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Fantasy One Night At The Tavern (Characters)

Dixie

Corgi Lord
Basic info, if you want to code yours or add information go ahead.

Name-
Sex-
Race-
Appearence- (Picture is optional but short description is required e.g. height, weight, distinguishing marks, etc.)
Class-
Skills-
Weaknesses-
Personality/ ideals-
Equipment- What are you currently using/ wearing
Backpack- What else do you have on you
Relationships to other player characters/important NPCs-
Goals- What's your character's current personal quest?
Backstory-
 
Here's my sheet from the interest thread with some added info on her weight (rude of you to ask) and I gave her a little dragon hand puppet to mitigate her not being very talkative. Happy to do relations with any other character's as they come in just give me a message.

Name- Iryzeriad of Urlan
Sex- Female

Race/ Appearance- Centaur (Gazelle subtype)
Iryz stands at about 5 feet (tall for her people), she’s mostly divided between something elven/ human above the waist and gazelle below, however, her fur extends up the human half of her body and she has more animalistic ears in addition to horns. She weighs an awful lot more that you'd expect since most of her weight is in the ink on her skin (mercury is pretty heavy).

The different centaur subtypes are all the same species and can interbreed (subtype is a maternal trait).

Backstory- Iryz hails from the city of Urlan. A ring of towering white walls built around an oasis, the jewel of the desert. The stereotype that the best races are savage nomads is mostly true but Urlan is the exception (a point of pride for the city-state). Known as much for its high culture and it’s deep debauchery.

However Iryz was born closer to the coast on the savanna, her family was traditional and she could have been a priestess of her tribe had she let other people decide for her.
The pantheon of her people was divided between great spirits and there was to be a priest that communed with each. When the priest of the endless soul died of old age Iryz was to be the new vessel.

She protested and when that didn’t work she ran. The war priest chased her. When she had nowhere left to go, and chose not to fight the war priest in single combat, he thought she’d come quietly. Instead, she slit his throat, as he slept.

She knew she’d never win in a fair fight, but that you could consider it fair, the war priest wore the tattoos of her people. The history of their tribe written on his skin in a toxic mix of ink and mercury.

She brought his body to the highest point on the savanna, and waited, not out of respect, but she needed a lightning strike. In fact she needed two. Only the lightning strike could solder the tattoos to a soul or let them be removed.

While the sky churned, Iryz wrote the symbols she’d been seeing her whole life, the history of her people, onto her skin. Then stood high as she could and waited.
It hurt like hell, but when she finally came too sure enough they were now part of her, the liquid metal now part of her mind.

She’d no interest in returning home, they weren’t her people really, they thought too little of what she could do. So she stumbled, dehydration and mercury madness slowly washing her mind away. She collapsed in the desert, only from a lord of Urlan to find her.

The Lord of Urlan, ever the kind soul, offered her food and bed, all she needed to do was fight in the arena for him. This was a bad deal, the Lord knew well enough that a runt from one of the minor tribes stood no chance.

When she was pulled from her pit, before her stood some poor kid, younger even than Iryz. Holding a board with some nails in it. Maybe only a couple of people in the crowd would have recognized her tattoos, none her name.

The kid ran at her, rearing up for a swing that would leave her toothless and unconscious at best. No one expected the kid to be the one who fell. You see the mercury tattoos aren’t just symbolic of a war god and goddess (the centaur pantheon are all hermaphrodites to reflect their completeness). The liquid metal and ink now part of Iryz came to her aid, forming a basic club, throwing the kid off his swing.
Shocked at her own power, almost as much as the kid, Iryz was startled and her makeshift weapon collapsed back onto her skin. The kid couldn’t get up but was still alive.

Over the sound of the crowd no one heard what the kid said, he had time to say a lot, Iryz wasn’t a fast learner when it came to controlling her tattoos. There were a lot of swings before the kid stopped and Iryz was declared the winner.

There were a lot of fights before Iryz was considered a graduate of the arena and earned her freedom in the city. This was enough time to practice using her new toy.

Since earning her freedom she has relished the ability to choose her battles again and now works as a mercenary or adventurer if you’re being charitable.

Class- Barbarian.
She fights hard and she fights to win, using her tattoos to switch between different weapons frequently (it’s lucky the tattoos provide the strength to offset their own weight). However, she’s pragmatic, favoring using her natural people’s agility and evasion over just shrugging off direct hits as the slower barbarian might.

Skills- She’s a savant when it comes to weapon use, though her tattoos are limited to melee fighting. She could also use her power to make armour but it’s something she’s much less practice with and requires sustained effort, unlike the weapons she uses which are functionally second nature to her now.
She’s also rather agile, able to climb what most people would consider near sheer mountain (being able to grow a grappling hook out of your skin sure helps).

Weaknesses-She’s not durable, if she can’t avoid a threat or kill it then she’s fairly fragile and when relies on her mobility to fight effectively. She’s also terrified of lightning (blame the bad memories) it’s enough to disable or even completely remove her tattoos.
She’s also non-verbal, not stupid mind, she gives the impression of understanding what’s being said, but she doesn’t talk back (preferring mime)

Personality/ ideals-It’s hard to get a hold of Iryz personality, what with her not talking. She’s disquietingly calm for someone who can snap in and out of berserking when needed. She’s little time for honor, anyone who saw her in the arena will tell you there’s no advantage she won’t take. The violence of her craft doesn’t seem to phase her, but prolonged periods of inactivity or diplomacy can stress her out. She’s weary of non-centaurs, as they say “how can you trust a race that can reach its own genitals and anus unaided to develop into a cooperative culture”.

