goals: To be stronger and have greater influence like her father and brother.

Fears: She'll be made an embarrassment in front of the Vampire Court.

Other: Marie is silent on her feet and an amazing social talker and dancer.

Accepted, and damn that girl is going to be out of her comfort zone. Expected to eat plenty of boar, and spent time camping. All part of saving the world.
 

ELENIEL
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Personal Details

Name: Eleniel of the Stars; just Eleniel
Nickname: What ever you guys called her in the last couple timessss xD
Age: 897 (looks about 19/20 ish)
Gender: Female
Sexuality: Hetero
Species: Elf (Eldar)
Profession: Ex military operant, a Captain of her King's guard a while back
Element: Light and Fire

(But Light it isnt used the way, per say, a typical mage utilizes it. The Light radiates in all of her people. It is the source of goodness and aids in their abilities. Fire is the product of said light. In other words, Light works internally, while Fire is external...Ill explain more...)
Religious Alignment: Follows Ilúvatar, the Creator of her people
Likes:
  • Plants
  • Animals
  • Night time, the moon, (especially) the stars
  • Light
  • Traveling
  • Adventure
  • Things that are innocent and pure
Dislikes:
  • Eating meat (as all life is precious) but will if she must
  • The Darkness and Dark beings (i.e. Necromancers, goblins, werewolves, vampires, evil spirits, or people that use dark abilities etc.)
  • Things that destroy or kill with out a meaning (or an unrighteous meaning)
  • Being taunted or mocked
  • Those that talk down to her
  • Immaturity during inconvenient times
  • Irritating people
  • People that pry into her life
  • People that tell her she should "lighten up"
  • People who try to get close to her
  • People that breathe
  • And....just people
Personality:
Deep down she has a heart of gold. A very kind and gentle creature. She cares about the well-being of others and tend to those that cant take care of them selves. A firm believer in justice and equality. She has a noble heart and the way she carries herself definitely proves it. She values loyalty, trust, and respect very highly. Those are things you do not tamper with.

How ever....shes a cold, unforgiving ice queen. She has a powerful bite, a poisonous sting. Do not patronize her. Shes as fierce as she is kind and can be a little sassy. Shes often referred to as a rose, beautiful, elegant, and dainty, but she has a stem of thorns. She can be hot headed and ruthless in the face of evil. She serves the greater good and stands grounded in her beliefs. Most of her morals and causes come from her background, from the beliefs of her people. She sticks to her traditions.

She doesnt have time for arrogance, immaturity, or ignorance. Eleniel can seem emotionless, and when she does show emotion its usually annoyance or anger. But dont give up on her, she still has a heart, she just...doesnt know how to show it. Losing her people turned her heart into stone, but her kind and gentle self isnt completely gone, just buried. Dont give up on her.... Though giving up is taking the easy route. Shes honest, sometimes brutally (okay most of the time). Her lack of capability to correctly and gently display emotion, often results in people being pushed away..which is exactly what she wants. Eleniel is too independent to work with others, she would see them more as a hinderance than help and strongly prefers being her own boss and making her own decisions.

In summary, shes a lonely, cold-hearted elf that does not mind solitude. Shes quick to lose her temper and what little patience she has. She likes to get straight to the point (no lolligaging) which usually means being very honest. Getting close to people isnt a priority, nor does she see it as a necessity....

Oh yea, and she can be a bit snooty....


History:
The Eldar (which translates to "people of the stars") elves have a very long history. They are the oldest race of elf and said to have light that lives in them. But its not just any light, it is Starlight. The Eldar have lived since the beginning of life. Peacefully living among other creatures. They were only one type of elf group. There were once many types of elves, some in the woodland realms, some that lived in mountains, some that lived underground, etc, but the Eldar are said to be more celestial. They loved all light, light from the moon and the sun, but starlight was much more precious. According to their mythology, they walked among the stars before they came upon the ground when the rest of life was created. They believe that their purpose is to bring light into the darkness of the world. Her people are beings of goodness and innocence. They frowned upon and often acted against all that was evil, to protect the good and push darkness back.

Now, for a little personal background. Eleniel's name means "daughter of the stars". She was born on Elenya, or, Stars-day (equivelent to Saturday). Thus given the name Eleniel. But her name has a double meaning. Not many elves were born with silver hair, and many said that Eleniel was granted a gift by being given "starlight in her hair".

Many of the Eldar elves had roles. Eleniel was chosen to be a warrior. She practiced for many years before becoming a captain in her King's guard. A very prestigious rank. She patroled the borders of the elvish realm, fought against the Darkness and protected her people at all costs. By doing so, Eleniel never feared the thought of having her life on the line.

Sadly, like most other elvish tribes and kingdoms, The Eldar people have vanished when men came into the world. They were a destructive race, but humans have a special place in Eleniel's heart. She sees them as just...misguided. She knows that the chance of finding another Eldar is very slim, and if few are alive theyre most likely hidden. However, she does know other types of ancient elves exist, but their numbers grow thin (going based off of the amount of elf characters here). Now there are 'common' elves, as she calls them. Their bloodlines cant really be traced, and their ancestry is blurry from mixing elf types. Most dont believe in the old mythology and traditions, and they tend to be quite young (for elves).

Appearance
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Hair Color(s): White/Silver
Eye Color(s): Sapphire Blue/Azure (sometimes a light, periwinkle color)
Skin Color(s): Light/fair
Height: 4'10
Weight: 112 llb.
Scars: None
Tattoos: None

Other Physical Traits:
  • Dark eyebrows and red, pursed lips. The combination makes her look like an elvish snow white, and her seemingly innocent face dont help either
  • Her body is built thin, not stick-skinny, but slim. She isnt extremely curvacious, but she has curves in the right places...though...under modest elvish clothing, you really cant tell.
  • Her hair is very long, reaching past her bum. Its a little wavy/straight for the most part, with out a single tangle, but begins to curl at the bottom. She usually has some braids in the mass of all her hair, but she changes up the style every now and then

Skills/Abilities

Physical/Social/Mental Attributes (choose three):


Defense (Agility/Reflexes/Quickness)
Intelligence (Intellect/Mind/Knowledge)
Wisdom (Spirit/Wits/Psyche/Sense)


Magical Abilities: (in order of most to least powerful)
Celestial Judgement
This is a major one. Celestial Judgement is a born gift with the Eldar. Its not something they learn, but it does become sharper as they age. This is an ability that Eleniel can not "activate", its always there, its just how she sees. This ability shows truth, with this Eleniel can spot the Darkness and those that have given themselves to it (meaning beings that use Darkness as their element, like necromancy, shadows, etc.) This ability also allows the user to see in the dark, its a counter to darkness after all. It acts as a sixth sense, alerting Eleniel of any dark beings near her.

To sum it up, and make it easier to understand, this ability is the light with in her and the race traits of the Eldar Elves. (I'll elaborate more as the RP moves along)


Telepathy

Another gift granted unto the Eldar is telepathy. However, the ability is stronger in others, and mastering it comes easy for some. Eleniel, as of now, can only speak to others through her thoughts. She can not yet go into the minds of others, nor read their thoughts willingly. I say "willingly" because every now and then she'll hear some voices (thoughts) but she cant control it, she hasnt figured out how to completely tap into that part of the ability (hence the two points).

Blessing of the Stars

This ability is her Light manifested into a physical, external form (since her Light typically works internally). Eleniel can condense the concentrated Light into a thin, transparent shield thats enveloped and radiates a pure white light.

This was only given two points because the size of the shield is only enough to cover herself and she cant hold it up for too long. The harder the blows, the harder it is for her to keep it up. It earned the second point because its effective against both normal and Dark attacks. How ever, its more effective toward Dark attacks than normal, physical ones. As her skill progresses, it will repel normal attacks just as efficiently as Dark ones.

If youre having trouble with visualizing/understanding, think of the Gandalf in Dol Goldur against Sauron scene:

4EJpS8.gif


(NOTE: This can cause critical fatigue if she pushes her limit)

Call To Light
Call To Light is a unique ability because it is defensive, offensive, and supportive. To start off, the ability envelops Eleniel in her Light's rawest form: fire. The fire is a bright white, and wispy and exudes a pure and blinding light when initially activating it.

But what does it do? This ability is defensive because it weakens Dark attacks upon contact. She is usually succeptible to the Dark, but with this her resistance is significantly boosted. Secondly, its offensive because the immediate flash of celestial light has the potential to stun weaker opponents. This part of the ability works more effectively against beings of the Darkness, as it is said they feel like theyre almost burning (witch out actually burning alive, but the pain is still there. Its tolerable but its meant to slow them down I guess). To any other beings, the light just blinds them for a second. Lastly, the ability is supportive, because while the light envelops her skin, her health regeneration is greatly boosted.

( NOTE: This ability can be used for as long as she likes HOWEVER it is at the expense of her light and can drain her own light the longer she uses it, and if her light dies out, she dies so...ye...its really only used as a last resort/a sort of beserker mode)

Ilúvatar's Wrath
Ilúvatar's Wrath allows Eleniel to conjure a weapon of pure light (taking the form of the white flames previously described in the prior ability). It only has half a star because it is very difficult for her to conjure it or hold it long enough. She hasnt quite gotten it down, and so, doesnt really use it.

Her typical preference of its usage is by summoning an arrow or a throwing knife/dagger (she doesnt have the skill to conjure anything bigger yet anyway). This ability is mainly used against the Dark or Dark creatures. It doesnt really do anything to anyone else cause itll just go right through them (its made of light, remember). But she has used it once to exorcise a human....she'll share that story in the rp (maybe).


**Her abilities are slightly stronger at night, when the sky is clear and starlight can reach her**

Other Non-Magical Abilities:

  • Elves are known for being light on their feet. She can walk above snow, and her steps are very very very quick, quiet and light.
  • Eldar medicine is a very old and traditional practice. Her Light aids her, uses her as a vessel to heal and cure
  • Elves dont really sleep, and only eat when the need arises which isnt too often
  • Elves arent subject to illnesses (not including being poisoned or infections, just contagious diseases and the like)
  • Eldar elves constantly radiate a light that cant be seen by humans (typically). The ones who can see it are beings of Darkness
Armor:
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  • With the mask as well
  • Add a cloak and hood
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Weapon(s):
il_fullxfull.721400956_ga4d.jpg
Themost powerful item she has, is her bow. The grip is made out of Eldar silver. This special elvish silver is very light but very durable, it does not dull and doesnt get scratched (looks like chrome, really) Her other equiptment includes dual, 12 in. daggers. Each elf creates their own daggers at a young age. Aside from the daggers she has an adundance of throwing knives, they arent really used as a main source of weaponry but theyre handy when getting out of tight spots. She keeps them hidden in different places of her armor.

Strengths:
  • Small, quick, agile/nimble
  • Fluent in Eldar Elvish
  • Driven and strong (emotionally/mentally)
  • Extensive knowledge/wisdom (thanks to her many years of life)
  • Resourceful and self reliant
  • VERY perceptive and aware (it helps that elves dont really sleep)
  • HAND TO HAND COMBAT (she prefers this)
Weaknesses (same number of strengths):
  • Physically weak
  • Not an enthusiastic team player
  • Harsh toward others
  • No social skills
  • Has a temper
  • Children....she loves them, theyre probably the only way youd see her sweet side
  • The Dark (not like night time, but evil), Dark beings, and Dark attacks!! This is important because Light and Dark are always at a constant battle. Both are effective against eachother but also weak to eachother




 
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Character Statistics

Name:
Roxii Dae Sicarius

Gender:
Female

Age:
Twenty-Three

Race:
Lythari | Beastkin

Sexuality:
Demisexual

Element:
Darkness | Shadows

Profession:
Assassin

Class:
Rogue

Training:
Roxii learned everything she knows from countless hours of brutal training whilst a part of the Crimson Shadow. When she wasn't training, she was practicing what she learned while she was under the safety and secrecy of Falaern Damaer's estate, the home of the Crimson Shadow. The assignments she received while a member of the assassin's guild also allowed her to hone her skills as a deadly force to be reckoned with.

Beyond the Crimson Shadow, the remainder of her skills were gained and/or sharpened while imprisoned on Sanguine Isle and by the Blackshade.



Physical Characteristics

Hair Style:
The assassin sports big waves on the front locks and bottom curls with the hair on the back. This allows her to achieve both a straight- and curly-hair look at the same time.
[Example]

Hair Color:
Black

Eye Color:
Unknown

Skin Color:
Soft Ivory

Height:
60.4 in. | 153.4 cm.

Weight:
92.5 lbs. | 41.9 kg.

Body Type:
Mesomorph | Hourglass

Tattoo(s):
There are a line of Elvish runes running down the undersides of her arms. Each mark is earned as she lives through her life. Only six runes fit on each arm. If the elf runs out of room on their arms, they will move onto the arc just underneath their collarbones (fits nine runes) and down their spine (fits 13 runes) respectively. This tradition is used to show off to the other elves what the elf has accomplished in their life, what failures plague them, or what trials that they have overcome.
Roxii has 24 runes (six on each arm, nine on her collarbone, and three on her spine).

