• This section is for roleplays only.
    ALL interest checks/recruiting threads must go in the Recruit Here section.

    Please remember to credit artists when using works not your own.

Futuristic κ§β€’βŠΉΩ­π™²πš’πšπš’ 𝚘𝚏 π™³πš’πš’πš—πš π™³πšŠπš—πšπšŽπš•πš’πš˜πš—πšœΩ­βŠΉβ€’κ§‚ CS

Charles Cheese

Qualified Cheese Consumer
Roleplay Type(s)
Character Sheet1. Because we want to know as little about your characters as we can, the character sheet will be bare minimum and surface level. For the character building process, post the character sheet first. Afterward there will be a two week or longer time limit to figure out the specifics of your character + change anything about your sheet you don't like.

2. You are free to lie in this sheet if certain aspects of your character is hidden, as long as it is a reasonable lie that our characters wouldn't know. Examples: A character hiding their height by always wearing high heels or having longer prosthetic legs. Your character is nice on the outside, but is cruel and bitter on the inside. Etc. Secrets are heavily encouraged, think of writing a character like you're a magician who wants to have as many magic tricks up their sleeves as possible.

3. We recommend at least 2 characters in case something happens to the first. You can create as many characters as you'd like, but keep in mind some may not get accepted and you'd have to post regularly for each one. Please think quality over quantity.

Name- Your character only remembers their first name or possibly their nickname.​
Gender-
Appearance- Description and Faceclaim allowed. If you wish to use a faceclaim, an anime style is desired.​
Prosthetics- Everyone's eyes are prosthetic, but does your character have any other prosthetics, such as legs, ears, arms, etc.? What color are their prosthetic eyes, and are they mismatched? These prosthetics are extremely durable, can take large falls and serve their function. This makes grappling from building to building less deadly. But aside from that, they don't give your character superpowers.​
Wardrobe- What do they typically wear?​
Height-
Time Awake Since Coma- 1~5 years.​
Reputation- Does your character have one? What would a distant neighbor be able to find out about your character? This includes bits of personality, actions your character might have done, if your character is known for something, etc.​
Relationships- In the start of the roleplay, I'd like to avoid as many our characters knowing each other as possible so that way they can develop their relationships in-roleplay + just in case somebody doesn't get accepted.​
That said, you can freely have your own character know your others. Keep in mind nobody is blood related but there can still be found family.​
Role- What was the role you picked for this character?​
House- What kind of building do they live in? Was it repurposed from something else? Do they have roommates?​
Past characters you're personally proud of- In this section, we want you to post 1 or more character sheets you've made in the past that you are personally proud of and isn't the character you are currently using. This is to help us during the recruitment process.​
Please do not post any of these next questions, but do mentally fill them while character building in the time given.
Motivations- Small ones and big ones. Your character might want to sell flowers, but that's short term. Is there anything deeper they wish to achieve, like become a Vulture or change their Occupation? What will be their driving force through the roleplay?​
Passions- What things are they passionate about that you want to make us passionate about as well?​
Conflicts- What conflicts might these motivations and passions have to make your character's struggles more interesting and long-term? Maybe they want to become a Vulture, but they're petrified of getting out of their comfort zone. Maybe they want to change their occupation, but everyone relies on them for their good work in their current one. Be creative!​
Flaws- We loved our flawed people! Flaws are great to overcome during the story, so we encourage you to douse your characters with them. Whether it be a harmful belief, addiction, trait, illness or etc.​
Redeeming Qualities- What makes us care about them and see them get better?​
Other Personality Traits- What makes them who they are, that doesn't fit into either of the above categories?​
Speech- A lot of people find themselves waking up with dialects and accents after their comas, but not all. Does your character have a unique pattern of speech, or trouble with speaking?​
Mannerisms- Is there habits they have? Do they make an overload of hand gestures, or are they stoic?​
Past- Here comes the difficult part. Before they slipped into a coma, what was their life like and how does that lead them to the personality and skills they have now?​
Think the US in 2017 and your character was 18 years old before they went into the coma and before the apocalypse happened. However, do not plan the last year right before the coma and the coma itself, as those moments will be important to the plot. And keep in mind your character will not remember these things.​
What kind of development you'd like to see to happen to your character- Not guaranteed, but it's good to get a basic idea.​
Home- Where they used to live.​
Likes- A music genre, a time of day, an aesthetic, a food, anything you'd like to put here.​
Dislikes- Pet peeves, fears, anything you'd like to put here.​
Hobbies- Besides their job, does your character have any other hobbies?​
Pet- What do they have?​
Belongings- Something they treasure, either on person or at home. Maybe they have collections or art pieces, or enjoy collecting off of the north buildings.​

Name-​
Gender-​
Appearance-​
Prosthetic-​
Wardrobe-​
Height-​
Time Awake Since Coma-​
Reputation-​
Relationships-​
Role-​
House-​
Characters you're personally proud of-​

 
Name- Grey
Gender- Male
Appearance- Grey is an odd looking guy. He's a willowy fella, at over 6'2, but is also extremely thin and lanky, as mentioned looking almost like a tree. He looks extremely unkempt, his dark hair loosely falling to his shoulders, and a light stubble across his face. His skin is a light olive descent, but then again there's no way to check with the world ending. . The other most notable thing about his appearance are his eyes. His right eye is grey, while his other is a bright blue.
Prosthetics- He has the usual prosthetics with the eyes and legs, but in terms of unique ones, he's missing his entire right hand, which he covers up with a black leather glove.
Wardrobe- He dresses usually in heavy jackets and carves, and no matter what, ALWAYS wears worn black rubber boots, his most prized possessions ever since he became a Librarian
Height- 6'2
Time Awake Since Coma- 4
Reputation- He's somewhat respected, mostly because he does his job, but there's also the fact he isn't...friendly. Whenever Grey runs across people, he promptly tries to run away and hide instead of talking to them. He will go out of his way to not socialize, and much prefers the company of books to his fellow man.
Relationships- Mainly just his fellow Librarians and some of the Vultures. Even then it's mostly professional.
Role- Librarian
House- He lives in an abandoned book store, thought most of the books that survived were sent to a nearby church, where he works. The storefront mostly acts as a living room of sorts, and the backroom is his bedroom.
Past characters you're personally proud of- In this section, we want you to post 1 or more character sheets you've made in the past that you are personally proud of and isn't the character you are currently using. This is to help us during the recruitment process.
(Will probably send more)
Name:
Ser Brandon Gryffonel

Aliases:
"Brandy"

Age:
54

Gender:
Male

Sexuality:
Heterosexual

Race:
Human

Class:
Paladin, Oath of Devotion

Magic:
The usual paladin stuff, mainly smites and lay on hands.

Personality:
Brandon, despite his age, despite all he's seen, is still the bright eyed, idealistic man he was over thirty years ago. He's almost scarily optmistic, always pushing himself and those around them to see the best in everyone and in themselves, and try their absolute hardest. And he has the charsima to back this up. he speaks with an earnst passion few could match, though this means he's a horrid liar. but it also makes him a skilled diplomat, willing to see both sides of an argument before settling on an answer. He detests violence,a nd will always try diplomacy before hostile action if at all possible. he's not afraid of fighting, however. In fact he's quite terrifying in a fight, which is precisely why he hates it. He seems to be running from his past, only telling a few stories from his adventuring days, and refusing to really explain where he came from and how he got where he is. He also seems to have some amount of survivors guilt, feeling that he doesn't deserve to be where he is.