Scar(s):
‣ Third degree burns cover the upper half of her face, including over her eyes. This is hidden by the shadow of her hood and her blindfold.
‣ Dozens of scars cover her back. Caused by a whip with glass and metal infused into the fall.
‣ A stab wound in her left side.
‣ Two wounds from arrows. One in her right shoulder and one in her right calf.
‣ Various scars from scratches, cuts, burns, broken/fractured bones, etc. from over the years.

Other:
‣ She has two black wolf ears atop her head.
‣ She has a black wolf tail.
‣ She has wolfish canines and sharp teeth in general.
‣ Part of her right wolf ear has been torn off rather crudely.
‣ The tip of her tail has been cut off.
‣ Her left pinky is missing.
‣ Six numbers in groups of two have been burned into the flesh of the back of her right hand. The numbers are 06-66-13.





Mental Characteristics

Likes:
‣ Wolves
‣ Archery
‣ Blades
‣ Killing
‣ Proving others wrong

Dislikes:
‣ Dwarves
‣ Vampires
‣ Crowds
‣ Being reminded of her failures
‣ Being proven wrong

Goals:
Making something worthwhile out of her life.

Fears:
‣ Creating relationships
‣ Losing control

Personality:
Roxii’s not the most sociable person. She’s not shy, but she’s rather untrustworthy and paranoid when it comes to meeting new people. The assassin prefers solitude over anything, but she knows when it’s stupid to be alone when facing a certain situation. She’s rather brash and insensitive towards others people’s emotions, and she’ll tell you directly if you’re being annoying, stupid, or if you just look like a total moron. She considers fluffy emotions and feelings useless and a hindrance. The wolf-elf will lie, though, but only when she feels she has to, such as when her personal life comes up or if she doesn’t want someone to know something.

Roxii tends to keep everyone at a distance. She’s closed off and mysterious, so absolutely no one knows what she has gone through or experienced. The only things they know is that she has gone through some shit given her blindness and many scars. Most of the time, she’ll wear fingerless gloves to hide the Sanguine Isle registration number on her hands. Most may recognize the numbers to be from the labor camp. It’s rare, though, because no laborer has ever left Sanguine Isle alive.

The Lythari can be easily angered and irritated if bothered enough, so once she uses up her fuse she’ll explode on the nearest person or thing with ruthlessness and mercilessness. This is a difficult state to reach, however, given her strong hold on her emotions. A clear head is what she believes will get her to her destination as logic and intelligence is what should be relied on. Being a thinker and a calculating individual, Roxii evaluates every situation carefully and methodically to find the best possible route. She's meticulous and careful, and she never does anything without a reason.



History

History:
TL;DR
First twelve years are a mystery. Was a part of the Crimson Shadow for four years and became the most feared assassin in Landfall. Was captured and sent to Sanguine Isle for three years. The Blackshade (Esararri) infiltrated the labor camp and broke her out, taking her for their own. Was kept as a slave for two years, became a member for the next two years, then imprisoned when she became too powerful. A terrible beast slaughtered the bandits, allowing Roxii to escape.

— — — — —




Not much is known of the Lythari’s early years. The first twelve years of Roxii’s life are a mystery to all but her. She was twelve when she officially began making a name for herself as one of the most deadly assassins in Landfall. Having been taught how to use her magic to her advantage and having learned from the best of the Crimson Shadow, an assassin’s guild known all across Landfall, she quickly began building up her skills and taking on assassination jobs, completing them with ease despite her blindness. Before long, many of Landfall’s inhabitants began fearing the one known as “The Shadow.”

One day, however, Roxii was set up. Sent on another usual assassination mission, the wolf-elf left to go kill a courtesan named Winston Whitley. The job was going smoothly as she spent a few days observing her target’s routine and the last day infiltrating his room in the middle of the night to finish the job. But before she could slit the sleeping man’s throat, a dozen guards burst into the room and took her into custody, and Whitley revealed that he wasn’t sleeping at all. A cloaked man entered the room after she was bound and received a reasonably-sized pouch of money from Whitley. Roxii knew that Whitley was too stupid to figure out he had an assassin after him, which meant that only someone who knew about her mission would tip him off. And the only people who knew of her mission were those in the Crimson Shadow. And whoever set her up was paid to do it.

Anger and betrayal settling on her heart, the infamous “Shadow” was sent to Sanguine Isle—a ruthless, slave-like labor camp for criminals to spend the rest of their days in misery—at the age of sixteen. Situated on a lone island with at least ten miles of water on each side, the camp was virtually impossible to escape from. The labor camp has fifty foot walls surrounding it with watch towers every fifteen feet along the entirety of it. Each watch tower always had at least two guards—at least one of them had magic—, and every guard was equipped with a crossbow and a power stone that helped them regenerate magic at a faster rate during emergencies. There were only two gates that led in and out of the camp, and they were locked by a special spell that only the camp warden knew.

Upon arrival, Roxii was immediately led to an upraised stage where a table, a branding station, and a wooden column with shackles hanging from it stood. The assassin was restrained as her right hand was held out against her will and one of the guards burned her flesh with three sets of numbers: 06-66-13. She was then shackled with her wrists above her head and whipped fourteen times.

The numbers were her identification number. The first set of numbers signified which level she would be on for which job she’d be doing—level 06 was coal mining—, the second set signified which group she was a part of—she was a part of group #66—, and the last set was her member number of that specific group—she was #13 of the group.

Roxii spent three long, terrible, nearly fatal years in Sanguine Isle. Diseases and illnesses killed laborers every day, and it was a miracle that Roxii didn’t fall prey to the death surrounding her. Every night was freezing cold and none of the laborers slept on any form of comfort; their beds were the cold, hard ground. They arose just before sunrise and worked through the day until about an hour after sundown. The laborers were fed only once every few days or so, but none of it was enough to keep them healthy. The guards frequently abused and took advantage of the laborers. The assassin was one of their favourite victims given her Lythari heritage—since almost all of the guards were human—and that was how she had part of her left ear torn off. She had also attacked one of the guards after he had tried to take advantage of another woman laborer, and, as punishment, the guards had her endure thirty seven lashes.

It seemed as though the merciless world of Aldruin was not finished with the half-elf just yet. After the fall of the Kingdom of Felnethyr, home of the royal Vaneiros family and the Lythari, the elven-werewolf race became hard to come by. The kingdom was overrun by all sorts of races and species, including those of other elven heritages, as they plundered the failing kingdom. The healthy children and female half-breeds were taken by force as slaves as the men and unhealthy were slaughtered. Many races viewed the Lythari as inferior and worthless; the other elves especially viewed them as unclean. And so the rest of the land began to make use of the animalistic elves by putting them to work in whatever line of work they saw fit. The remaining free Lythari—now few in number and fearful for their and their loved ones' lives—fled to the dark, mysterious corners of the world in order to hide from the ruthless, greedy grasps of the rest of the world.

So when the Blackshade, an extremely dangerous group of bandits, found out that there was a Lythari out of hiding and ripe for the taking—one that was as dangerous as they were, despite her malnourished state—, they became desperate to have her for themselves. After careful planning, the Blackshade—also known as the Esararri in the ancient magical language of Xeigin—set out for Sanguine Isle. They cloaked their boats in the dark of night and, with uncanny precision and ruthlessness, infiltrated the labor camp with ease by using their magical language to break the spells on the prison and practically strolled right inside.

The Lythari awoke from her light slumber to the rising tumultuous clamor of guards barking orders and releasing terrifying screams of pain. Still shackled to her spot in the mines, Roxii could do nothing but wonder what was going on outside at this time of night. Before long, the Esararri entered the coal mine and found her and her unit, restrained and afraid. When they approached the half-elf, Roxii immediately began to fight back. Unfortunately, she was too weak to do any sort of damage, and they easily subdued the assassin with a short incantation.

She was taken from Sanguine Isle to the Blackshade's hideout, whose location is still unknown. For the first two years, they kept her as a prisoner and a slave. She did as they asked, when they asked, and if they were displeased they were merciless and punishment was nonnegotiable. Her punishments included burns and branding, vicious cuts, whippings, beatings, lack of food and water, "The Pit," being taken advantage of, and the severing of parts of her body, such as the tip of her tail and the entirety of her left ring finger. The first year was her being an obedient slave, but after surviving The Pit a few times despite her blindness, the Esararri realized that Roxii could be sufficient entertainment. So the Blackshade made her become a fighter in The Pit where she would fight to live against other people and creatures of all shapes and sizes using whatever weapons the bandits gave them. She fought in The Pit for a year before they decided that they wanted her to be more than a piece of entertainment to them.

The assassin's last two years with the Blackshades were spent learning from them. They taught her different techniques to use in combat, whether she was wielding a bow, a dagger, or her magic. The Esararri even taught her how to use the magical language of Xeigin to her advantage, ultimately expanding her magical vocabulary and knowledge. In her last year with the cultists, the Esararri gave her a bow, a quiver of arrows, two daggers, and a suit of assassin's armor, all made of the highest quality. They then began taking her on missions across Landfall, ranging from assassinations, reconnaissance, pillaging, thievery, and scavenging. With time, she became better than she ever was before. Roxii even became better than her Blackshade mentors, and they figured that out very quickly. Afraid of losing their prized possession, they confiscated her new equipment and locked up the wolf-elf in the Blackshade dungeons, never to see another soul again. Until a ravage beast slaughtered nearly all of the Esararri, allowing the poor Lythari to escape.

And this is where Roxii Sicarius' story continues...





Miscellaneous

‣ Roxii carries around a longsword with a sheath that's disguised as a cane. She uses this to 'see" her way around when she's not using her magic, in case she's too exhausted or she's in an area where magic is detectable and/or forbidden. It also allows her to seem helpless so no one can suspect her of much.

‣ The assassin has a heavy bounty hanging over her head. The price increases with every life she takes, so it must be fairly hefty by now. She hasn't looked at an updated bounty poster to see where it's at now.



Class System

Equipment:
‣ Bow
‣ Quiver of arrows
‣ Two daggers
‣ A hidden longsword disguised as a cane
‣ Assassin's armor


Strengths:
‣ Emotionally & Mentally Strong
‣ Attentive/Observant
‣ Intelligent
‣ Quick & Agile

Weaknesses:
‣ Physically Weak
‣ Irritable
‣ Cynical
‣ Callous

Abilities:

Shadow Walk ➺ She’s able to cover herself in the surrounding shadows and, once she alters their density, she can slip into an alternate realm that parallels the one everyone walks called the Shadow Realm. In there, she actually has her vision and can see her surroundings as if she were in the real world, and she can travel in real time without disrupting the real world. To others, she’ll appear invisible and intangible. This, however, takes a lot of energy, and she can only remain in this state for no more than six minutes (though that’s pushing it).

Shadow Manipulation ➺ Roxii’s able to absorb and bend the surrounding darkness and shadows to her will. Some of the things she can do include building up shields, creating weapons, and forming figures (for distractions). However, all of these require quite a bit of concentration, energy, and willpower to form and maintain their form.

Energy Pulse ➺ She can send out pulses of dark energy that can allow her to “see” her surroundings of up to about a thirty foot (9 m.) radius. These pulses allow her to "see" anything that is within her sphere of detection..

Shadow Fire ➺ A vicious, destructive method of combat. Usually saved as a last resort, Roxii can conjure a type of flame that isn't quite fire. Instead, it's an element born of darkness and chaos. The "fire" appears as a flicker of translucent darkness, rippling like heat waves off a scorching surface. This fire is dangerous because it melts any and everything, even stone and flesh and bones. Its flame emits no light or aura, seeming to be almost invisible, even to the assassin's dark magic. This type of magic doesn't only kill, but it also tortures and maims, because the wielder can control how much "burn" will accompany the flame. This fire isn't only dangerous to others; it's dangerous to the wielder as well. If Roxii uses her Shadow Fire ability too long, or if she uses too much too quickly, she'll begin to burn her own insides, starting at her heart.

Shadow Healing ➺ The darkness can be used as a source of energy for Roxii, so if she absorbs enough darkness, she can heal wounds. However, she can only heal up to moderate lacerations and, if she’s lucky, some fractured bones. Broken bones, sicknesses/diseases, and injuries caused by light attacks are more difficult for her to tend to, and she needs plenty of time to focus on healing these issues.


 
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Character Statistics

Name:
Roxii Dae Sicarius

Gender:
Female

Age:
Twenty-Three

Race:
Lythari

Sexuality:
Demisexual

Element:
Darkness | Shadows

Profession:
Assassin

Class:
Rogue

Training:
Roxii learned everything she knows from countless hours of brutal training whilst a part of the Crimson Shadow. When she wasn't training, she was practicing what she learned while she was under the safety and secrecy of Falaern Damaer's estate, the home of the Crimson Shadow. The assignments she received while a member of the assassin's guild also allowed her to hone her skills as a deadly force to be reckoned with.