Hobbies:
Fishing
Woodcarving

Background:
Ser Brandon Gryffonel, formerly just known as Brandon, was born the elder of two brother sin a remote village. The two had a decent childhood, wholly unremarkable. Until the village did what they tend to do in stories: it was razed. The two boys were the only survivors, and would probably have died soon after if they weren't mysteriously taken in by a monastery. Brandon didn't ask questions. As the years went on, it was clear someone was giving Brandon special treatment, while Luvious was mostly ignored. On the night Brandon discovered he would be a paladin, the brothers had a fight, leading to them going their separate ways. Still, Brandon didn't ask questions. He awes just excited to make the world a better place. And so, at the age of 21, he found himself journeying the lands, righting wrongs and slaying beasts. This was when he first met Benjamin, an old crochety wizard that offered his aid. The two travelled together for some years, and formed a sort of father-son relationship. Though this began to sour over time. Ben was...pushy. He wanted Brandon to do things his way, with no regards for the paladin's feelings. They were often moral dubious. Stab an enemy in the back, kill prisoners, etc. Brandon always disobeyed these requests, refusing to compromise his ideal for any greater good. This all culminated when their party was on a crusade against a powerful lich known simply as the Dead King. The group was ambushed by one of their assassins, who they promptly defeated. Brandon had them, he could have ended them right then and there. but he didn't. he let them go, to which Benjamin was furious. This led to an explosive argument, where Benjamin revealed the truth: he was not Benjamin. He was Ezikiel, an ancient wizard, and Brandon was, supposedly, a hero of prophecy, said to unite the realms and usher in an age of peace and prosperity. Ezikiel, disguised as several key figures, manipulated events to get Brandon where he is now, and then everything fell into place. Saying Brandon was angry is an understatement. his entire life had been planned out for him, without his consent or knowledge, by some control freak wizard trying to justify some dusty old scribbles. Brandon kicked his old friend from the group thereafter. They did, however, get a new members soon after: the same assassin who'd attacked them before. After Brandon's act of mercy, she'd seen teh fault in her master's ideals, and thusly joined his enemies. The group went on to slay the Dead King and claiming his massive hoard of treasure. During this, the assassin, an elf named Minerva, and Brandon, somehow fell in love, and decided to settle down, much to Ezikiel's chagrin. Using the money they'd received, the two built the Journey's End, and have lived there ever since.

Other:
-His favorite food is owlbear stew

-While he acts upbeat, he's had to play tough guy a few times, when some cocky adventurers got a bit too handsy. Afterwards, it became common knowledge to watch yourself in the tavern, unless you wanted to be tossed to the curb by a middle aged barkeep.
 
Name- Raiden
Gender- Male
Prosthetic- He has one metal leg and one metal hand.
Wardrobe- Gets his clothes personally made from threadmasters. Only ever wears formal clothing because the references he gives to them are from men's formal magazines in Grey's library.
Height- 5'6"
Time Awake Since Coma- 5. He was the second to awaken amongst the 2,500.
Reputation- (WIP)
Relationships- Always offers a listening ear to someone's troubles, even if he may be busy at the moment. Generally friendly to everyone, even when he shouldn't be and gets screwed over countlessly because of it. Despite his affable attitude, you'll find that he's the most distant and unable to talk about himself. Every friendship feels one-sided.
Raiden seems closest to the Bird Watcher.

Role- Mayor
House- Despite being the mayor, he has no house on his own, but switches between sleeping in the graveyard-turned-garden behind the church and the greenhouse on top of the skyscraper, along with all the comatose patients. Has turned down all offers when it comes to living arrangements, and insists that he's happy just the way he is.
Characters you're personally proud of- (Awkward! Mostly unused account, haha.)
 
Last edited:
β˜€οΈ HERE COMES THE SUN β˜€οΈ

Name: Sunshine
Gender: Demigirl
Appearance: Sunshine is short and thick, with a bright smile and shining eyes. She has brown skin and eyes, and red hair worn in buns or pigtails, depending on the mood. She often has paint splotches on her skin and clothes, as well as dirt.
86774_yU2JxJCe.png

art created with this picrew
Prosthetics: Just the basics.
Wardrobe: Sunshine dresses in simple, colorful clothing that is easy to move and work in.
Height: 5'0"
Time Awake Since Coma: 1 year
Reputation: Sunshine lives up to her name, by being an absolute ball of sunshine no matter how hard the work is. She is constantly helping others and hiding gifts for people to discover. She is prone to cry in happiness when she gets overwhelmed, usually because someone's been nice to her.
Relationships: Red is a veteran Vulture who happened to be around when Sunshine first woke up and helped her get her bearings. She sees him as her big brother, and almost became a Vulture to follow in his footsteps, but changed her mind after meeting her ducks.
Role: Rancher, raising ducks
House: Sunshine is bunking with Red in an abandoned house near the Arc. They've renovated it to make it comfortable for the ducks, and Sunshine sleeps in a nest with them at night.
Past characters you're personally proud of: Hmm, my profiles on here are very basic tbh, so gonna see how well I can copy some off Toyhouse for this.
Uzumaki Akane
渦巻 茜
33696879_MROdfFjOP5YgV6G.png

art by me

10 to 25 | Trans Female | She/Her | Straight​

Akane radiates confidence, with just a hint of mischief. She's known to be dependable and hard working, someone you can trust to get the job done without any setbacks. Akane enjoys being relied upon, finding comfort in using her skills to help others. She's quite serious, but will show a mischievous side as well, mostly in teasing others affectionately.

Those who get close enough for Akane to let her guard now, find she is more tired than she lets on. She's very quiet in private, constantly lost in thought. She craves physical contact in these moments, whether it be cuddling or just sitting shoulder to shoulder.


CHILDHOOD

Akane idolized her mother from a young age and would follow her everywhere, even sneaking into her office when she wasn't allowed a few times. Due to this, Akane was exposed to war talk quite frequently and even witnessed her mother breaking down in tears in private. She was aware of the toll of war in a way many children were spared, due to the war being fought outside of the Land of Fire's borders. Akane's bright disposition was worn down by this, and she developed into a rather somber child.

Akane took the threat of the war very seriously, and trained rigorously so she could protect her family if battle ever reached the village. She often clashed with her brother over this matter, who was rambunctious and often caused childish trouble. Akane felt he didn't understand how important training was and often scolded him for his behavior.


WAR TIME

Akane's rigorous training allowed her to move through the academy classes quickly, until she graduated at age 10. She was immediately placed on a squadron and sent out to the field. Akane's team primarily handle reconnaissance and supply shipments. Although they didn't see front line action, they did face many dangers. They often had to move through hostile territory, and even occasionally within enemy borders. During a reconnaissance mission, Akane's squadron discovered a company of soldiers preparing to attack one of Konohagakure's camps. There was not time to warn their allies before the attack without something to delay the enemy. Akane was crucial in this delay, utilizing her clans adamantine sealing chains to create a barrier capable to preventing the enemy from breaching the camp. This feat earned her the rank of chunin and a reputation that persists to this day.


AFTER THE WAR

The war left Akane with a great deal of trauma. In the aftermath of the armistice, she struggled to accept that the war was over. She often took missions to patrol the borders, paranoid of an attack. Her position as the Hokage's daughter and a war hero put an end to this, when Akane was designated as a diplomat. She was sent primarily to Iwagakure, in a a show of good will and respect. Her time as a diplomat, helped her accept that it was a time of peace. She definitely began working through the trauma, and that bright personality reawoke.


PRESENT DAY

Akane has taken a break from her diplomatic work to act as a genin squad leader. She chose to switch career paths to watch over her young cousin, who she requested be placed on her team. Akane is very protective of her squad and hesitant to take on combat missions with them. She feels 12 year olds should not be endangering their lives. This belief has swayed her towards the beliefs of the Akatsuki organization, a peaceful group protesting the current shinobi system. Although she has not officially joined, she does speak openly against the use of young genin in battle.
Blair Day
Blair.png

23 | Cis Male | He/him | Gay​

QUIET β€’ ALOOF β€’ IMPISH

A mysterious figure at the edge of the crowd, hidden in the shadows...

Blair is usually found alone, simply observing as others interact. He's always watching, but never joins in. Those who approach him find this mysterious air is really just an illussion. Blair is incredibly open and friendly with those who choose to interact with him. He's quick to consider strangers as friends, and even quicker to drag them into his hijinks.

Blair is a very cautious person, despite how quick he is to trust. He always thinks before he acts, carefully assessing each situation he's confronted with. This is both a strength and a weakness, as he often spends so much time planning he misses the chance to act. Nowhere is this more obvious than with people. Blair will spend hours scripting out conversations, without ever actually initiating them.


ABILITIES

  • Raw magic. Raw magic is an incredibly dangerous thing for Blair to use, as it means performing a spell without components. This type of magic draws directly from his life force, exhausting him quickly if used for a prolonged period. He favors levitation.
  • Ritual magic. Blair's spells are capable of almost anything, but there must be an equal payment. The biggest risk is performing a spell without knowing exactly what the price is, so he sticks to those passed down through his family rather than creating his own. Most of these spells are for practical, everyday use.
  • Potion brewing. A subset of ritual magic, poition brewing allows for spells to be stored in liquid form. The more powerful the spell, the more volatile and dangerous the potion is to handle. Blair prefers to stick to small, comfort spells when brewing.
  • Cooking. A side effect of learning to brew potions is that Blair is rather adept in the kitchen. He sticks religiously to recipes, never experimenting.


MAGIC IN THE HOME

Magic has been a part of Blair's life since the day he was concieved through a spell. His mothers raised him to use magic from the time he could talk. For him, magic is as normal as breathing. His mothers run a potion shop, which he spent all his free time in. He's always loved watching potions be brewed and tending to the herb gardens.


RITUAL IN CATASTROPHE

Blair struggled to make friends as a kid. His solution was to turn to magic, as it often was. He snuck the family grimoire to school and performed a ritual for a group of kids. His anxiety convinced him it would end horribly, so it did. What was supposed to be just fiery art became a terrible explosion. Thanks to his family's magic, everyone recovered without physical scars, but mental scars are much harder to treat.


STUDENT OF MAGIC

It's traditional in Blair's family for each member to create a new ritual for the family grimoire. Unfortunately, the trauma of the failed childhood ritual has left Blair terrified of creating his own. He hopes by studying magic at Filii Deorum he'll be able to understand ritual magic and finally overcome what's holding him back.
 
Name- Nuala (Pronounced Nooluh)
Gender- Cisfem, she/her
1222838_V8IKKdKI.png
Appearance- A tall, lanky woman with squared-off features and a broad grin. Her hair's curly and incredibly hard to control, a thick, faintly reddish black cut off at just below shoulder-length, and usually held back by a simple headband of bright yellow. She's pretty pale, with befreckled skin, and seemingly constantly blushing, which is likely a side effect of her pale features and thin skin. Her eyes are downturned and longlashed, made more noticeable by their bright golden hue and catlike contracting pupils. Her ears are peirced with various small, black metal studs and rings, along with her left eyebrow-- which, funnily enough, has a matching vertical scar in the same location on the right side of her face.
Prosthetic- Her eyes, of course, along with her entire left arm and shoulder and both legs from mid-thigh down.
Wardrobe- Very consistent; almost entirely loose earthy-toned sweaters of various shapes and sizes worn over smaller, dark tanktops/crop tops, paired with dark or plain black leggings, fuzzy wool socks, and bright yellow Vans.
Height- 5'10"
Time Awake Since Coma- 4 years
Reputation- A friendly, relaxed person, if a bit odd and restless at times. Fond of gossip and frequently converses with the Afe patrons when she's not working, full of unkempt charm and wild laughter.
Relationships- She's acquainted with or known of by most of the community in the area around her Afe, or at least those who frequent the place, and greets them all with a smile and a hello. She doesn't have many people she's closer with than that, though, as far as can be told.
Role- Afe Owner
House- She inhabits an building that used to be an Afe itself, with the sign still up and everything! She's been refurbishing it since she moved in, at first to make in inhabitable and now to make it more comfortable and homey-- she lives in an apartment resting above the Afe on the ground floor, with windows facing outwards into the street.
Characters you're personally proud of-
(This is from a probably more casual rp, which is why the writing in some stuff isn't super great quality rip)
Name: Edelie Sophia Caroline Jepper
Nicknames/Aliases: (Optional)
Age: 17, nearly 18
Preferred Pronouns: She/Fluff

Wing-Type: Activated Phoenix Boreal Owl
Wingspan: 38 ft
Height: 5’5
Physical Description: A slight, softly-built girl with a large birthmark over essentially the entire left side of her body. She has soft, pale dusky brown skin and soft and feathery dark brown hair, reaching about mid-back when it’s loose. Fluff’s eyes are large and wide, usually deeply bagged from lack of sleep underneath, with piercing yellow irisesβ€” the left one is mostly blind from an accident, but fluff can still see light and shadows with it, so fluff’s flight and dept perception aren’t affected too badly. Her nails are usually bitten short, but after her activation have grown long and sharp, almost claw-like, and have turned what seemed to be permanently black. Fluff’s wings are very large and almost seem to dwarf the girl fluffself, and are feathered in darkish cool brown with white spots, a lighter brown on the inside with horizontal white streaks. After her transformation, the browns turn to a much warmer rusty colour, and the whites change into a pale, iridescent-looking yellow, with the whole wings gaining a golden glow to them and a slight shimmer. She mostly wears light, pretty summer clothes with a cottagecore vibeβ€” long skirts, sundresses, and so on, in pastel colours and whites.
Faceclaim: (this is incomplete oopβ€” plan on adding the wings and stuff soon??)
91B2054C-0F8C-4A7F-A909-83F28DECE40A.png



Abilities:
-Regeneration: When fluff dies, unless fluff’s core was destroyed, fluff regenerates as, well, exactly how fluff looks at the moment, with a few cuts and scrapes, plus one deep gash on her right leg.
-Cold Resistance: Exactly as it says, a strong resistance to the cold, frost, ice, etc.
-β€˜Frostbreath’: She can exhale or β€˜shoot’ a fog-like gas, that, after reacting with the oxygen in air, almost immediately freezes or (coats in ice or something similar) anything it touches, depending on how cold it already was. She just finds it slightly chilly, due to both her cold resistance and the frostbreath itself just being incapable of harming her.
-β€˜Healing Ice’: If fluff breathes fluff’s frostbreath on somebody with burn or other heat-related injuries, instead of giving them frostbite like it normally would, it instead creates a thin layer of frost over the wound, which m a g i c a l l y increases its healing speed and level by a very large amount.
Flight-Type: A slow, persistent flyer with little energy usage. She can soar for hours on end and her wings rarely make a sound. Looking at her wing shape, she should be a lot better at active flight and manoeuvring, but realistically, her wings are very large and rather unwieldy, and she struggles with that sort of thing quite a bit. She does, however, have great carrying capacity, and she could probably carry about two other people for three or four hours without getting too tired.

Personality: A sweet, kind, extremely gullible darling. Big anxiety and very unsure of herself, somewhat shy but very loving and affectionate once you get closer. She gets panic and anxiety attacks somewhat often, and has trouble sleeping due to reoccurring nightmares, which is probably due to her PTSD from watching her house burn down with her family inside and then being shoved into an orphanage a day or two later! She’s very unsure of herself and often struggles with making connections with others, as she fears that they, too, will die in a house fire (house fire may or may not be an actual house fire). She’s easily startled and surprised, and slightly paranoid, and she often bottles up her feelings, which results in her snapping and yelling and even occasionally getting violent when she’s upset. Very giving and tries to do her hardest to improve the lives of people in situations similar to her, or really just any bad situations, and definitely not because she feels guilty for not being able to save her family. Enjoys working with plants and the relative solitude of the nursery, and it’s the place where she feels calmest, so it’ll really be a shame when it burns down in that big fire when she’s off at a bank, which also burns down with her inside this time!
Likes: (Optional)
Dislikes: (Optional)
History: Raised in a pretty loving, close-knit family, and then when she was young, her family all got dead in a housefire while she was out doing friendship stuff or at daycare or whatever, and she came home and saw them all getting deaded and her house burning down, and now she’s traumatized and afraid of fire, yay!! Got shoved into an orphanage, which was pretty sucky, and is still there, but she can hopefully leave soon. Also works part-time at a plant nursery cause why not, and donates like half her money to charity and spends the other half on stuff for the younger orphanage kids.