Beyond the Crimson Shadow, the remainder of her skills were gained and/or sharpened while imprisoned on Sanguine Isle and by the Blackshade.



Physical Characteristics

Hair Style:
The assassin sports big waves on the front locks and bottom curls with the hair on the back. This allows her to achieve both a straight- and curly-hair look at the same time.
[Example]

Hair Color:
Black

Eye Color:
Unknown

Skin Color:
Soft Ivory

Height:
60.4 in. | 153.4 cm.

Weight:
92.5 lbs. | 41.9 kg.

Body Type:
Mesomorph | Hourglass

Tattoo(s):
There are a line of Elvish runes running down the undersides of her arms. Each mark is earned as she lives through her life. Only six runes fit on each arm. If the elf runs out of room on their arms, they will move onto the arc just underneath their collarbones (fits nine runes) and down their spine (fits 13 runes) respectively. This tradition is used to show off to the other elves what the elf has accomplished in their life, what failures plague them, or what trials that they have overcome.
Roxii has 24 runes (six on each arm, nine on her collarbone, and three on her spine).

Scar(s):
‣ Third degree burns cover the upper half of her face, including over her eyes. This is hidden by the shadow of her hood and her blindfold.
‣ Dozens of scars cover her back. Caused by a whip with glass and metal infused into the fall.
‣ A stab wound in her left side.
‣ Two wounds from arrows. One in her right shoulder and one in her right calf.
‣ Various scars from scratches, cuts, burns, broken/fractured bones, etc. from over the years.

Other:
‣ She has two black wolf ears atop her head.
‣ She has a black wolf tail.
‣ She has wolfish canines and sharp teeth in general.
‣ Part of her right wolf ear has been torn off rather crudely.
‣ The tip of her tail has been cut off.
‣ Her left pinky is missing.
‣ Six numbers in groups of two have been burned into the flesh of the back of her right hand. The numbers are 06-66-13.





Mental Characteristics

Likes:
‣ Wolves
‣ Archery
‣ Blades
‣ Killing
‣ Proving others wrong

Dislikes:
‣ Dwarves
‣ Vampires
‣ Crowds
‣ Being reminded of her failures
‣ Being proven wrong

Goals:
Making something worthwhile out of her life.

Fears:
‣ Creating relationships
‣ Losing control

Personality:
Roxii’s not the most sociable person. She’s not shy, but she’s rather untrustworthy and paranoid when it comes to meeting new people. The assassin prefers solitude over anything, but she knows when it’s stupid to be alone when facing a certain situation. She’s rather brash and insensitive towards others people’s emotions, and she’ll tell you directly if you’re being annoying, stupid, or if you just look like a total moron. She considers fluffy emotions and feelings useless and a hindrance. The wolf-elf will lie, though, but only when she feels she has to, such as when her personal life comes up or if she doesn’t want someone to know something.

Roxii tends to keep everyone at a distance. She’s closed off and mysterious, so absolutely no one knows what she has gone through or experienced. The only things they know is that she has gone through some shit given her blindness and many scars. Most of the time, she’ll wear fingerless gloves to hide the Sanguine Isle registration number on her hands. Most may recognize the numbers to be from the labor camp. It’s rare, though, because no laborer has ever left Sanguine Isle alive.

The Lythari can be easily angered and irritated if bothered enough, so once she uses up her fuse she’ll explode on the nearest person or thing with ruthlessness and mercilessness. This is a difficult state to reach, however, given her strong hold on her emotions. A clear head is what she believes will get her to her destination as logic and intelligence is what should be relied on. Being a thinker and a calculating individual, Roxii evaluates every situation carefully and methodically to find the best possible route. She's meticulous and careful, and she never does anything without a reason.



History

History:
TL;DR
First twelve years are a mystery. Was a part of the Crimson Shadow for four years and became the most feared assassin in Landfall. Was captured and sent to Sanguine Isle for three years. The Blackshade (Esararri) infiltrated the labor camp and broke her out, taking her for their own. Was kept as a slave for two years, became a member for the next two years, then imprisoned when she became too powerful. A terrible beast slaughtered the bandits, allowing Roxii to escape.

— — — — —




Not much is known of the Lythari’s early years. The first twelve years of Roxii’s life are a mystery to all but her. She was twelve when she officially began making a name for herself as one of the most deadly assassins in Landfall. Having been taught how to use her magic to her advantage and having learned from the best of the Crimson Shadow, an assassin’s guild known all across Landfall, she quickly began building up her skills and taking on assassination jobs, completing them with ease despite her blindness. Before long, many of Landfall’s inhabitants began fearing the one known as “The Shadow.”

One day, however, Roxii was set up. Sent on another usual assassination mission, the wolf-elf left to go kill a courtesan named Winston Whitley. The job was going smoothly as she spent a few days observing her target’s routine and the last day infiltrating his room in the middle of the night to finish the job. But before she could slit the sleeping man’s throat, a dozen guards burst into the room and took her into custody, and Whitley revealed that he wasn’t sleeping at all. A cloaked man entered the room after she was bound and received a reasonably-sized pouch of money from Whitley. Roxii knew that Whitley was too stupid to figure out he had an assassin after him, which meant that only someone who knew about her mission would tip him off. And the only people who knew of her mission were those in the Crimson Shadow. And whoever set her up was paid to do it.

Anger and betrayal settling on her heart, the infamous “Shadow” was sent to Sanguine Isle—a ruthless, slave-like labor camp for criminals to spend the rest of their days in misery—at the age of sixteen. Situated on a lone island with at least ten miles of water on each side, the camp was virtually impossible to escape from. The labor camp has fifty foot walls surrounding it with watch towers every fifteen feet along the entirety of it. Each watch tower always had at least two guards—at least one of them had magic—, and every guard was equipped with a crossbow and a power stone that helped them regenerate magic at a faster rate during emergencies. There were only two gates that led in and out of the camp, and they were locked by a special spell that only the camp warden knew.

Upon arrival, Roxii was immediately led to an upraised stage where a table, a branding station, and a wooden column with shackles hanging from it stood. The assassin was restrained as her right hand was held out against her will and one of the guards burned her flesh with three sets of numbers: 06-66-13. She was then shackled with her wrists above her head and whipped fourteen times.

The numbers were her identification number. The first set of numbers signified which level she would be on for which job she’d be doing—level 06 was coal mining—, the second set signified which group she was a part of—she was a part of group #66—, and the last set was her member number of that specific group—she was #13 of the group.

Roxii spent three long, terrible, nearly fatal years in Sanguine Isle. Diseases and illnesses killed laborers every day, and it was a miracle that Roxii didn’t fall prey to the death surrounding her. Every night was freezing cold and none of the laborers slept on any form of comfort; their beds were the cold, hard ground. They arose just before sunrise and worked through the day until about an hour after sundown. The laborers were fed only once every few days or so, but none of it was enough to keep them healthy. The guards frequently abused and took advantage of the laborers. The assassin was one of their favourite victims given her Lythari heritage—since almost all of the guards were human—and that was how she had part of her left ear torn off. She had also attacked one of the guards after he had tried to take advantage of another woman laborer, and, as punishment, the guards had her endure thirty seven lashes.

It seemed as though the merciless world of Aldruin was not finished with the half-elf just yet. After the fall of the Kingdom of Felnethyr, home of the royal Vaneiros family and the Lythari, the elven-werewolf race became hard to come by. The kingdom was overrun by all sorts of races and species, including those of other elven heritages, as they plundered the failing kingdom. The healthy children and female half-breeds were taken by force as slaves as the men and unhealthy were slaughtered. Many races viewed the Lythari as inferior and worthless; the other elves especially viewed them as unclean. And so the rest of the land began to make use of the animalistic elves by putting them to work in whatever line of work they saw fit. The remaining free Lythari—now few in number and fearful for their and their loved ones' lives—fled to the dark, mysterious corners of the world in order to hide from the ruthless, greedy grasps of the rest of the world.

So when the Blackshade, an extremely dangerous group of bandits, found out that there was a Lythari out of hiding and ripe for the taking—one that was as dangerous as they were, despite her malnourished state—, they became desperate to have her for themselves. After careful planning, the Blackshade—also known as the Esararri in the ancient magical language of Xeigin—set out for Sanguine Isle. They cloaked their boats in the dark of night and, with uncanny precision and ruthlessness, infiltrated the labor camp with ease by using their magical language to break the spells on the prison and practically strolled right inside.

The Lythari awoke from her light slumber to the rising tumultuous clamor of guards barking orders and releasing terrifying screams of pain. Still shackled to her spot in the mines, Roxii could do nothing but wonder what was going on outside at this time of night. Before long, the Esararri entered the coal mine and found her and her unit, restrained and afraid. When they approached the half-elf, Roxii immediately began to fight back. Unfortunately, she was too weak to do any sort of damage, and they easily subdued the assassin with a short incantation.

She was taken from Sanguine Isle to the Blackshade's hideout, whose location is still unknown. For the first two years, they kept her as a prisoner and a slave. She did as they asked, when they asked, and if they were displeased they were merciless and punishment was nonnegotiable. Her punishments included burns and branding, vicious cuts, whippings, beatings, lack of food and water, "The Pit," being taken advantage of, and the severing of parts of her body, such as the tip of her tail and the entirety of her left ring finger. The first year was her being an obedient slave, but after surviving The Pit a few times despite her blindness, the Esararri realized that Roxii could be sufficient entertainment. So the Blackshade made her become a fighter in The Pit where she would fight to live against other people and creatures of all shapes and sizes using whatever weapons the bandits gave them. She fought in The Pit for a year before they decided that they wanted her to be more than a piece of entertainment to them.

The assassin's last two years with the Blackshades were spent learning from them. They taught her different techniques to use in combat, whether she was wielding a bow, a dagger, or her magic. The Esararri even taught her how to use the magical language of Xeigin to her advantage, ultimately expanding her magical vocabulary and knowledge. In her last year with the cultists, the Esararri gave her a bow, a quiver of arrows, two daggers, and a suit of assassin's armor, all made of the highest quality. They then began taking her on missions across Landfall, ranging from assassinations, reconnaissance, pillaging, thievery, and scavenging. With time, she became better than she ever was before. Roxii even became better than her Blackshade mentors, and they figured that out very quickly. Afraid of losing their prized possession, they confiscated her new equipment and locked up the wolf-elf in the Blackshade dungeons, never to see another soul again. Until a ravage beast slaughtered nearly all of the Esararri, allowing the poor Lythari to escape.

And this is where Roxii Sicarius' story continues...





Miscellaneous

‣ Roxii carries around a longsword with a sheath that's disguised as a cane. She uses this to 'see" her way around when she's not using her magic, in case she's too exhausted or she's in an area where magic is detectable and/or forbidden. It also allows her to seem helpless so no one can suspect her of much.

‣ The assassin has a heavy bounty hanging over her head. The price increases with every life she takes, so it must be fairly hefty by now. She hasn't looked at an updated bounty poster to see where it's at now.



Class System

Equipment:
‣ Bow
‣ Quiver of arrows
‣ Two daggers
‣ A hidden longsword disguised as a cane
‣ Assassin's armor


Strengths:
‣ Emotionally & Mentally Strong
‣ Attentive/Observant
‣ Intelligent
‣ Quick & Agile

Weaknesses:
‣ Physically Weak
‣ Irritable
‣ Cynical
‣ Callous

Abilities:

Shadow Walk ➺ She’s able to cover herself in the surrounding shadows and, once she alters their density, she can slip into an alternate realm that parallels the one everyone walks called the Shadow Realm. In there, she actually has her vision and can see her surroundings as if she were in the real world, and she can travel in real time without disrupting the real world. To others, she’ll appear invisible and intangible. This, however, takes a lot of energy, and she can only remain in this state for no more than six minutes (though that’s pushing it).

Shadow Manipulation ➺ Roxii’s able to absorb and bend the surrounding darkness and shadows to her will. Some of the things she can do include building up shields, creating weapons, and forming figures (for distractions). However, all of these require quite a bit of concentration, energy, and willpower to form and maintain their form.

Energy Pulse ➺ She can send out pulses of dark energy that can allow her to “see” her surroundings of up to about a thirty foot (9 m.) radius. These pulses allow her to see the ground, any structures touching the ground—such as buildings, nature, and creatures—and whatever is touching those structures. If something—or someone—is suspended in mid-air, she’s unable to detect them among these means.

Shadow Fire ➺ A vicious, destructive method of combat. Usually saved as a last resort, Roxii can conjure a type of flame that isn't quite fire. Instead, it's an element born of darkness and chaos. The "fire" appears as a flicker of translucent darkness, rippling like heat waves off a scorching surface. This fire is dangerous because it melts any and everything, even stone and flesh and bones. Its flame emits no light or aura, seeming to be almost invisible, even to the assassin's dark magic. This type of magic doesn't only kill, but it also tortures and maims, because the wielder can control how much "burn" will accompany the flame. This fire isn't only dangerous to others; it's dangerous to the wielder as well. If Roxii uses her Shadow Fire ability too long, or if she uses too much too quickly, she'll begin to burn her own insides, starting at her heart.