Are you cool?: cool as a reese’s chocolate baked bean cup

Group Name: Sparkly Idiots
How/Why they join this group: Gets caught in the fire after having a panic attack and just. not leaving, gets activated, so on and so forth
2022_01_11_0gn_Kleki.png


BrownHare.jpg


A semi-short, curvy woman with a strong, muscled build, dark brown eyes, and pale skin. Her hair is short and thick, a wavy medium-brown with a reddish cut to about ear-length, and often mussed up and messy, as she cares very little about her appearance. Wears rather simple clothing, with gloves and arm bracers for her bow, along with an arrow sheath and several small packs containing useful items. Underneath her clothing, she's largely covered by scars from fighting-- at least one can be seen on almost every part of her body, except likely her neck and ankles/feet. And yes, she does have buckteeth, which can be widely regarded as adorable by everyone except herself.

"Who else will protect them, if not me?"

Name: Ayel
Age: 19 (nearly 20)
Gender: Female
Species: Hare
Starting role: Veteran

Likes: Flowers, safety, candles, honey, clover, running, music and dancing (surprisingly)
Dislikes: Meat, tactical disadvantages, yelling, carnivores (in animal form only), being restrained, enclosed spaces
Fears: Deep water (she can't swim), thunderstorms, godly wrath, being snuck up on, heights, letting people die

Personality: Restless and independent, Ayel, at least in her own opinion, works best alone, and can rarely be seen without something to do. She’s very observant, and can easily tell when she's being watched or followed and by whom, which is a skill developed in her earlier life before she became a krigere. Very protective and can get surprisingly aggressive about it for such a normally skittish person, especialyy so when in close quarters with someone. Strongly opinionated and doesn’t deal well with unfamiliar people or situations, tending to be quite suspicious until they’ve proved for certain they aren’t dangerous. She's very fidgety and flighty, a nervous person at her core, and extremely worried about being crept up on and attacked, even if there's an entire crowd of allies around-- that actually just makes them more of a target, in her opinion, and makes her even more nervous. She feels responsible for the safetey of all the other krigere, especially the younger and newer untrained ones, and is incredibly vehement about it, fending off any threat she can unless she's absolutely certain they can deal with it themself and come to no harm. Additionally, whenever anyone's injured or harmed, she feels incredibly guilty for it, no matter whether she could have done anything to prevent it-- it's the reason she learned what rudimentary healing she knows, to try and make up for what she sees as caused by her wrongdoings.

Backstory: Born as part of the first litter of a mated pair of hares, she was generally unremarkable as a leveret, seeming different from her siblings little, if at all-- except for the fact that she, unlike most of her family, didn't seem afraid of the darklings, like common sense would demand. And so, when the darklings grew closer towards the family, the desicion was made one night to leave and find a new place to live-- only, she wasn't informed of that, and even if she had been, she wouldn't have gone. She was left there when the darklings advanced, still a young leveret and completely alone, and even without the darklings there she would have more likely than not been killed by other predators before the week was through. Ayel was recruited to be a krigere at a surprisingly young age, when she was what would be only ten in human aging; not for any particular reason, only her patron god taking a slight liking to the creature and deciding to save her from the darklings, and was at first a terrible member of the team-- flighty and quiet and frightened, she could hardly fight and had to be trained in everything with no help from the very start. As she grew older, though, witnessing older members of the team fall and be replaced with newer, younger krigere, she began to feel guilty, like it was her fault the others were dying, and started working harder than she had ever before, spending all of her free time training and nights away, pacing back and forth and keeping watch over the others. She continued like this, growing and training, until all her former companions had died and left her alone-- she was the oldest now, had been here the longest, veteran of the veterans, and in the present day.

Signature weapon: Bone Dagger -- A sharp, polished bone dagger with a deadly curved edge, one that most wouldn't recognise as her signature weapon, as it's seen far less often than her more commonly used bow and arrows. A perfect cream colour and always perfectly polished despite years of use, with a handle wrapped in leather and a small, smooth stone of unknown origin embedded in the pommel. It nevers grows dirty, with blood and dirt sliding off the dagger as soon as they touch it, and it's never, not once, broken, or grown dull or worn, or gotten stuck in anything-- it cuts hardwood like butter, and is very surprisingly effective in battle when used with her close-combat fighting style.
Signature ability: Hare Drums -- When using this ability, Ayel can stomp the ground with enough strength to make it shake rather heavily along with a very loud thumping sound, just once or quickly several times in a row. Unfortunately, she can only use the ability when she's energized, and hasn't used it recently-- if she's tired from fighting or training or lack of sleep or anything of the sort and tries to use it, or if she's used it up to as recently as ten minutes ago, the best she can do is make a relatively quiet thump without shaking the ground at all, comparable to about two or three hares thumping simultaneously. She can also direct the stomp at enemies, if any are within a close enough range, which is incredibly powerful in full force; enough to potentially snap someone's spine if she's aimed it right, or at least break some bones.
Patron Deity: Heimdall
 
Player Character

Name- Smokey. (Used to go by Firebug, which people recognize him more by)
Gender- Male
Appearance- Vivid, apricot hair that’s frizzy and pokes the air like embers with deep purple eyes to match. He has sunkissed skin with tan lines over his face that’s caused by his favorite ski goggles he wears on job.
Prosthetic- Both legs from knees down and both ears. He hides his ears under his frizzy hair and doodles on his legs with neon, glow-in-the-dark paint daily to make the day just a bit more special.
Wardrobe- Used to wear concealing, comfortable clothes such as baggy sweaters and jeans but now wears the most cool-looking clothes he can find since he was accepted a part of the vultures. This includes a red race jacket, ski goggles, a beanie and ripped jeans.
Height- 5’2”
Time Awake Since Coma- 2 years, but a lot of people think he must've awoke sooner due to him not being well known before and after his transition. He doesn't correct them.
Reputation- Despite what the neon paint may get across, the impressions people have of him is that he's a shy loner who barely makes a word to anybody. Back when he was a Water Rancher, he used to live with another Water Rancher named December who was even more of a recluse than he is.
Used to be on the sea all day, with the exceptions being whenever he went to Grey's library after giving his goods to the mayor. Nobody really knows the man. So week ago when he insisted on becoming a vulture and refused to go away until he was accepted, it felt like he just spontaneously popped into existence due to how not well known he is.
Since he joined he's only had one outing with his vultures. During it, he just followed orders and didn't speak otherwise. He was awkward company, but was great at his job otherwise. Not quite trusted enough to sleep in the Arc, however.

Relationships-
He has moved away, but the only person who really knows him so far is..
December: Water Rancher of 5 years. Refuses to talk to anyone and the only time she gets out is when she fishes, which is why it was surprising she took Smokey into her home.

Role- Became a Vulture last week, but had been a Water Rancher up to that point.
House- Used to sleep in an abandoned bus by the dam with December and only recently got his very own ridge tent after months of saving up Eden. Seems oddly attached to the tent, and refuses to vacate into a normal house instead. He set up camp in between town and the dam, so both trips would take only 30 minutes to get to.
 
391ED652-E4D4-4565-884C-6BA37D9538EF.jpeg
Artist Twitter Handle @1L9l2Aa8UCL0IGJ
Name- Mariah
Gender- Female
Appearance- Mariah is a rather petite woman with wavy shoulder-length brown hair, upturned eyes similar to that of a cat, and lily-white skin.
Prosthetics- Besides the robotic eyes similar to most Dandelion citizens, Mariahβ€˜s left hand is prosthetic. Nothing is particularly remarkable about the prosthetic other than how her hand-eye coordination is significantly better in comparison to her right hand.
Wardrobe- As the librarian’s assistant she wears a lanyard with the lopsided X symbol to show her affiliation, over her black cardigan and ink-stained white shirt.
Height- 5’3

Time Awake Since Coma- 2
Reputation- Rarely without her typical smile on her face, Mariah is a kind person who is generous with her time and attention. This has led her to her employment as the librarian’s assistant as someone to balance his aloofness, although her insightful mind is the main reason. Given her familiarity with the place, Mariah handles concerns ranging from pointing others to the appropriate direction for material, prepping the research equipment for Grey, and hosting the book club.

Relationships- After visiting the library day in a day out for months, Mariah became something of a helper to Grey - stepping in for him when he was occupied with vulture business, or more generally when he didn’t want to deal with people. Eventually, her volunteer work landed Mariah a job as his assistant, and she has since organized a small book club.
Role- Librarian Assistant; hosts book club meetings and is the 'face' of the library.
House- Mariah lives in a run-down laundromat with an older couple, and together with them she repurposed the broken washers and dryers into various tools and appliance (e.g. mini-garden, ottomans, and even a grill).


Past characters you're personally proud of-

NAME: Saffron Saqqaf "Saffy"

RACE: Sahari

AGE: 604

ALIGNMENT:
Lawful Neutral

CLASS:
Wizard Spellscribe

PERSONALITY TRAITS:
Saffy is a quiet, but eccentric woman who is more at home inscribing spells than engaging in mundane chatter with people. As with most elves living among the short-lived races, she grew aloof over time, not to the extent of being demeaning, just callous to their deaths, for the scars run deep. In spite of her strange behavior, or rather the cause of it, Saffy is a master of etiquette (although a bit dated by a couple of centuries) and expects the appropriate amount of respect and manners from everyone. She can be a nurturing figure, but tries to maintain a respectable distance to keep from growing to attached to their livelihoods.

IDEALS:
Everyone deserves to be treated with dignity, yet true respect must be earned.
Meddling in the affairs of others only causes trouble, therefore it is better to simply live and let live.
Your craft should reflect the soul. It should come from within and reveal who you really are. Honesty


FLAWS:
I'd risk too much to uncover a lost bit of knowledge.
I am hesitant about growing closer with others emotionally, yet I am quick to share in carnal pleasures.
I feel it is too difficult to keep up with the times, and am prone to be unreactive to worldly matters.


SKILLS & ABILITIES:
Thermaturgy: A branch of evocation magic dealing with illumination and thermal energies. Stronger when the sun is out, and weaker otherwise. [Four lanterns can be charged a day]
  • Heat/Chill - Saffy can create an aura of 30 ft radius centered on her. The aura can warm creatures suffering from cold, heat metal to a painful degree (potentially ruining circuitry and gears), or she can absorb the ambient heat in the area casting a great chill, not threatening but situational in its use.
  • Firebolts (x4 per lantern) - Three motes of fire are launched from the instrument
  • Wall of Flame (x2 per lantern) - A wall of flame ten ft tall and 30 ft long is conjured up to 60 feet away
Spell Scribing: A branch of magic primarily used as utility, useful for everyday living. However the more expensive scrolls can hold powerful spells within them. Some scrolls are expended after a single use, others just require the correct ink to reuse the effect.
  • Scroll of Intangibility - For thirty seconds the target (within 5 ft of the scroll) becomes intangible, and can pass between physical barriers. The target is vulnerable to magic, and should not end the spell within something else. If so, they will be shunted out of the space and take a form of psychic damage.
  • Scroll of Enchantment - For 10 minutes a set of ammunition (bolts or arrows) or a weapon becomes enchanted with an element (frost, fire*, electricity, poison, acid) the weapon may lose durability as a result.
  • Scroll of Illusions - Ever heard of the smoke and mirrors trick, this scroll creates smoke monsters for the duration of a minute. Blowing the smoke away is enough to dispel the illusion.
  • Scroll of Sobriety - Useful for dispelling drunkenness, or from getting drunk. However, the scroll also has its use against substances that cloud the mind.
  • Scroll of Ventriloquism - Scroll which summons four massive cloth puppets, magic binds their movements so the puppeteer must be capable of magic. Significantly damaging the caster will dispel the puppets.
  • Scroll of Alarm - A mental alarm is set in a 50 ft radius around the caster, creatures will trip the alarm should they cross and it will alert the caster to their presence. However, the scroll is not powerful enough to discern the position of the creatures.
  • Scroll of Binding - Sets a magical trap near the caster, the first creature to cross the trap will be subject to a binding spell. The spell restricts the movements of its victim and moreover silences the target. Creatures above a certain size are immune to this effect.
  • Scroll of Giants - Scroll set to capture the immense strength of giants, for 1 minute the target (within 5 feet of the scroll) possesses the strength of the Naβ€˜ka people.

Pincer Instrument: The lanterns may act as a spellcasting focus and holds Saffy's spells, however the instrument is used to direct the spells. Additionally, the instrument is a weapon in its own right, capable of crushing bone through its pincer-like grip, but unfortunately it is a cumbersome weapon to use.

NOTABLE PHYSICAL FEATURES:
Saffy has a coffee complexion, willowy figure, and pale golden-yellow hair (flaxen), typically styled in a bun. Her irises are both almond in shape and in color, with flecks of gold in them. While the etiquette of lifetimes are still instilled in Saffy, her taste in clothes are not. Saffron replaced the uniform look of her previous lifestyle with the cloak of a mage, simple leathers underneath, and an iron mask with stylized lenses and "ears" affixed to the top,

BACKGROUND:
Centuries ago, her sultan recklessly waged war with another sahari city and many of her family and friends were killed as a result. Saffron braved the dunes with her younger brother, Malik, and ventured to Kolnest, the lands that would one day become the Vernes Empire. At first, Saffy and Malik had difficulty adapting, the humans distrusted the dune elves encroaching onto their lands, and that was when Saffron first learned the art of evocation as a means of protection.

However, force, magical or physical, can only go so far in an alien lands, so due to this she sworn service to a noblewoman. Fortunately Baroness Goncharov liked to keep exotic races, especially the prideful elves as handmaidens, as they made excellent servants due to their age. For generations Saffy served the Goncharov House, raising the family from the day they were born, to the day they died, and throughout her long career as the head maid, Saffron discovered a passion of reading, calligraphy, and poetry (which she frequently recited to the family). Malik tired of lifetimes of servitude to humans left Saffron on bad terms, and went on to become an adventurer (learned a thing or two from Saffron). Eventually, time caught up to the Goncharov House, and with the unification of the Kolnest kingdoms the nobility were reorganized. Out of a job for the first time in two centuries, searched for her brother to no avail. Incidentally, Nikolai's empire made Kolnest a better place to live for elves, and now Saffron was able to see the changes he wrought.

She saw the humans progress at an outstanding rate, creating clockwork marvels and scientific endeavors that inspired many. She quickly apprenticed herself to the wizard Dieterich Kuznetsov, which lasted for decades, until he too passed away. However, not before the master and apprentice succeeded in pioneering a new branch of evocation magic called thermaturgy, a specialty in trapping different forms of heat and light using implements, and then releasing powerful fire based spells with smaller costs. Saffron's problems with her brother were all but forgotten as she continued to throw herself in research, turning her love of calligraphy into scribing spells on parchment and making a tidy profit from that. Recently, Malik has reached out to his sister regarding Saladin Dun'eai and his plans with the Vernes Empire.