Shadow Healing ➺ The darkness can be used as a source of energy for Roxii, so if she absorbs enough darkness, she can heal wounds. However, she can only heal up to moderate lacerations and, if she’s lucky, some fractured bones. Broken bones, sicknesses/diseases, and injuries caused by light attacks are more difficult for her to tend to, and she needs plenty of time to focus on healing these issues.


Just add "Beastkin" In race beside Lytharii to let people know. Beastkin was an addition and replacement for the more animal races that people practically spammed last time.
 


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General Information
Full Name

Alaria Wylloh

Nickname
Aria

Age
324 years old

Birth Date
Vigna Cinque 3, 2676

Gender
Female

Species
Half Elf, Half Silurian (Reptilian) - applies under Beastkin

Profession
Horticulturist

Sexuality
Pansexual

Relationships
Romantic interest may or may not be Riktos ( Alstromeria Alstromeria )

Other
Alaria has been shunned by the Elven lands she is from because of her parents' impure matrimony.
Skills/Abilities
Class

Healer/Archer

Element
Nature

Spells
Dermal Armor (Active)
Naturally, Alaria has scales that cover the vital regions of her body in various patches, such as her stomach, in front of her heart and lungs, along her spine, and the base of her neck up to her hairline. These scales, despite being dormant, are protective of the soft flesh beneath them and reduce any damage done to those locations of her body. When she concentrates on her scales, Alaria has the ability to shed her elven skin and completely cover herself with her green scales, which are the same color as her hair, providing her entire body with the durability she needs when she's on the field focusing on caring for her allies or covering for them. She also has claws that are retractable when her hands are covered with her scales.

Camouflage (Active)
When she is fully covered in her scales, Alaria is able to change her appearance to that around her and must stay completely still to be undetectable to enemies. Since her blood is cold, she does not emit heat and can also stay very still for a long period of time, as if she were dead.

Regenerative Healing (Active)
While the majority of this ability is self-explanatory, she has a healing factor similar to reptiles - if she were to lose a finger, it would grow back within a couple of days. A limb would take much longer to grow back, but it is not impossible. Any wounds she obtains would heal much faster than the average human's, and even faster than an elf's wounds would. This, however, does not account for replacing the blood she has lost. While the regeneration of the skin and muscle surrounding the wound would be quick and prevent further blood loss, she would need a couple hours to recover however much she needs, depending on the severity of the wound. She is capable of focusing her healing factor on wounds that are more important than others with uninterrupted concentration, but it is more draining on her body than it would if her body was trying to heal everything slowly.

Entrapment (Active)
Thanks to her alliance with Nature, she has the ability to manipulate the plants of the Earth, whether that means she is repairing a plant that she took a cutting from to use for a healing tonic or she is capturing an enemy and wrapping them with vines, which tighten around the enemy the more they struggle. It does require concentration, but it doesn't take too much of her energy.

A Touch of Restoration (Active)
While Alaria has natural methods of helping people heal (who might refuse magic, for example), she is capable of transferring her own regeneration to the wounds of her ally using her ties to the Earth and her reptilian abilities. It does, however, reduce her personal regeneration, but that has never mattered much to her.

Epidermal Poison (Passive)
While she does have a passive ability to generate poison within her body (see ability below), Alaria is capable of secreting a poisonous substance that coats her skin, making her deadly to touch. However, it requires a particularly warm environment and can only be done when she is not covered with her scales.

Poison Generation (Passive)
Should Alaria find it necessary, she is capable of making her saliva toxic, as her body naturally creates poison in self-defense. It isn't always toxic, of course, otherwise she'd burn the face of someone she sneezed at accidentally. xD

Enhanced Smell (Passive)
Self-explanatory~

Enhanced Vision (Passive)
Also self-explanatory~

Wall-Crawling (Passive)
Alaria, similarly to a lizard or gecko, has small hairlike structures on her hands and bare feet that she can use to climb any obstacle, whether it be vertical or horizontal, even if only one finger is holding her up (it's actually super freaking fascinating :D). If y'all are interested, those structures are called "setae" and are found mostly on geckos. :3

Immunity to Poison (Passive)
As a reptile that creates poison, it is rare that a poison has any effect on her. Pretty self-explanatory.

Slow Metabolism (Passive)
Alaria doesn't have to eat often due to both her Elven inheritance and her Silurian inheritance. Her body digests everything at a very slow rate, allowing her to eat a lot, take a day off to get it fully into her system, and then continue on her way without a care for up to three weeks or a month.

Weapons
Her father's bow and arrows, made from the woods and metals from the Earth herself.

Armor
While her skin is partially her armor (the scales parts), she wears armor to cover every part of her body, excluding her fact and her palms. Her cloak is made of blues and golds and has a protective and durable leather stitching in between the fabrics that decorate the cloak, providing her with some protection before any weapon reaching the armor underneath, which is also leather combined with cloth.

Training
Alaria has undergone no official training, but her father taught her how to hunt (despite not wanting to learn) while he was alive from age seven to age sixteen.

Other
She also carries with her a walking stick that also belonged to her father and a small dagger, a waterskin, and a large satchel made to carry all of her equipment for healing her allies.
Appearance Details
Hair Style

Long, curly, and flowing~ Sometimes put up in a messy ponytail or bun, even a braid if she isn't lazy.

Hair Colour
Green :D

Eye Colour
Green, the same as her hair.

Skin Colour
Light tan, green when her scales are covering her entire body.

Height
5'10"

Weight
132 pounds

Body Type
Thin/lean, agile.

Scars/Tattoos
Because she heals quickly, she has no scars. Tattoos, however, she only has one, and it is of a fern leaf along the back of her hand.

Other
Alaria often wears jewelry she was gifted from her mother before she died, which happens to be the same color of her eyes (depicted in her appearance photo, but green and gold).
Personal Details
Likes

Flowers
Warmth
Sunny Days
Animals
Respect


Dislikes
Cold
Nighttime
Being Weak
Having Enemies
Sleeping in a Bed (she prefers trees)


Goals
Heal all allies and make her parents proud.

Fears
The cold and thunderstorms.

Personality
After being embraced to the harshness of her Elven blood, Alaria has grown to feel quite bitter towards anyone of Elven heritage, but she tries to think of everyone as equally good until proven otherwise, regardless of race or stature. Ever the optimist, Alaria tries to keep a positive mind when she is in the company of others because of the way she was treated as a child. She was not shown kindness when she needed it most, and so the young hybrid was determined to do exactly that to every person she met. She has no room for judgment, since she is a combination of two entirely different races, and she is thus very open-minded when it comes to situations, meeting others, etc.

Every person has their own story, and each one deals with their story in a different way. Alaria is quite aware of this fact, and tends to become a motherly figure for those who struggle with their pasts. In a way, the elf-lizard woman is similar to the Goddess her parents worshiped and named her after because of her friendly and inviting nature (the Goddess is Lady Valaria). Alaria is very protective of her allies and will sacrifice her life for them, if she needs to; however she prefers to care for their lives and heal them when she can, using her own essence to repair theirs.

Strengths
Near-Perfect Aim
Incredible Speed
Peacemaker
Stealth
Both Offensive and Healing, whichever is needed


Weaknesses
Temperatures Below 70 degrees Fahrenheit
Poor Hearing
Drawn to Warmth
Often Alienated due to being a Hybrid
Social Stature is Nonexistent


History
A forbidden romance, while longer than Romeo and Juliet's, ended in a very similar fashion. Alaria's mother, a Silurian woman who tended to the plantlife around her and was very pacifistic in nature, fell in love with an Elven warrior who met her in the forest surrounding the large Elven city as she was searching for a certain herb. The presence of a Silurian was most perplexing to the male, and so rather than turning her in to the Elven Council, he spoke to her, and the two of them fell for one another as the hours passed.
Of course such a relationship was not permitted by the old-fashioned Elven laws, and when their love was exposed, everything turned sour. A now pregnant Silurian was on the run with her Elvish lover, the two of them fleeing into the ever-encompassing woods, which stretched far and wide around the city and several others. Alaria's parents continued until they could no longer feel their legs, finally finding refuge in a large cavern within one of the many mountainous structures in the area. That is where Alaria was born and raised, learning how to hide and stay safe at a young age. When she was old enough, her father taught her how to hunt, and although she disliked doing so, what she and her father caught was what fed them all, and that was necessary to survive (even though Alaria preferred eating berries and plants to meat).


Her life was a peaceful one at the beginning, full of learning and training in regard to her species and capabilities. Her parents were happy, the three of them were well-hidden, and everything seemed as though it would last forever. Of course, no one's life is truly a happily ever after, and so when her parents were both out one day, her mother gathering plants and herbs and her father hunting for that night's dinner, Alaria was fast asleep in their home when her birth-givers were ambushed, finally discovered by the Elven knights belonging to their hometown. Alaria never woke as her parents fought for their lives, her hearing not strong enough to hear such a commotion in two different parts of the forest.

The wake-up call that came to Alaria was not a pleasant one, to say the least. Neither of her parents were home and the sun was low in the sky, indicating that several hours had passed since the hybrid female was last conscious. With worry in her mind, the female set out to search for her parents, her sense of smell leading her to their bodies, the stench of blood incredibly strong at each site. Since the knights didn't know Alaria's appearance, they had no clue how to search for her and instead disregarded the abomination, vowing to end her life as they did her parents when she is discovered in the future. The bodies of her parents had long been abandoned in the forest, the only salvageable thing being her father's weapon, which was covered in the blood of him and his enemies.

With tears streaming down her face, Alaria removed the weapon from her father's hands and wiped it clean of his blood, which was the only respectful thing she could do for her father now that he had passed. Before his death, he told her that he wanted her to take it and keep it as a reminder of him when he was gone, and although that was much sooner than Alaria wanted, she would not disrespect her father's wishes. After taking his weapon and thanking Lady Valaria for giving them life, she manipulated the ground around him and created vines to drag his body beneath the surface, a process she repeated with her mother. Alaria decorated both of their graves with exotic flowers that would poison any who touch them so that the graves of her parents would be left alone.

After their deaths, Alaria was unsure of what to do with her life. She had only known how to live in hiding with her parents, and once the forest was full of too many memories, she fled to a nearby city, wary of her surroundings and nervous about what she should do and who she could trust. One day, she met a man whose smell revolted all those surrounding him, including her, but his state intrigued her and she spoke to him, learning about what he planned on doing and learning more about the cultist threat. Apparently their conversation interested him enough to send her a letter a week later, inviting her to fight alongside him and several others against those determined to change the world as it is. Without a moment of hesitation,
Alaria accepted.


Other
Since she has poor hearing, Alaria taught herself how to read lips and sign to others should the situation call for it.
 
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ELENIEL
View attachment 328516

Personal Details

Name: Eleniel of the Stars; just Eleniel
Nickname: What ever you guys called her in the last couple timessss xD
Age: 897 (looks about 19/20 ish)
Gender: Female
Sexuality: Hetero
Species: Elf (Eldar)
Profession: Ex military operant, a Captain of her King's guard a while back
Element: Light and Fire

(But Light it isnt used the way, per say, a typical mage utilizes it. The Light radiates in all of her people. It is the source of goodness and aids in their abilities. Fire is the product of said light. In other words, Light works internally, while Fire is external...Ill explain more...)
Religious Alignment: Follows Ilúvatar, the Creator of her people
Likes:
  • Plants
  • Animals
  • Night time, the moon, (especially) the stars
  • Light
  • Traveling
  • Adventure
  • Things that are innocent and pure
Dislikes:
  • Eating meat (as all life is precious) but will if she must
  • The Darkness and Dark beings (i.e. Necromancers, goblins, werewolves, vampires, evil spirits, or people that use dark abilities etc.)
  • Things that destroy or kill with out a meaning (or an unrighteous meaning)
  • Being taunted or mocked
  • Those that talk down to her
  • Immaturity during inconvenient times
  • Irritating people
  • People that pry into her life
  • People that tell her she should "lighten up"
  • People who try to get close to her
  • People that breathe
  • And....just people
Personality:
Deep down she has a heart of gold. A very kind and gentle creature. She cares about the well-being of others and tend to those that cant take care of them selves. A firm believer in justice and equality. She has a noble heart and the way she carries herself definitely proves it. She values loyalty, trust, and respect very highly. Those are things you do not tamper with.

How ever....shes a cold, unforgiving ice queen. She has a powerful bite, a poisonous sting. Do not patronize her. Shes as fierce as she is kind and can be a little sassy. Shes often referred to as a rose, beautiful, elegant, and dainty, but she has a stem of thorns. She can be hot headed and ruthless in the face of evil. She serves the greater good and stands grounded in her beliefs. Most of her morals and causes come from her background, from the beliefs of her people. She sticks to her traditions.