Name
Olga Mudwallow

Age
19

Race
Human*
(Mother is a Hag creature, but reproduces regular human)

Origin/Birthplace
Whallem

Magical Abilities/Attributes
Witch

~Magic~
  • Standard Spells
    • Scrying Eye: 1 minute of uninterrupted casting; Summons a floating arcane eye that Olga can see, and oddly hear out of. She can direct the eye anywhere within a half-mile of her, but her own senses are blinded and deafened
    • Familiars - Can summon her two familiars, Meg the Goat and Hilda the Crow, instantly; She can direct her familiars to distract her foes, however the main use is morphing with them into a dangerous hybrid
      • Crow Hybrid: Olga and Hilda shift into a giant bird; the beak can pierce shields, her talons rend armor to shreds, and she gains the ability of flight
      • Goat Hybrid: Olga and Meg shift into a giant goat; the fur is coarse and tough, her horns batter foes, and she gains an uncanny balance
    • Beast Sense and Speech - 7 seconds of uninterrupted casting; Enables Olga to communicate with animals and beasts, limited by the beasts' intelligence however simple ideas such as "friend not food" can be communicated; Additionally the spell gives her an affinity with animals, temporarily pacifying them to her presence, however makes her more animalistic as a result (usually in accordance to the animal)
  • Hexes - Target of her choice within 60 feet will be affected by one of the following choices for a minute. Damaging Olga is an easy way to break the hex, and only one hex could be applied at a time:
    • Asleep: 1 minute of uninterrupted casting; Target falls into a slumber. Wakes up if it is hurt in anyway physically, or simply if someone else tries to rouse them awake.
    • Panicked: 7 seconds of uninterrupted casting; Target is frightened of Olga. However, people respond to fear in different ways, so this is not always a boon.
    • Sickened: 7 seconds of uninterrupted casting; Target's stamina and strength is sapped, leaving them with exhausted and nauseated
  • Rituals - Spells that are typically more powerful than standard, at the cost of a lengthier casting time and more costly materials:
    • Clairvoyance: 8 hours of uninterrupted casting; Extends the Scrying Eye spell to five miles, however Olga must have visited the area before, and cannot see past walls
    • Plant Growth: 10 hours of uninterrupted casting; Enriches the land and soil (half-mile radius), making plants thick and overgrown, crops can be gathered sooner and yield more food than normal (May have dire aftereffects)
    • Insect Plague: 12 hours of uninterrupted casting; Summons a monstrous swarm of locusts that ravage the land (half-mile radius), devouring plants and animals in the area
~Unique Equipment~
  • Potions - Mixture of alchemical and magical properties. Certain potions require specific ingredients for the desired affect while some are more general
    • Healing (x2): Accelerates the body's natural healing process
    • Antitoxin (x2): Purifies the body of poisons and venom; Most antivenom potions
    • Waterbreathing (x1): Lasts 10 minutes; Allows you to breathe, but not speak, underwater
    • Invisibility (x1): Difficult to craft, lasts 30 seconds; Makes you invisible to the naked eye
    • Haste (x1): Difficult to craft, lasts 30 seconds; Perceives all information quicker and speed is greatly increased
  • Candlestick of Firebolt: Instantaneously cast; Hurls a mote of fire at a target within 60 feet

Physical Abilities/Attributes
Olga is a bookworm, not an athlete with any considerable talent, and as such struggles with physical exertion

Offensive/Defensive Strategies
Unlike the standard mage, Olga is specialized in debuffing and cursing her foes with spells, buffing and fortifying her allies with potions, and therefore is less likely to fight on her own; If caught in a bad situation she is likely to flee using Hilda, or tough it out using Meg.

Appearance
Tall and voluptuous. Olga had the pale skin and high cheekbones of her father, but had inherited her mother's auburn hair and eyes. Her striking irises, afflicted with heterochromia, had an amber core bound by a ring of emerald.

Characteristics
Wanderlust; Superstitious; Thrillseeking; Chaotic (unbound by rules); Apathetic (hard to empathize with people)

Strengths
As a witch, Olga is knowledgeable about the arcane, especially how magic interacts with nature, extraplanar races such as faeries; Her experience as an alchemist lets her identify poisons and potions, and helps to scavenge herbs and mixtures in the wild, moreover she is somewhat resilient to poisons (however healing properties are similarly diminished);

Weaknesses
Olga is physically weak, so it is incredibly dangerous to be caught unprepared in a fight; Her magic isn't entirely combat focused so even when prepared, it is difficult

Biography/History
Hags are a dark and malevolent type of faerie creature, they have an innate sense of magic and are known to break established rules of the arcane when empowered by a coven. Olga's mother, Vasilisa Mudwallow (although she has been called many names), was a hag that gathered and taught her ways to witches, and established the Fulda Coven centuries ago. She had many daughters, few of which split off from the coven and became brave heroes or dastardly villains, and Olga is currently her only surviving daughter. From an early age, Olga had inherited her mother's talent for magic, and was even rewarded with Meg after completing her first ritual. She grew up fanned over by the other witches of the coven, but was still distraught by some of their evil practices. Eventually, Vasilisa's attempts to groom Olga into a tool for herself ended poorly, and Olga managed to escape her mother's clutches, yet remains hunted.
 
Last edited:




Name- Jacob, however an unfortunate misunderstanding has also led to him being called Tulip

Gender- Male

Appearance- Besides the fairly regular resting bitch face he’s a rather average looking chap. Slender with hands befitting his line of work. He does try to get under his nails but there’s always a little dirt.


44bbc8f74ce0db1e365a5519d465febb--image-search.jpg


Prosthetics- Besides the usual Jacob has a somewhat peculiar addition of half his fingers and toes being prosthetic, in an apparent random order to boot. Less nonsensically his right kidney has also been replaced.


Wardrobe- Tends to dress warmer than many, has no apparent preference on color or design so long as they aren’t too beat up. Often wears a pair of glasses despite them offering zero practical use.


Height- 5'10

Time Awake Since Coma- Nearly four years


Reputation- A pragmatic dreamer who probably spends too much time inside his own mind. Not particularly asocial, yet in no way a social butterfly. Only mildly expressional and hardly if ever animated, yet he does enough to not be labeled a sourpuss or walking melatonin. Kinda cool but not at all cool. Has a strange distaste for roses.


Relationships- He wouldn't claim to have people he is very close to, but he naturally talks with the other green thumbs and business partners.


Role- Florist


House- Fittingly Jacob lives alone in what once upon a time was a shed sized greenhouse. Nearly all the glass is gone but wood and sheet metal offer more privacy anyways.



Past characters you're personally proud of-




Name: Isabelle Winters
Age: 18
Height: 4.78 cm

Gender identity: Female

Fish form: True Chameleon Loricaria (Pseudohemiodon apithanos)






Skills and abilities:
β€’Riding triops and snails (it counts to her)
β€’Endurance running

Magic: Sun
β€’Triple Fishy: Can make a pair of β€œclones”, or rather, one clone and one total abomination of an clone. Naturally, concentration plays a part as does the limited range the clones can go.

Personality: Fish appearance can indeed be quite deceiving. Here we have a bottom feeder fish who out of necessity tries to be entirely invisible to the naked eye. Then you have Isabelle, a regular firecracker that seems to have some faulty circuit that at times prevents her from understanding the basic concept of self preservation. Not that she has a death wish or is entirely an idiot, she just has a bit too much confidence while being a teensy bit too impulsive. Of course, if that isn’t enough of a nuisance there is also a stubbornness which shifts into childish pouting whenever checked.

All that said, Isabelle is usually pleasant to be around if not a source for an occasional laugh. An adventurous spirit, she has quite an open mind and doesn’t seem to have the energy to judge others. When motivated, she has plenty of juice and is headstrong enough to be a very useful worker or an inquisitive helper.

Background: There really isn’t anything about Isabelle’s life that is out of the ordinary. She’s the daughter of Daphnia farmers and spent nearly her entire life in the waters of Northern Lake. No silver spoon, but never without unless you count her random childish desires. How such an upbringing created the person she is now is a mystery. Too many stories about adventure and heroics maybe.

Isabelle had recently left the comfort of home, having enrolled at Grand Mbuna. A real eye opener for a β€œcountry gal” who had rarely gone beyond let alone stayed away from her little community. In the grand library and diverse student body she could placate her interest of the world beyond the Lake.

Equipment/Items:
β€’Satchel bag made of turtle leather
β€’Reed pen & water resistant journal

Extra: Really likes sweets and spicy foods.


The Greatest Meat Shield




  • Name: Redshirt #839 aka Jack last name unknown
    Fandom: Star Trek(OG) OC
    Affiliation: Taskforce
    Gender: Male
    Age: 29
    Race: Human

 
Last edited:
Name- Ambrosia​
Gender- Non-binary​
Appearance- Ambrosia has pale brown hair, almost sandy, that reaches their back. However, the half right of their hair was cut tardily to the shoulder because of an unknown reason, thus resulting in mismatched length. The longer hair is tied with a simple knot of white ribbon. Their figure is lean and stands at the height of 5'7".​
Prosthetics- Aside from their lime-colored eyes that they feel somehow just a bit too focused, Ambrosia has their upper torso a prosthetic. Inside, stored the essential devices to keep them alive. From their knees to their foot are also prosthetics.​
Wardrobe- Ambrosia is always seen wearing a transparent balloon tank top (psst, this is unremovable) along with pants that stop just above their knees. They also have an unbuttoned, light-weighted outer with a checkered pattern.​
Height- 5'7"​
Time Awake Since Coma- 5 years​
Reputation- The noisy home-cook that feeds everyone well. Some joke that there is some kind of chip or data card in their brain because of their wide array of knowledge regarding culinary and recipes all around the world. Their knowledge of the products by the wilderness, in exchange for their incapability to smell, has allowed them to prevent feeding other people poisonous things.​
Relationships- Ambrosia is noisy to a T, but once you "successfully" threaten them with something that seemed or sounded malicious, they will leave you alone. That being said, though, they will hunt people who skip meals at least two times in a row. Hence, their relationships are rather... diverse.​
Role- Cooker​
House- A wine cellar and a park with a huge, old willow tree in the center. Rather than a house, however, the park is more of the place they usually use to wind down.​
Past Character(s) you're personally proud of

  • ORDER OF EDEN
    BLITZKRIEG DEATHCLAWS
    Cynthe M. Sulubus
    LEGAL NAME
    (CPL) Cynthe Magnolia Sulubus
    AGE & BIRTH
    28 || January 5th, 681 EC
    RACE
    Nyxian
    GENDER
    Female
    HEIGHT
    6'0" || 183 cm
    WEIGHT
    164 lbs || 74.3 kg
    ASCALON UNIT
    PST-04-1.5 β€’ TIAMAT
    GEN MODEL
    4th Generation
    TACTICAL POSITION
    Hybrid || Air Defense & Sniper
    I. GENERAL DESCRIPTION
    Her purple tresses shine either under the ethereal gleam graced by the moon or the scorching land that caresses them with its sunset-like light. Therefore, at any other time, her complexion shall be hidden under a black veilβ€”it’s only appropriate.

    Her blue eyes hold a firm gaze, though it isn't cold. Her body moves like a flame, though she is calm. She is conservative, though she isn't stingy. Cynthe is a woman with a duality, though more on the subtle side. As a nyxian, Cynthe has the ability similar to psychokinetic, though instead of merely solid items, she can affect anything that consists of heat energyβ€”solids, liquids, gasses, except for sentient beings.
    II. PERSONALITY
    A woman that constantly battles in and out, here and there, day and night. Ranging from physical to mental, Cynthe is always swamped by many tasks. Even so, she loves her jobs, loves what they're for, and ultimately, loves what they bring to herβ€”the crisis of identity and its cure.

    When not serving for Order of Eden, Cynthe works as a "voice" for Marigold "Rigold" Albarus, her half-sister. Dressed in black from head to toe -addressed merely as the shadow and vocal chord of Rigold-, only leaving a bit of a part for her lips, she supplies the next heir -for one of the Albarus' companies-, a voice for each of her thoughts that are meant to be conveyed.

    Cynthe operates her Ascalon with cool-headedness, never again dragged by the heat of the moment. It doesn't boggle her mind so, whenever she finds one that does the opposite, instead, she will be interested in hearing of their reasons. Within the arms of her camaraderie, Cynthe is supportive and reliant on her teammates. Despite knowing that she's older than most (with the exception being Howard), Cynthe never seems to mind nor has she envied those who're in a higher position than her or more successful. She does, however, get angsty whenever someone belittles her and Tiamat's efforts.
    III. HISTORICAL BIOGRAPHY
    β€”681
    Cynthe was born as the daughter of Almarissa Enid Sulubus, the second wife of Eidon Ligma Albarus. Her first cry, the first sign of her being alive and kicking, was on a cold noon. And yet, she felt nothing but warmth as her mother's arms around her frail body tightened.

    β€”687 - 697
    Six years old, that is the age Cynthe and other children from other second wives begin to get their proper training as future "voices". They were trained in batches with season names - Spring, Summer, Autumn, Winter. Ranging from pitch training to intonation, the children were tutored through it all. When her batch reached the age of 16, one by one, they were self-picked by the children of the first wives. There, Cynthe had officially met her half-sister, Rigold, and get picked to be her "voice".

    β€”699 - 701
    To make an identity for her, young Cynthe applied for military training for the Imperial Army. Perhaps it was foolish of her since that was her first exposure to this kind of world, and training certainly didn't come in easy for her but disciplinary. Even so, they were all worth it to Cynthe. Because she would finally able to live the little bit of her life out of the Albarus'; out as merely a shadow of Rigold. Though she hadn't yet carved her name out there, she certainly would in BDAD.

    β€”705 - 707
    But she had concluded that she was wrongβ€”the cries from her preys were prayers for them being granted mercy by Tiamat, not Cynthe; the footprints left after the battle were of Tiamat's, not Cynthe. There was never "Cynthe", only Tiamat. But she couldn't disobey orders, or else everything she had gone through would be of waste. Twenty-four years old and still young, Cynthe's childish behavior prompted an idea that she will merge with Tiamat. A selfish request: for her suit to be installed stimulants so that every pain that Tiamat "feels", Cynthe would feel it, too. She reaped what she sowed; a hiatus for her to rest and to contemplate on her carelessness was given to her.

    β€”708 - Present
    Cynthe's officially back with a more mature mind. Still, she's driven by her initial goal as she continues her war-filled life as a pilot for Tiamat. On battlefields, though Cynthe will remain anonymous at best, she will make Tiamat an Ascalon feared by the enemies. Maybe no one besides her fellow members of Order of Eden and enemies will know of her, but Cynthe thinks it would be the best-case scenario rather than none. Because if she remains "unknown" in both sides of her life, she is sure she will regret it.
 
Last edited:
Name- Fox
Gender- Male
Appearance- Fox is well...very fox like. He's short, lean, and honestly very cute. While he's almost always wearing a hat, you can also always see a few strands of loose blue hair, though the exact length can't be determined.
Prosthetics- Both of his eyes are a bright reddish color, but otherwise he lacks any other prosthetics.
Wardrobe- He has a generally cozy aesthetic, preferring thick, warm jackets, hoodies, etc, alongside various cute animal beanies, with a preference for, well, fox ones. The only consistent thing his his scarf: he has a red knitted scarf he absolutely never parts with except to wash. Don't try and take it, he'll bite.
Height- 5'4
Time Awake Since Coma- 3 years
Reputation- Fox is generally well liked and respected, and is a mostly friendly person. He's known for making excellent knitted goods, from sweaters to scarves, and he's especially close with the Vultures and Librarians, given the two groups needs to always get new clothes.
Relationships- Despite his friendly nature...Fox lacks many close friends> he has plenty of acquaintances, but no true friends. The reasons why are...I'm not telling you.
Role- Threadmaster
House- He lives in an old restaurant, repurposed to be his home. He even still uses the cooking appliances, and likes having people over.
Past characters you're personally proud of- In this section, we want you to post 1 or more character sheets you've made in the past that you are personally proud of and isn't the character you are currently using. This is to help us during the recruitment process.
 