She doesnt have time for arrogance, immaturity, or ignorance. Eleniel can seem emotionless, and when she does show emotion its usually annoyance or anger. But dont give up on her, she still has a heart, she just...doesnt know how to show it. Losing her people turned her heart into stone, but her kind and gentle self isnt completely gone, just buried. Dont give up on her.... Though giving up is taking the easy route. Shes honest, sometimes brutally (okay most of the time). Her lack of capability to correctly and gently display emotion, often results in people being pushed away..which is exactly what she wants. Eleniel is too independent to work with others, she would see them more as a hinderance than help and strongly prefers being her own boss and making her own decisions.

In summary, shes a lonely, cold-hearted elf that does not mind solitude. Shes quick to lose her temper and what little patience she has. She likes to get straight to the point (no lolligaging) which usually means being very honest. Getting close to people isnt a priority, nor does she see it as a necessity....

Oh yea, and she can be a bit snooty....


History:
The Eldar (which translates to "people of the stars") elves have a very long history. They are the oldest race of elf and said to have light that lives in them. But its not just any light, it is Starlight. The Eldar have lived since the beginning of life. Peacefully living among other creatures. They were only one type of elf group. There were once many types of elves, some in the woodland realms, some that lived in mountains, some that lived underground, etc, but the Eldar are said to be more celestial. They loved all light, light from the moon and the sun, but starlight was much more precious. According to their mythology, they walked among the stars before they came upon the ground when the rest of life was created. They believe that their purpose is to bring light into the darkness of the world. Her people are beings of goodness and innocence. They frowned upon and often acted against all that was evil, to protect the good and push darkness back.

Now, for a little personal background. Eleniel's name means "daughter of the stars". She was born on Elenya, or, Stars-day (equivelent to Saturday). Thus given the name Eleniel. But her name has a double meaning. Not many elves were born with silver hair, and many said that Eleniel was granted a gift by being given "starlight in her hair".

Many of the Eldar elves had roles. Eleniel was chosen to be a warrior. She practiced for many years before becoming a captain in her King's guard. A very prestigious rank. She patroled the borders of the elvish realm, fought against the Darkness and protected her people at all costs. By doing so, Eleniel never feared the thought of having her life on the line.

Sadly, like most other elvish tribes and kingdoms, The Eldar people have vanished when men came into the world. They were a destructive race, but humans have a special place in Eleniel's heart. She sees them as just...misguided. She knows that the chance of finding another Eldar is very slim, and if few are alive theyre most likely hidden. However, she does know other types of ancient elves exist, but their numbers grow thin (going based off of the amount of elf characters here). Now there are 'common' elves, as she calls them. Their bloodlines cant really be traced, and their ancestry is blurry from mixing elf types. Most dont believe in the old mythology and traditions, and they tend to be quite young (for elves).

Hair Color(s): White/Silver
Eye Color(s): Sapphire Blue/Azure (sometimes a light, periwinkle color)
Skin Color(s): Light/fair
Height: 4'10
Weight: 112 llb.
Scars: None
Tattoos: None

Other Physical Traits:
  • Dark eyebrows and red, pursed lips. The combination makes her look like an elvish snow white, and her seemingly innocent face dont help either
  • Her body is built thin, not stick-skinny, but slim. She isnt extremely curvacious, but she has curves in the right places...though...under modest elvish clothing, you really cant tell.
  • Her hair is very long, reaching past her bum. Its a little wavy/straight for the most part, with out a single tangle, but begins to curl at the bottom. She usually has some braids in the mass of all her hair, but she changes up the style every now and then

Skills/Abilities

Physical/Social/Mental Attributes (choose three):


Defense (Agility/Reflexes/Quickness)
Intelligence (Intellect/Mind/Knowledge)
Wisdom (Spirit/Wits/Psyche/Sense)


Magical Abilities: (in order of most to least powerful)
Celestial Judgement
This is a major one. Celestial Judgement is a born gift with the Eldar. Its not something they learn, but it does become sharper as they age. This is an ability that Eleniel can not "activate", its always there, its just how she sees. This ability shows truth, with this Eleniel can spot the Darkness and those that have given themselves to it (meaning beings that use Darkness as their element, like necromancy, shadows, etc.) This ability also allows the user to see in the dark, its a counter to darkness after all. It acts as a sixth sense, alerting Eleniel of any dark beings near her.

To sum it up, and make it easier to understand, this ability is the light with in her and the race traits of the Eldar Elves. (I'll elaborate more as the RP moves along)


Telepathy

Another gift granted unto the Eldar is telepathy. However, the ability is stronger in others, and mastering it comes easy for some. Eleniel, as of now, can only speak to others through her thoughts. She can not yet go into the minds of others, nor read their thoughts willingly. I say "willingly" because every now and then she'll hear some voices (thoughts) but she cant control it, she hasnt figured out how to completely tap into that part of the ability (hence the two points).

Blessing of the Stars

This ability is her Light manifested into a physical, external form (since her Light typically works internally). Eleniel can condense the concentrated Light into a thin, transparent shield thats enveloped and radiates a pure white light.

This was only given two points because the size of the shield is only enough to cover herself and she cant hold it up for too long. The harder the blows, the harder it is for her to keep it up. It earned the second point because its effective against both normal and Dark attacks. How ever, its more effective toward Dark attacks than normal, physical ones. As her skill progresses, it will repel normal attacks just as efficiently as Dark ones.

If youre having trouble with visualizing/understanding, think of the Gandalf in Dol Goldur against Sauron scene:

4EJpS8.gif


(NOTE: This can cause critical fatigue if she pushes her limit)

Call To Light
Call To Light is a unique ability because it is defensive, offensive, and supportive. To start off, the ability envelops Eleniel in her Light's rawest form: fire. The fire is a bright white, and wispy and exudes a pure and blinding light when initially activating it.

But what does it do? This ability is defensive because it weakens Dark attacks upon contact. She is usually succeptible to the Dark, but with this her resistance is significantly boosted. Secondly, its offensive because the immediate flash of celestial light has the potential to stun weaker opponents. This part of the ability works more effectively against beings of the Darkness, as it is said they feel like theyre almost burning (witch out actually burning alive, but the pain is still there. Its tolerable but its meant to slow them down I guess). To any other beings, the light just blinds them for a second. Lastly, the ability is supportive, because while the light envelops her skin, her health regeneration is greatly boosted.

( NOTE: This ability can be used for as long as she likes HOWEVER it is at the expense of her light and can drain her own light the longer she uses it, and if her light dies out, she dies so...ye...its really only used as a last resort/a sort of beserker mode)

Ilúvatar's Wrath
Ilúvatar's Wrath allows Eleniel to conjure a weapon of pure light (taking the form of the white flames previously described in the prior ability). It only has half a star because it is very difficult for her to conjure it or hold it long enough. She hasnt quite gotten it down, and so, doesnt really use it.

Her typical preference of its usage is by summoning an arrow or a throwing knife/dagger (she doesnt have the skill to conjure anything bigger yet anyway). This ability is mainly used against the Dark or Dark creatures. It doesnt really do anything to anyone else cause itll just go right through them (its made of light, remember). But she has used it once to exorcise a human....she'll share that story in the rp (maybe).


**Her abilities are slightly stronger at night, when the sky is clear and starlight can reach her**

Other Non-Magical Abilities:

  • Elves are known for being light on their feet. She can walk above snow, and her steps are very very very quick, quiet and light.
  • Eldar medicine is a very old and traditional practice. Her Light aids her, uses her as a vessel to heal and cure
  • Elves dont really sleep, and only eat when the need arises which isnt too often
  • Elves arent subject to illnesses (not including being poisoned or infections, just contagious diseases and the like)
  • Eldar elves constantly radiate a light that cant be seen by humans (typically). The ones who can see it are beings of Darkness
Armor:
  • With the mask as well
  • Add a cloak and hood
Weapon(s):
Themost powerful item she has, is her bow. The grip is made out of Eldar silver. This special elvish silver is very light but very durable, it does not dull and doesnt get scratched (looks like chrome, really) Her other equiptment includes dual, 12 in. daggers. Each elf creates their own daggers at a young age. Aside from the daggers she has an adundance of throwing knives, they arent really used as a main source of weaponry but theyre handy when getting out of tight spots. She keeps them hidden in different places of her armor.

Strengths:
  • Small, quick, agile/nimble
  • Fluent in Eldar Elvish
  • Driven and strong (emotionally/mentally)
  • Extensive knowledge/wisdom (thanks to her many years of life)
  • Resourceful and self reliant
  • VERY perceptive and aware (it helps that elves dont really sleep)
  • HAND TO HAND COMBAT (she prefers this)
Weaknesses (same number of strengths):
  • Physically weak
  • Not an enthusiastic team player
  • Harsh toward others
  • No social skills
  • Has a temper
  • Children....she loves them, theyre probably the only way youd see her sweet side
  • The Dark (not like night time, but evil), Dark beings, and Dark attacks!! This is important because Light and Dark are always at a constant battle. Both are effective against eachother but also weak to eachother




Accepted night light
 




BELZE SORROWS


"Poisons, medicines…I can kill you with either."




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Personal Details

Name:
Race: Beastkin (Eagle owl)
Age: 32
Gender: Male
Sexuality: Pansexual
Profession: Village’s doctor


Appearance Details

Hair colour: Dark brown with hazel highlights
Eye colour: Dark orange
Skin colour: Lightly tanned
Height: 170.1 cm
Weight: 50.7 kg
Scars/Tattoos: He has a tattoo over his heart, which symbolises he is a member of the House of Sorrows, one of the few guilds of healers, sorcerers and alchemists of all ages and races.

Other: Has wings on his back, talons in place of toenails so he does not wear shoes and the skin on his feet is tougher than the average human/elves’.


Skills/Abilities

Class: Healer/Alchemist
Element: Equilibrium

Spells:
1)Leech: When cast on a specific target within his sight, the victim’s life-energy (if individual has mana, then it drains mana. If not, then it leeches their health) is drained and absorbed into Belze, immediately repairing any wounds or injuries on his body. However, like a bottle, since he mostly doesn’t bother to use a medium to store this energy, when he is at the limit, the spell will cut off until he uses it.
2)Healer’s Touch: As long as target is within his touch, Belze is able to transfer energy to them in order to replenish mana or heal them.
3)Mara’s Moths: Named after the founding healer of the House of Sorrows, Belze is able to create moths using his mana and direct them to land on or follow up to seven individuals. When skin contact is made and the individual mentally wills it, these moths are able to heal even the most fatal wounds (as long as the person’s heart is still beating, although said person will not be fully healed. Only as much as needed to keep them alive) or replenish mana to them. However, it disperses after one use.
4)Ornifex’s Embrace: When cast, this barrier encircles the caster at a maximum radius of ten metres. Radius can be shrunk to preserve mana or to only protect himself and will block all physical objects from coming through. Maintaining it requires a continuous stream of mana to be fed to the spell. It can be strengthened in places to absorb more impact, but that obviously would require more mana to be used.
5)Sorrows’ Gift [passive]: As a Grand Healer of the House of Sorrows, he is immune to all but the strongest of poisons and the worst diseases.
6)Enhanced hearing and night vision [passive]: Due to being part-owl, Belze has excellent night vision and enhanced hearing.

Weapons:
latest

Chakrams: Dual standard steel blades with tough leather grips, Belze usually coats them with any kind of poison he can get his hands on. He had it enchanted by another member of the House of Sorrows so that it will always make its way back to his side.
Talons: While he mostly doesn’t use it when he’s on land, it makes for a deadly weapon when he is airborne.

Armor: Belze does not wear any armour as it would encumber him if he wished to take flight. He also finds it restricting and too burdensome to move in. However, the robes he favours wearing is spun out of Rock Spider silk, which is light but still gives some protection for the wearer. Of course, it does not stop a sharp blade from piercing through if there is enough force behind it, but blunt projectiles’ force is dampened by half. The long-sleeve robes cover him from neck to ankle.

Training: Belze has a sizeable stamina from walking and flying everywhere since he was young, and his arm strength is above an average blacksmith’s too, for throwing chakrams requires some muscles – not as much as swinging a sword since chakrams are similar to boomerangs. He has used his chakrams and talons to drive off the occasional bandits and wild creatures but has not fought more than five beings head on. He is more a support when in a group and a guerrilla fighter when alone. Since he knows his physical and combat limits, he don’t believe in frontal assaults but will look for exploitable openings before striking. However, that’s all the training (armed and unarmed) he has when it comes to combat.


Character Details

Personality: Belze is a rather straight-faced man with a moderate sense of humor – mostly dry or morbid. He is courteous in his speech and rarely lifts his voice, typically speaking in an even tone with little inflections. Although his body language does give some of his thoughts away through small shifts or twitches. In that regards, his behaviour can be bird-like at times, like cocking his head and not blinking when staring.