Name- Dust, Dusty

Gender- Cis Male, he/him

7b6c1c6d89fb2eb42495eafa964cd5f5.jpg

Appearance- A tall, broad-shouldered man with thick limbs and a stony grey gaze. His pale skin is rough and covered in small scars and burns from his work smithing and sewing. He has his wild coppery hair and beard that he cuts himself once in a while, to keep it from interfering with his work. Dust rarely smiles and he wouldn't like to admit it, but his eyes twinkle with amusement when he sees some of his compatriots' antics. When he speaks, he is firm and gruff, but never aggressive. He laughs sparingly, but it comes out bellowing and cheerful when he does.

Prosthetics- Both of Dust's legs are plain, silvery prosthetics from the knees down.

Wardrobe- Dust is definitely not a fashionable man, and dresses to work in a forge every day at all times. He seems to exclusively own an assortment of woolen or cotton sweaters and undershirts, at least two dozen jeans in different stages of wear, and a few pairs of leather, heavy-duty boots that keep his prosthetics hidden. He goes everywhere with his ragged grey duster and an old woolen bean cap that has seen better days. All of this contrasts with his habit of keeping himself scrupulously clean. His only "concession" to style is a necklace that he keeps under his shirt at all times.

Height- 196cm, 6'4

Time Awake Since Coma- 3 years and 6 months

Reputation- Dust has a reputation for dependability and silent competence, which his rough manners seem to reinforce. Vultures and Ranchers visit his workshop occasionally to have him repair and maintain some of their equipment and tools. He's a good mechanic, and can and has worked with machines, but really excels as a tailor and a smith. He is also known for a proclivity to drink handshakes that borders on addiction. Nuala's are his favorite, and he visits nearly every day, but he rarely talks to anyone. In his spare time, Dust sews dolls and other small toys that he displays on a low shelf behind his workshop counter.

Relationships- He visits Nuala's often, but doesn't actually have much of a social life outside of his clients. When she needs some tailoring done, he gives her discounts as thanks for the drinks.

Role- He's a Dabbler who specializes in crafting protective and everyday clothing and tools and also has a good grasp of simple machines.

House- He lives in the back of the old warehouse he repurposed into a smithy.

Past characters you're personally proud of-

Seth of the North Vales, Silverspear​

Age: 35

Height: 5,6 - 167cm
Weight: 155lbs. - 70kg


  • Seth's greatest weapon is his brilliant tactical mind. Mind you, he is not a strategist, and in fact, he believes that grand designs in war are a thing of vanity. However, give him a handful of soldiers and a target, and he will come through. Few can feel the flow of a fight like him, and react to the shifts of the battlefield faster or with more acumen. Moreover, he values the lives of his troops more than his own, which earns him great respect and loyalty among the common soldiers.

    In single combat, he prods and baits his opponents into making mistakes and ruthlessly takes advantage of them. Seth's fellow Guards can defeat him ins sparring most of the time, especially those specialized in combat, but they all agree: He is a pain to fight.

General

Name: Ami/Akane (Ayame no Ami)
Nicknames: N/A
Titles: Red Lioness, Stormclad
Role: Teacher
Year: N/A
Apprentice: June Fairchild
Species: Horror
Creature: Oni
Type: Original
Race: Japanese
Forms: Tall Humanoid
Origin: Japanese Folklore
Age: 472
Gender: Female, She/Her
Height: 210cm, 6’8”
Weight: 94kg, 207lbs
Body Type: Tall, slender, muscular
Appearance Details: The tattoos on her shoulders seem to shift and shimmer in the light.

Characteristics

Blood Type: B+

Zodiac: Rabbit

Horoscope: Scorpio

Primary Objective: Forge the best weapon to ever exist

Secondary Objectives: Train a new generation of artisans and smiths

Priorities: Her forge and her craft

Motivation: Personal pride and old promise

Fears: Whoever runs the school l[School principal? I don't know if we have one already]

Strengths: Stormy weather

Weaknesses: Roasted beans

Likes: Alcohol (both brewing it and drinking it), Spanish culture, plucky young people, pretty ladies

Dislikes: Bureaucrats, indecisive and arrogant people, a child crying

Favorite Class: Synth Artes - She’s one of, if not the best, blacksmiths in the world, and takes pride in her craftmanship

Least Favorite Class: Specialist Artes - Her own specialties are incompatible with the curriculum, and has no interest in sharing how she uses them.

Favorite Drink: Sake, especially Monkey Booze (Alcohol created by dew pooled in a hollow tree. Fruits hidden by monkeys in tree hollows can sometimes ferment and turn into sake with a bit of luck)

Least Favorite Drink: Plum wine

Favorite Food: Peach, grilled eel, paella

Least Favorite Food: Anything with beans on it

Hobbies: Flamenco music and dancing, Spanish guitar, brewery

Pet Peeves: Whiny people, cowards

Crushes: A certain faculty member, but she'll never admit it


Powers
Dreadful Aura – Projects a potent killing intent. Effects range from mere intimidation to paralysis to loss of consciousness, depending on the difference of power between the target and the user
Success Rate on Horrors: 95%
Success Rate on Humans: 95%
Success Rate on Heavenly: 20%

Heir of the Storm - (Lightning manipulation and immunity)

Above, the Raging Skies. Below, the Freezing Waters - (A flurry of blows that combine exquisite swordsmanship, brute force, and overwhelming amounts of lightning. Can only be used in a storm)

Abilities
Heightened Senses (Smell, Sight, Hearing)
Massive Strenght (Few in the school can match her in terms of raw strength)
Unbreakable (Extreme resilience to damage)
Indomitable Soul (Extreme resilience to mental attacks, but not to illusions or trickery)
Immortality (Of the "unlimited lifespan" variety. Can be killed, but she won't die of old age)

Skills
Master Blacksmith
Weapon Expert (Any weapon)
Brawling
Tailor
Brewery
Sign Language

Personal Items
Arashi (nodachi sword) - A beautiful greatsword engraved with an undulating pattern and silvered blade
Tottei (kanabō club) - A massive, rough slab of metal with blunt spikes, forged in cold iron
Tiger pelt
A small, blood-stained, rusted knife


Personality
Akane is a gruff, grizzled individual, jaded by centuries of seeing both humans and horrors at their worst. A woman of few words, she prefers to keep to herself, working non stop on her craft. However, she is a genuinely passionate teacher and takes her duties in the school with the utmost seriousness. Her classes are famous for being brutally thorough, but always fair. The younger students tend to adore her, as she has a soft spot for children and spoils them from time to time.

History
The demon was born in a country ravaged by war, but that didn't bother her at all. On the countless battlefields that littered Japan during the Sengoku, the young Oni thrived, scavenging what she could from the bodies of the fallen warriors. One evening, she approached a village on the aftermath of a bandit raid in hopes of finding something useful that wasn't poached. Instead, she found a survivor, a young woman half-buried in ashen rubble. The woman had lost her sight in the fire. She didn't care much for humans but took her home on a whim. In the following weeks, she took care of her, feeding her and trying to keep her fever low, as she listened to her story.

Her name was Ayame. A blacksmith's daughter, she had always dreamed of working the forge, of creating a blade that every lord on the land would admire. But the strict traditions of her people forbid it.

She had liked Kakhis and the soft rumble of the nearby river.
She had loved her family and a young man from a nearby town.
She adored rice sake.
She could have had a life but had been robbed from it.

Ayame talked, always cheerful in spite of her circumstances, and the demon listened.
But she was no healer, and the human woman was nearing her end. On her deathbed, she asked one last question to her savior.

"What's your name, friend? I realize you never told me."

"I have none. I don't need one."

"No name? But that's so sad! I guess I could call you Friend. That's what you have been to me."

"That... would be nice."

And so the demon left her home, with a new name and a new purpose. For centuries, she walked the earth, learning, and fighting and growing. In time, she'd found home at an academy for those who were like her. And it was there that she brought a kid that reminded her of her youth, to teach him what she had been taught in turn.

Extra
Sometimes she can be found in the gardens, drinking sake in the moonlight, toasting to something only she remembers.
From time to time, she leaves the academy for a while, on trips that can last months.
 
Last edited:

Users who are viewing this thread

Back
Top