Belze is very accepting of others, willingly extending a hand to someone in need even if they repeatedly refuse to take it. While some view this trait of his to be annoyingly persistent, he shrugs it off without much fuss. On top of that, Belze is impartial due to his oath as a healer. If anyone is in need of his abilities, whether they be friend or stranger, he would help. Of course, unless said person has the intention of killing him or those close to him. A pacifist at heart, he prefers to settle things diplomatically rather than resort to violence. But if pushed to the edge of a cliff, he would fight to the end.

Having had years to practise his craft, Belze is also very confident in his abilities even if he is not the type to show off or rub it in people’s faces. However, he can’t stand hearing people belittle his craft, and would interfere is he knows someone is doing something wrong either in alchemy or the healing arts, not caring if it is his business or not. This does cause him to make a few enemies and some do label him arrogant.

Nonetheless, compassionate as Belze may seem on the outside, he is not someone who trusts easily. Like many Beastkin, he was subjected to serving a Master as being ignorant during that period would spell one’s likely demise. Hence, there are few he would willingly call friend and help without question. In addition to being cautious, Belze is manipulative. Not on a very high level but enough to get what he wants from the average citizen.

Strengths:
1)Expert alchemist in mixing and recognising reagents/potions
2)Apt healer
3)Apt diplomat
4)Natural compass – since he was young, he was always able to find his way back no matter where he is

Weaknesses:
1)Ignorant of subjects that fall out of his range of interests
2)Unstealthy – due to his wings and talons, if he is anywhere away from nature (like a forest) he is easily spotted and can be hear approaching
3)Sluggish during the day – like your typical owl, Belze is more active at night and relatively sluggish in the morning, or under direct sunlight.
4)Will run if the odds are against him

Likes:
1)The night
2)Flying
3)Catching things
4)Brewing potions/collecting ingredients
5)Cleaning his chakrams

Dislikes:
1)Loud, sudden noises
2)People questioning his abilities
3)Interruptions when he is absorbed in something
4)Being forced to serve someone against his will
5)Injuring his wings

History: Sold to traders even before he was a year old, Belze’s early childhood was spent being just one of several Beastkin servants to a wealthy lord in one of the smaller town in Landfall. As soon as he was old enough to walk and talk, he was taught proper servant behaviours when interacting with the Master of the House, his family, guests and other subordinates that were on a higher standing then mere servants. For five whole years Belze – named ‘B’ at that time as a short for ‘Birdboy’ – endured the harsh environment and endless duties of an errand boy, punished by the Head Servant via beating if he spoke out of turn or screwed up a task. Once, he had his wings clipped for daring to fly for fun. The only enjoyment he really had was spending time with a gentle elderly buffalo-woman who had the duty of caring for the delicate Lady of the House. Under her tutorage, he learned to distinguish common herbs, memorised the properties of each one and learned how to make simple salves.

However, this chapter of his life was set to be over when he turned ten years old, for one day the Master and his family left on a trip, only to never return again. Instead, the servants were to be either integrated into the Master’s relative’s household, or to be sold again. Enraged at their freedom being denied to them, the Beastkin servants revolted, killing the humans and burning the house down. In the midst of all the confusion, Belze escaped in panic, flying away and leaving everything he knew behind. With little knowledge of the land and the world beyond the town, he had no choice but to fly until he could do so no more.

As luck would have it, he landed not far from Sanctuary, and was brought in by Quinten and her men, who were returning from giving aid to someone in another town. The elf-maiden tended to him, bestowing on him the name ‘Belze’ after he expressed interest to remain in the guild, as well as having the basics to walking the path of an alchemist. He took on the name ‘Sorrows’ in honour of the guild. She passed him off to Cyran to learn how to read and write while she continued teaching him more about herbology and alchemy. After witnessing what healers could do with the manipulation of mana, Belze became interested in learning to heal on top of being an alchemist. As such, he apprenticed under Cryan until he was twenty-one. After passing the test and becoming an official healer in the House of Sorrows, Belze dedicated his life to missions and experiments, discovering a cure to a couple of diseases in the meantime and earning his status as a Grand Healer, a position which he had held for three years now.

Relationships:
Quinten the White: Matriarch of the House of Sorrows, it was this lovely elf-maiden that took him in when he escaped the residence of his master as a young child. While he knew the basics of alchemy at that time, it was she who build up his knowledge and aroused his interest in the art of healing.
Cyran the Grand Healer: Belze’s mentor in the healing arts, this human (now an elderly) was the one who taught the beastkin all about healing and even helped refine some of the techniques he uses today.

Goals: Other than fulfilling his oath as a healer and advancing alchemic research, Belze does not have any other goals in mind.

Fears: Having his wings clipped and not being able to fly for the rest of his life.





Nothing to see here...
...Maybe next time.






 
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Personal Details

Name: Kadrienne SteelBourne, usually goes by Kade.

Species: Looks outwardly human.
Magic born metal golem.

Age: 18

Gender: Female

Sexuality: Demisexual

Profession: Explorer.

Other


Skills/Abilities

Class: Up-front Smasher Tank

Element: Steel and Wind.

Spells:


  • Steel Born, Passive: She is formed of a magic forged steel. Beneath her magical skin she is almost entirely steel, and extremely difficult to damage. However if she is damaged she does not regenerate naturally, and cannot really be healed in any practical way. Instead she must consume metal and use it to rebuild herself. She can consume almost any metal, but the more diluted and weaker metals take large quantities. In theory it would only take a minute amount of a very pure and very magically potent/durable material. She can store enough raw material to heal minor injuries, but usually keeps it in store to manifest her claws. Her teeth are magically sharp and capable of chewing through almost any metal, although they struggle more with organic material.
  • Strength of Steel, Passive: She is monstrously strong, capable of superhuman feats of strength and speed. A single punch at full force from her is best avoided rather than taken, unless you are very resilient.
  • Living Steel, Passive: She is functionally immune to pretty much all diseases, poisons, and toxins. This is because she is in no part organic, with even her skin being a magical imitation. Her skin was made for her by herfather and is entirely magical, although it feels like human skin, albeit colder and with less give. She can feel sensation through it so long as it is mostly intact, and it regenerates in sunlight, so long as she has the materials. Her skin uses protein which she can process from meats to rebuild itself. She can retract her skin and pull it into a sealed metal portion of her back given time, but it is not a pretty process and requires that her skin be mostly intact.
  • Sense of Place: She has no sense of taste and her sense of touch is dependent on her skin. Her eyesight is more or less perfect, although not especially superhuman. Her sense of smell is based on chemical composition rather than impressions, so she can smell what things are, but doesn't really find smells particularly good or bad. Her sense of hearing is extremely precise, and the only one of her senses to really be more than human. She can hear above and below human ranges, and has an extremely good sense of direction when it comes to sounds. If she produces the sound or knows exactly where it is coming from she can hear well enough to echolocate.
  • Momentum, Passive: This is not exactly a passive magical ability, as much as it is just a side effect of her nature that is worth noting. She is not exceptionally fast when starting to run, because even with her strength its a lot of weight to move. She can make short distance movements, I.E. punches and kicks very quickly, but running quickly requires momentum. However when she has built up momentum she can move very fast so long as she maintains a certain posture. Likewise the effects of her falling from any height tend to be rather destructive, albeit more to everything around her landing point than to her.
  • Magic Forged, Passive: She is entirely formed, kept mobile, and brought to life by magic. This allows her naturally to be mostly unaffected by magic that would otherwise effect metal, although magnetism can be an issue for her hair. She was also specifically enchanted to be highly resistant to magic generally, and capable of destroying magical workings by striking at their centers. She can be grabbed by magical bindings and traps, but even extremely potent ones don't last as she is inherently resistant to them.
  • Golem's mind, Passive: She is almost entirely immune to anything but the most incredibly potent mind control or effecting magic, courtesy of the protections around her Self. She also has a more or less perfect memory, although her recall can be a little slow. If she walks into a room with light and that light is extinguished she will already have a perfect imprint of her surroundings available to recall.
  1. Steel Blade: She can grow claws or blades from most locations on her body. They are exceedingly sharp and just as durable as the rest of her, albeit a bit less dense which weakens them to some extent. They are also included under the effects of Magic Forged, allowing her to cut through magic to some extent. With shields and wards it is mostly her strength and will against the magic, and while she can be interrupted, she can break through most things given time.
  2. Soul Shield: She can use the inherent energy that makes her a golem to project a single shield. It can be curved, and quite large, but it cannot form more than a half-sphere. It can take a huge amount of damage, but it takes a second to stop and start projecting it. Furthermore if it is broken, it would entirely discorporate her metal body, reducing her to her core.
  3. Canary Call: Her voice is not particularly tied to any internal structure, and can be quite powerful. She can project it generally with a disorienting screech at a level sufficient enough to damage hearing and shatter glass, or she can project it into more focused blasts that manifest more as kinetic force than purely sound.
  4. Glow: This is fairly simple, she can use her runes to emit light, even through her skin. When her skin is intact she glows and odd golden color with no specific source on her body. If her skin is gone or retracted the light glows purple from the shifting runes that flow over her body.
  5. Shared Durability: She can use this on an ally, essentially shielding them and taking any strikes towards them to herself. This works on magic and physical attacks, and includes momentum. Essentially she extends the matrix that makes her what she is to another person, causing her main body to take the damage instead of the target. However she cannot use her Soul Shield as long as she is using this ability, and both she and her target glow purple.

Weapons: Mostly uses her fists and random debris, as it is a rare weapon that can hold up to her strength for very long.

Armor: Most armor is rather pointless, since its unlikely to be more durable than she is.

Training: She has a fairly extensive education, including in matters of herbalism, geography and politics. She has had some basic combat training, but she has very little experience. She is also somewhat oddly ignorant of certain principles of magic.

Other

Appearance Details

Hair colour: A pale copper, and that is a very literal statement. Her hair is animated copper and is technically a superfine collection of tiny magnetized copper strands.

Eye colour: Tawny gold with no whites.

Skin colour: Permanently pale.

Height: Four foot eight

Scars/Tattoos: Under her outer skin she is covered in constantly shifting eldritch patterns, that are both a part of who she is, a containment measure, and a part of what makes her living.

Weight: About one ton, due to density and material.

Other: Under her skin she looks like a perfectly sculpted human. There is a reason for this.
She looks so human because she is an exact recreation of her "mother"

Character Details

Personality: Generally she is a remarkably cheerful person, if somewhat sheltered. However her naivete is usually not a huge issue as a great deal of book study has told her a lot of things. It mostly presents in her having to remember back to reading something that most people would know as common knowledge, and in certain hesitations in her actions. Generally she is very friendly, and it would take a lot for her to actually hate someone.

The one major oddity to her brain pattern is that she has a marked tendency to remember places and things she has never known before. Fairly often she also has an ingrained reaction to things that has no actual place in her mental space, and which she rejects after thought. Oddly enough she is a better fighter when she is not thinking at all, because when she is absorbed by combat her actions and reactions hold no hesitation. It is when she thinks that she pulls her punches and hesitates to strike.

Strengths: She is fearsomely strong, incredibly durable, and capable of some limited ranged combat. Her reaction time is extremely good. She is also perpetually bright and cheerful, with a lot of mental resilience and willpower.

Weaknesses: Her leverage is very limited, and so is her mobility. She has a marked tendency to hesitate when striking, and rarely uses full force. She is also not particularly well trained or experienced in combat. When she is not cheerful she has a marked tendency towards major melancholy, and she has a somewhat overdeveloped protective instinct.

Likes: She likes meeting new people, and interacting with interesting people. One of her favorite things to do is to run, as she loves the speeds she can achieve. Generally she prefers cold everything, as it does not really hinder her at all, and provides sensation that heat generally does not, although she does like sunlight.

Dislikes: She has a strong dislike for amoral/immoral people. Oddly enough she has an ingrained, instinctive dislike for emotionally cold people that has no actual mental origin or reason, and which she usually ignores. She has a general tendency to have unexplained negative reactions to a lot of things, which she usually controls tightly.

History: She came into existence somewhere around eighteen years ago. For a being of her nature and surroundings she had a fairly happy childhood. Her mother, while somewhat aloof and absorbed by his own problems, genuinely cared. He made sure she was provided for, and crafter her skin to allow her to pass as human, and to feel. She grew up devouring knowledge in her mother's library on almost any subject, save for magic, which she was taught in limited amounts by her mother. She was happy there, but she began to want to wander. She wanted to be a hero, and when the letter arrived, despite certan discrepancies in identity. Ultimately she decided that the name matched, even if the description did not, and set out to join the group.

In a manner of speaking she has both a mother and a father. They met for the first time countless years ago, as adversaries. He was a high sorcerer and arch thief, a villain without much true malevolence. She was a traveling sorcereress, healer and hero. Their tale is long and complicated, the more important part for our purposes being how it ended. Her mother died and this is the beginning of her tale. Her father sought to raise her mother from the dead, placing her spirit in a large crystal upon which was written the makings of a golem, to be powered by the force of her sorceress's soul. That portion worked a little too well. Instead of giving her mother a kind of rebirth, it gave her a kind of hell. Her mother's soul was imprisoned, aware, within Kade's core, and used to create a new being. So Kade was born, named for her "mother".


Relationships: Her father is the only person she really knows, although there are a few friends of her fathers who stopped by the tower occasionally that she also knows.

Goals: To become a hero.

Fears: Nothing consciously, save for mild aquaphobia. This is mostly because in water, she sinks. It would be more of a fear but strictly speaking she does not need to breath, so falling into water is more just a long walk out than anything else.

Other
 





BELZE SORROWS


"Poisons, medicines…I can kill you with either."






Personal Details

Name:
Race: Beastkin (Eagle owl)
Age: 32
Gender: Male
Sexuality: Pansexual
Profession: Village’s doctor


Appearance Details

Hair colour: Dark brown with hazel highlights
Eye colour: Dark orange
Skin colour: Lightly tanned
Height: 170.1 cm
Weight: 50.7 kg
Scars/Tattoos: He has a tattoo over his heart, which symbolises he is a member of the House of Sorrows, one of the few guilds of healers, sorcerers and alchemists of all ages and races.

Other: Has wings on his back, talons in place of toenails so he does not wear shoes and the skin on his feet is tougher than the average human/elves’.


Skills/Abilities

Class: Healer/Alchemist
Element: Equilibrium

Spells:
1)Leech: When cast on a specific target within his sight, the victim’s life-energy (if individual has mana, then it drains mana. If not, then it leeches their health) is drained and absorbed into Belze, immediately repairing any wounds or injuries on his body. However, like a bottle, since he mostly doesn’t bother to use a medium to store this energy, when he is at the limit, the spell will cut off until he uses it.
2)Healer’s Touch: As long as target is within his touch, Belze is able to transfer energy to them in order to replenish mana or heal them.
3)Mara’s Moths: Named after the founding healer of the House of Sorrows, Belze is able to create moths using his mana and direct them to land on or follow up to seven individuals. When skin contact is made and the individual mentally wills it, these moths are able to heal even the most fatal wounds (as long as the person’s heart is still beating, although said person will not be fully healed. Only as much as needed to keep them alive) or replenish mana to them. However, it disperses after one use.
4)Ornifex’s Embrace: When cast, this barrier encircles the caster at a maximum radius of ten metres. Radius can be shrunk to preserve mana or to only protect himself and will block all physical objects from coming through. Maintaining it requires a continuous stream of mana to be fed to the spell. It can be strengthened in places to absorb more impact, but that obviously would require more mana to be used.
5)Sorrows’ Gift [passive]: As a Grand Healer of the House of Sorrows, he is immune to all but the strongest of poisons and the worst diseases.
6)Enhanced hearing and night vision [passive]: Due to being part-owl, Belze has excellent night vision and enhanced hearing.

Weapons:
latest

Chakrams: Dual standard steel blades with tough leather grips, Belze usually coats them with any kind of poison he can get his hands on. He had it enchanted by another member of the House of Sorrows so that it will always make its way back to his side.
Talons: While he mostly doesn’t use it when he’s on land, it makes for a deadly weapon when he is airborne.

Armor: Belze does not wear any armour as it would encumber him if he wished to take flight. He also finds it restricting and too burdensome to move in. However, the robes he favours wearing is spun out of Rock Spider silk, which is light but still gives some protection for the wearer. Of course, it does not stop a sharp blade from piercing through if there is enough force behind it, but blunt projectiles’ force is dampened by half. The long-sleeve robes cover him from neck to ankle.

Training: Belze has a sizeable stamina from walking and flying everywhere since he was young, and his arm strength is above an average blacksmith’s too, for throwing chakrams requires some muscles – not as much as swinging a sword since chakrams are similar to boomerangs. He has used his chakrams and talons to drive off the occasional bandits and wild creatures but has not fought more than five beings head on. He is more a support when in a group and a guerrilla fighter when alone. Since he knows his physical and combat limits, he don’t believe in frontal assaults but will look for exploitable openings before striking. However, that’s all the training (armed and unarmed) he has when it comes to combat.


Character Details

Personality: Belze is a rather straight-faced man with a moderate sense of humor – mostly dry or morbid. He is courteous in his speech and rarely lifts his voice, typically speaking in an even tone with little inflections. Although his body language does give some of his thoughts away through small shifts or twitches. In that regards, his behaviour can be bird-like at times, like cocking his head and not blinking when staring.

Belze is very accepting of others, willingly extending a hand to someone in need even if they repeatedly refuse to take it. While some view this trait of his to be annoyingly persistent, he shrugs it off without much fuss. On top of that, Belze is impartial due to his oath as a healer. If anyone is in need of his abilities, whether they be friend or stranger, he would help. Of course, unless said person has the intention of killing him or those close to him. A pacifist at heart, he prefers to settle things diplomatically rather than resort to violence. But if pushed to the edge of a cliff, he would fight to the end.

Having had years to practise his craft, Belze is also very confident in his abilities even if he is not the type to show off or rub it in people’s faces. However, he can’t stand hearing people belittle his craft, and would interfere is he knows someone is doing something wrong either in alchemy or the healing arts, not caring if it is his business or not. This does cause him to make a few enemies and some do label him arrogant.

Nonetheless, compassionate as Belze may seem on the outside, he is not someone who trusts easily. Like many Beastkin, he was subjected to serving a Master as being ignorant during that period would spell one’s likely demise. Hence, there are few he would willingly call friend and help without question. In addition to being cautious, Belze is manipulative. Not on a very high level but enough to get what he wants from the average citizen.

Strengths:
1)Expert alchemist in mixing and recognising reagents/potions
2)Apt healer
3)Apt diplomat
4)Natural compass – since he was young, he was always able to find his way back no matter where he is

Weaknesses:
1)Ignorant of subjects that fall out of his range of interests
2)Unstealthy – due to his wings and talons, if he is anywhere away from nature (like a forest) he is easily spotted and can be hear approaching
3)Sluggish during the day – like your typical owl, Belze is more active at night and relatively sluggish in the morning, or under direct sunlight.
4)Will run if the odds are against him

Likes:
1)The night
2)Flying
3)Catching things
4)Brewing potions/collecting ingredients
5)Cleaning his chakrams

Dislikes:
1)Loud, sudden noises
2)People questioning his abilities
3)Interruptions when he is absorbed in something
4)Being forced to serve someone against his will
5)Injuring his wings

History: Sold to traders even before he was a year old, Belze’s early childhood was spent being just one of several Beastkin servants to a wealthy lord in one of the smaller town in Landfall. As soon as he was old enough to walk and talk, he was taught proper servant behaviours when interacting with the Master of the House, his family, guests and other subordinates that were on a higher standing then mere servants. For five whole years Belze – named ‘B’ at that time as a short for ‘Birdboy’ – endured the harsh environment and endless duties of an errand boy, punished by the Head Servant via beating if he spoke out of turn or screwed up a task. Once, he had his wings clipped for daring to fly for fun. The only enjoyment he really had was spending time with a gentle elderly buffalo-woman who had the duty of caring for the delicate Lady of the House. Under her tutorage, he learned to distinguish common herbs, memorised the properties of each one and learned how to make simple salves.

However, this chapter of his life was set to be over when he turned ten years old, for one day the Master and his family left on a trip, only to never return again. Instead, the servants were to be either integrated into the Master’s relative’s household, or to be sold again. Enraged at their freedom being denied to them, the Beastkin servants revolted, killing the humans and burning the house down. In the midst of all the confusion, Belze escaped in panic, flying away and leaving everything he knew behind. With little knowledge of the land and the world beyond the town, he had no choice but to fly until he could do so no more.

As luck would have it, he landed not far from Sanctuary, and was brought in by Quinten and her men, who were returning from giving aid to someone in another town. The elf-maiden tended to him, bestowing on him the name ‘Belze’ after he expressed interest to remain in the guild, as well as having the basics to walking the path of an alchemist. He took on the name ‘Sorrows’ in honour of the guild. She passed him off to Cyran to learn how to read and write while she continued teaching him more about herbology and alchemy. After witnessing what healers could do with the manipulation of mana, Belze became interested in learning to heal on top of being an alchemist. As such, he apprenticed under Cryan until he was twenty-one. After passing the test and becoming an official healer in the House of Sorrows, Belze dedicated his life to missions and experiments, discovering a cure to a couple of diseases in the meantime and earning his status as a Grand Healer, a position which he had held for three years now.

Relationships:
Quinten the White: Matriarch of the House of Sorrows, it was this lovely elf-maiden that took him in when he escaped the residence of his master as a young child. While he knew the basics of alchemy at that time, it was she who build up his knowledge and aroused his interest in the art of healing.
Cyran the Grand Healer: Belze’s mentor in the healing arts, this human (now an elderly) was the one who taught the beastkin all about healing and even helped refine some of the techniques he uses today.

Goals: Other than fulfilling his oath as a healer and advancing alchemic research, Belze does not have any other goals in mind.

Fears: Having his wings clipped and not being able to fly for the rest of his life.





Nothing to see here...
...Maybe next time.






I think Belze and Wylloh will get along splendidly. Accepted!
 
ivnGwNAm.jpg


Personal Details

Name: Kadrienne SteelBourne, usually goes by Kade.

Species: Looks outwardly human.
Magic born metal golem.

Age: 18

Gender: Female

Sexuality: Demisexual

Profession: Explorer.

Other


Skills/Abilities

Class: Up-front Smasher Tank

Element: Steel and Wind.

Spells:


  • Steel Born, Passive: She is formed of a magic forged steel. Beneath her magical skin she is almost entirely steel, and extremely difficult to damage. However if she is damaged she does not regenerate naturally, and cannot really be healed in any practical way. Instead she must consume metal and use it to rebuild herself. She can consume almost any metal, but the more diluted and weaker metals take large quantities. In theory it would only take a minute amount of a very pure and very magically potent/durable material. She can store enough raw material to heal minor injuries, but usually keeps it in store to manifest her claws. Her teeth are magically sharp and capable of chewing through almost any metal, although they struggle more with organic material.
  • Strength of Steel, Passive: She is monstrously strong, capable of superhuman feats of strength and speed. A single punch at full force from her is best avoided rather than taken, unless you are very resilient.
  • Living Steel, Passive: She is functionally immune to pretty much all diseases, poisons, and toxins. This is because she is in no part organic, with even her skin being a magical imitation. Her skin was made for her by herfather and is entirely magical, although it feels like human skin, albeit colder and with less give. She can feel sensation through it so long as it is mostly intact, and it regenerates in sunlight, so long as she has the materials. Her skin uses protein which she can process from meats to rebuild itself. She can retract her skin and pull it into a sealed metal portion of her back given time, but it is not a pretty process and requires that her skin be mostly intact.
  • Sense of Place: She has no sense of taste and her sense of touch is dependent on her skin. Her eyesight is more or less perfect, although not especially superhuman. Her sense of smell is based on chemical composition rather than impressions, so she can smell what things are, but doesn't really find smells particularly good or bad. Her sense of hearing is extremely precise, and the only one of her senses to really be more than human. She can hear above and below human ranges, and has an extremely good sense of direction when it comes to sounds. If she produces the sound or knows exactly where it is coming from she can hear well enough to echolocate.
  • Momentum, Passive: This is not exactly a passive magical ability, as much as it is just a side effect of her nature that is worth noting. She is not exceptionally fast when starting to run, because even with her strength its a lot of weight to move. She can make short distance movements, I.E. punches and kicks very quickly, but running quickly requires momentum. However when she has built up momentum she can move very fast so long as she maintains a certain posture. Likewise the effects of her falling from any height tend to be rather destructive, albeit more to everything around her landing point than to her.
  • Magic Forged, Passive: She is entirely formed, kept mobile, and brought to life by magic. This allows her naturally to be mostly unaffected by magic that would otherwise effect metal, although magnetism can be an issue for her hair. She was also specifically enchanted to be highly resistant to magic generally, and capable of destroying magical workings by striking at their centers. She can be grabbed by magical bindings and traps, but even extremely potent ones don't last as she is inherently resistant to them.
  • Golem's mind, Passive: She is almost entirely immune to anything but the most incredibly potent mind control or effecting magic, courtesy of the protections around her Self. She also has a more or less perfect memory, although her recall can be a little slow. If she walks into a room with light and that light is extinguished she will already have a perfect imprint of her surroundings available to recall.
  1. Steel Blade: She can grow claws or blades from most locations on her body. They are exceedingly sharp and just as durable as the rest of her, albeit a bit less dense which weakens them to some extent. They are also included under the effects of Magic Forged, allowing her to cut through magic to some extent. With shields and wards it is mostly her strength and will against the magic, and while she can be interrupted, she can break through most things given time.
  2. Soul Shield: She can use the inherent energy that makes her a golem to project a single shield. It can be curved, and quite large, but it cannot form more than a half-sphere. It can take a huge amount of damage, but it takes a second to stop and start projecting it. Furthermore if it is broken, it would entirely discorporate her metal body, reducing her to her core.
  3. Canary Call: Her voice is not particularly tied to any internal structure, and can be quite powerful. She can project it generally with a disorienting screech at a level sufficient enough to damage hearing and shatter glass, or she can project it into more focused blasts that manifest more as kinetic force than purely sound.
  4. Glow: This is fairly simple, she can use her runes to emit light, even through her skin. When her skin is intact she glows and odd golden color with no specific source on her body. If her skin is gone or retracted the light glows purple from the shifting runes that flow over her body.
  5. Shared Durability: She can use this on an ally, essentially shielding them and taking any strikes towards them to herself. This works on magic and physical attacks, and includes momentum. Essentially she extends the matrix that makes her what she is to another person, causing her main body to take the damage instead of the target. However she cannot use her Soul Shield as long as she is using this ability, and both she and her target glow purple.
Weapons: Mostly uses her fists and random debris, as it is a rare weapon that can hold up to her strength for very long.

Armor: Most armor is rather pointless, since its unlikely to be more durable than she is.

Training: She has a fairly extensive education, including in matters of herbalism, geography and politics. She has had some basic combat training, but she has very little experience. She is also somewhat oddly ignorant of certain principles of magic.

Other

Appearance Details

Hair colour: A pale copper, and that is a very literal statement. Her hair is animated copper and is technically a superfine collection of tiny magnetized copper strands.

Eye colour: Tawny gold with no whites.

Skin colour: Permanently pale.

Height: Four foot eight

Scars/Tattoos: Under her outer skin she is covered in constantly shifting eldritch patterns, that are both a part of who she is, a containment measure, and a part of what makes her living.

Weight: About one ton, due to density and material.

Other: Under her skin she looks like a perfectly sculpted human. There is a reason for this.
She looks so human because she is an exact recreation of her "mother"
Character Details

Personality: Generally she is a remarkably cheerful person, if somewhat sheltered. However her naivete is usually not a huge issue as a great deal of book study has told her a lot of things. It mostly presents in her having to remember back to reading something that most people would know as common knowledge, and in certain hesitations in her actions. Generally she is very friendly, and it would take a lot for her to actually hate someone.

The one major oddity to her brain pattern is that she has a marked tendency to remember places and things she has never known before. Fairly often she also has an ingrained reaction to things that has no actual place in her mental space, and which she rejects after thought. Oddly enough she is a better fighter when she is not thinking at all, because when she is absorbed by combat her actions and reactions hold no hesitation. It is when she thinks that she pulls her punches and hesitates to strike.

Strengths: She is fearsomely strong, incredibly durable, and capable of some limited ranged combat. Her reaction time is extremely good. She is also perpetually bright and cheerful, with a lot of mental resilience and willpower.

Weaknesses: Her leverage is very limited, and so is her mobility. She has a marked tendency to hesitate when striking, and rarely uses full force. She is also not particularly well trained or experienced in combat. When she is not cheerful she has a marked tendency towards major melancholy, and she has a somewhat overdeveloped protective instinct.

Likes: She likes meeting new people, and interacting with interesting people. One of her favorite things to do is to run, as she loves the speeds she can achieve. Generally she prefers cold everything, as it does not really hinder her at all, and provides sensation that heat generally does not, although she does like sunlight.

Dislikes: She has a strong dislike for amoral/immoral people. Oddly enough she has an ingrained, instinctive dislike for emotionally cold people that has no actual mental origin or reason, and which she usually ignores. She has a general tendency to have unexplained negative reactions to a lot of things, which she usually controls tightly.

History: She came into existence somewhere around eighteen years ago. For a being of her nature and surroundings she had a fairly happy childhood. Her mother, while somewhat aloof and absorbed by his own problems, genuinely cared. He made sure she was provided for, and crafter her skin to allow her to pass as human, and to feel. She grew up devouring knowledge in her mother's library on almost any subject, save for magic, which she was taught in limited amounts by her mother. She was happy there, but she began to want to wander. She wanted to be a hero, and when the letter arrived, despite certan discrepancies in identity. Ultimately she decided that the name matched, even if the description did not, and set out to join the group.

In a manner of speaking she has both a mother and a father. They met for the first time countless years ago, as adversaries. He was a high sorcerer and arch thief, a villain without much true malevolence. She was a traveling sorcereress, healer and hero. Their tale is long and complicated, the more important part for our purposes being how it ended. Her mother died and this is the beginning of her tale. Her father sought to raise her mother from the dead, placing her spirit in a large crystal upon which was written the makings of a golem, to be powered by the force of her sorceress's soul. That portion worked a little too well. Instead of giving her mother a kind of rebirth, it gave her a kind of hell. Her mother's soul was imprisoned, aware, within Kade's core, and used to create a new being. So Kade was born, named for her "mother".


Relationships: Her father is the only person she really knows, although there are a few friends of her fathers who stopped by the tower occasionally that she also knows.

Goals: To become a hero.

Fears: Nothing consciously, save for mild aquaphobia. This is mostly because in water, she sinks. It would be more of a fear but strictly speaking she does not need to breath, so falling into water is more just a long walk out than anything else.

Other
Accepted, sounds very neat, and very strong. Glad you finally settled on a character even if it was your seventh XP
 


bdd9a570475e404871107e12a7ab0127--fantasy-characters-goblin-female.jpg
GENERAL INFORMATION


NAME
Kar'slet Ral'thor

NICKNAME
Kars

AGE
34 years old

BIRTH DATE
Furore Sei 4, 2966

GENDER
Female

SPECIES
Orc

PROFESSION
Blacksmith

SEXUALITY
Pansexual

RELATIONSHIPS
None at the moment. PM me~

OTHER
N/A

SKILLS/ABILITIES


CLASS
Berserker

ELEMENT
Fire

SPELLS
Angry Clash (Active)
When this ability is active, Kars' weapon, when it clashes with another, will deteriorate the enemy's weapon with each strike, weakening their weapon over time.

Axe Roar (Active)
Kars roars loudly as she uses this ability, her voice ringing so loudly over a ten meter radius that her axe vibrates intensely, allowing it to cut through armor, weapons, and enemies themselves with more ease.

Burn Air (Active)
Using fire, the orc woman surrounds her enemies in a tall ring of fire, causing the oxygen within the circle to deplete rather quickly until the fire is put out, rendering her enemies unconscious via lack of oxygen.

Fire Axe (Active)
This one is pretty simple. She lights her axe on fire. Fire and metal together hurt. A lot.

War Cry (Active)
Similar to her Axe Roar ability, Kars shouts loudly, this time rallying her allies' spirits and deafening the ears of her enemies, causing them to be temporarily impaired, which gives her allies an opportunity to take advantage of the enemies present.

Tough Skin (Passive)
Orcs naturally have incredibly tough skin, almost as hard as the metals Kars uses to make her weaponry.

Extra Strength (Passive)
Thanks to her tough skin and her enormous muscles, Kars is incredibly strong (although it's also a trait all orcs have, Kars is particularly proud of her even stronger body).

Blood Fury (Passive)
If you are familiar with the metaphor, "making one's blood boil," then you will understand that

WEAPONS
An enormous war axe with swirl designs on the metal, a trademark for Kars, as well as enormous teeth welded to the metal and a skull at the very top (one of her favorite creature skulls).

ARMOR
The outfit in the image is her normal garb, especially for when she is metalworking. As the skin of an orc is remarkably tough, similar to armor, any handcrafted protection during war is seen as unnecessary or only useful in small amounts. That being said, armor is never a concern, but she does not mind it and will wear it during combat.

TRAINING
It is mandatory for a blacksmith to try out her own weaponry, as well as understand how to use each piece she makes. She is one of the most talented of her clan, able to create maces, axes, swords, knives, and several more weapons for her fellow orcs fighting in the war. From the moment she was able to grasp something, she was taught about weapons and fighting and how combat is at the heart of each and every orc. All of them are destined to become warriors, and must train to do so their entire lives. Having fought in the war herself...she's a pretty experienced orc woman.

OTHER
Don't fuck with the orc lady.

APPEARANCE DETAILS


HAIR STYLE
Pulled back and shaved on one side, except for the sideburns.

HAIR COLOUR
Green with a streak of red.

EYE COLOUR
Dark brown with a ring of amber around her pupils.

SKIN COLOUR
Pale green.

HEIGHT
5'3"

WEIGHT
146 lbs.

BODY TYPE
Incredibly Muscular/Stout

SCARS/TATTOOS
Tattoos are not as important to orcs as brands are. The mark of fire is everlasting and does not go away. This being said, Kars has brand marks that travel along her biceps, shoulders, and in between her shoulders, neck, and breasts. They're ritualistic, and once you have them, you are deemed a warrior and are fit for battle.

OTHER
Kars is very confident with her body and also shameless. She is not bothered by being nude in front of strangers.

PERSONAL DETAILS


LIKES
Sparring
Blood
Fire
Weapons
Fighting, fighting, aaaaand fighting

DISLIKES
Pacifists
Meat
Animal Cruelty
Condescending People
Her Clan Elders

GOALS
To prove she is more than just a warrior.

FEARS
A dishonorable death.

PERSONALITY
Kar'slet, who prefers to be called Kars (think "arse" but with a 'k' at the front), is a headstrong, blunt, and determined female orc who wishes to find an end to the war they fight. Truthfully, the fighting is something she will always love, whether it is with allies or enemies. But she does not believe in pointless deaths and she refuses to let any more of her family and allies die. Back at home, she was a very popular woman, often getting the brash proposals of arrogant orcs in her village, as well as the jealous stares of other rougher and tougher looking female orcs who could most definitely pass as male.

Out in the open...Kars was a different person. She did not know how to communicate well with other races, and even so, most of them did not appeal to her. Humans were problematic and greedy, elves were uptight and snooty, and those were the only two she knew of, so they were the only two she had distaste for. Animals, though, had always been a favorite, especially with her pet Mouse, Loori. She befriended animals better than conscientious bipedal beings, and was most likely going to remain that way. Rather kind-hearted for an orc, the female will respect others if they do so towards her, and she will only do what is honorable for orcish culture.

STRENGTHS
Always Battle-Ready
Passionate
Strategic

WEAKNESSES
Hot-Tempered
Lacks High Intelligence
Difficult to Understand (sometimes)

HISTORY
"We all fight. No one can give in. We are fight! We are fire! WE WILL CONQUER ALL!"

This was the mantra that was chanted before each and every battle her kinsmen fought during the war of Landfall, which is still in progress. This was the kind of world Kar'slet was born into. Her mother was the village cook, and her father the Chieftain of the village. There were several villages that made up the Korsgrath clan, the homes to the orcs she called family. It did not matter if you were not bound by blood, a fellow orc was your kin no matter age, profession, etc. Everyone stayed together and everyone moved as one. Sure, orcs were a rowdy, excited, and bloodthirsty bunch, but they knew how to fight efficiently, take care of their own, and honor their ancestors.

From birth, Kar'slet learned how to become the orc of the village, the orc of the clan, similar to each and every orc within each home. She was to become identical to her parents, finding a job she felt adept with as well as a warrior when the time called for it. She was taught how to wield every possible weapon the orcs knew how to create, and it was in those forges of creation that she found herself in love. Kar'slet admired the way molten metal formed into the weapons the orcs used to cut their enemies into lumps of flesh, and was determined to become the best blacksmith (once she learned the word) she could be. By the time she was in her mid-twenties, she had mastered the art. She created the weapons everyone needed, all with the correct weights, materials, and lengths/thicknesses, allowing the orcs to play a much larger part in the war. She was provided the materials, and thus built to her heart's content.

However, after another decade of being the best blacksmith in the West of Landfall, it didn't feel like enough. She had gone out of her village several times during the ten years, fighting using her own creations and felling many an enemy. At some point, all of it felt...pointless. The war wasn't getting anywhere. She felt as though she hadn't lived up to her full potential, despite being thirty-four years of age. When the idea came to her, she was challenged both by fear and curiosity. Was there more she could become, if she left their orcish walls? She spoke to the priest, who had trained her with her affinity to fire, as a few other orcs had a similar affinity (but not one as strong), and he told her that her heart was no longer aligned with the goal of the orcs, and instead was aligned with a stronger destiny that he felt within the earth. Of course he conveyed all of this in orcish, but that's the gist.

Nonetheless, Kar'slet mulled over what the priest told her and made a decision to leave her village and search for this fate larger than her. The priest had given her his blessing, and as her parents were out fighting during the war, she was unable to tell them where she was off to, but she knew they could handle themselves and the priest would tell them. A thousand questions flitted through the orc's mind, but she knew one thing: she was going to find a way to end this war once and for all, that much she was sure of. Apparently word had gotten out that one of the best blacksmiths was traveling in search of something, and the orc woman had been given a letter suggesting she meet with a group led by a man with a similar goal to hers. Might as well, yes?

OTHER
Kars won't hesitate to kick someone's ass if she feels they deserve it. Just saying.
 
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