Equipment- Outside of her tattoos she wears the traditional rainbow of fabrics that a lady of Urlan would love to. Her saddle bag is a fine design and she wraps her horns and ears up in a shawl. She also carries a cheap looking dragon hand puppet.

Backpack- A little coin, and food and water (since her desert days she’ll always come with a surplus of supplies).

Some extras you may want to use

Traits-
-Momentum: Iryz is a mobile fighter, attacking while moving makes her attacks hit harder and bring her foes down. BUT when unable to move around she loses a lot of her ability to fight and is psychologically very vulnerable to stagnation.

-Berserk: Where would barbarians be without the ability to turn into a burning ball of rage (older and with a much lower rate of congenital heart problems) this allows her to enter a state of cold fury. She can be laser focused however chaotic and stressful the fight get’s for anyone else. Don’t expect breaking her leg to discourage her from limping after you and getting revenge. However this also leads her to be very narrow-minded, she’s not got the time for more than one goal (if you aren’t what she’s currently fighting then it be the easiest thing to put a knife in her back).
Perks-

-Ancestral Armour: She’s an experienced user of her tribe's ancestral weapon, mercury tattoos that can be shaped into different weapons by its user. She’s stronger than she has any right to be.

Relationships to other player characters-

Goals- Avoid any member of her tribe are probably aren’t so happy about that murder of a priest and robbery.
 
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Name

Illias

Age
21 (210)

Sex

Male

Race
Elf

Appearence
Illias stands tall with his 6'3. He is build slim but is quite muscled. His hair can change color when he is near tree to use it as cameoflage. He is around 160lbs. His eyes have the color green

Class

Archer

Skills
Archery: Illias has been practicing with bows and arrows since he could walk.

Knife trowing: Since some weird stranger passed the tavern he has also been practicing with trowing knives

Teaching: This is more a hobby then a skill, but he loves people teaching the basics of Archery

Weaknesses
Working in groups: Illias is quite an outsider, he is not really social, because of this he doesn't like to work in groups

Patience: Illias doesn't have a lot of patience

Personality/ ideals-
Illias doesn't really has any ideals, he thinks life is fine currently at the tavern.

His personality is really closed, he doesn't interact with a lot of people at the tavern besides the 'guests' who are always there. To them he acts really nice. New persons he always inspects the first night.

Equipment- Casual Light Armor, Bow, Trowing knives, Quiver,

Backpack- Map of the region, some poison, apples

Relationships to other player characters/important NPCs-
You can not really say that they are friends, but the innkeeper and Illias get along

Goals-
Teaching people how to use a bow, learning magic

Backstory-
Nobody knows where he comes from, he was there just one day and stayed (Reveal in RP)
 
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Name- Roselle Varmiflora
Sex- Female
Race- Half Elf
Age- 19

Appearance-
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Description- Standing at 170cm and weighing about 56KG, Roselle is slender and rather light. Has short brown hair and bluish eyes. Has 3 stripes along both sides of her cheek, in an attempt to make herself look cuter. Dresses in simple leather garb which is easy to move around in. Has a feathered hat to add to her charm.

Class- Bard. While Roselle does not excel in combat, she brings her skill with music to the battlefield, subjecting her targets to a myriad of effects, from boosting their capabilities to weakening them.

Skills- While not an expert archer, Roselle has decent skill in it. Furthermore, her bow has been crafted to enable her to use part of it like a harp. She can also sing to further increase the strength of her melodies. Should her bow or bowstring snap apart, the sharpened ends are lethal and can be used as daggers. Being a Half Elf, she has basic control of magic.

Weaknesses- Because she is a Half Elf, her control of magic is only basic. She is unable to learn anything past that. Furthermore, she lacks the ability to naturally regenerate her magical strength, and has a much lower limit than pure elves. Not made for combat, Roselle is unable to withstand much punishment and has to rely on evasion. If she has to evade while in the middle of her performance, the effect will not come into play and she has to start over, making her quite vulnerable.

Personality/ ideals- Roselle has a cheerful disposition and will play her music in the hopes that "Even if only one person listens to it, if it makes them feel better then that's all she needs."

Equipment- specially crafted bow with sharp edges on both ends forming daggers, as well as the upper section of her bow modified to have a harp in it.

Backpack- carries around extra wire and bowstring for her bow and the harp on it. Has a torch and a coil of rope with her in case she needs it. Doesn't bring much food and water, preferring to travel light.

Relationships to other player characters/important NPCs
Mother- Fleurite Trivesia (Elf)
Father - Vargon Miste (Human)

Goals- Travel the world, perfoming as she goes, until the end...

Backstory- While elves are known to be a solitary race, there are rare cases of thise who elope with other races and settle down. Roselle was born from one such case, her mother and father saying that it was love at first sight. She grew up and bore quite some resemblance to her mother in terms of her looks and also having basic control of magic. What she got from her father was the lust for adventure. The both of them also passed down their musical skill, her father at singing and her mother in the harp.

They gave her the best childhood she could have, and she was content with it until her 16th birthday, where she announced her desire to be an adventurer and a hero. Her parents both knew that sooner or later she would openly say it and were supportive of her ambition. Her farewell present from her parents was the bowharp she now uses, keeping it in pristine condition at all time.

After several months, she realised that she got more out of performing rather than hunting. However, still desiring to satisfy her wanderlust, she now roams from city to tavern and all other places to perform.
 
Name- Cadenza Farley
Sex- Female
Race- Human
Appearence-
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Cadenza's height is 5'3 and her weight is 127. She has a permanent scar on her back as well as he ankles and wrists where her chains used to be.
Class- Sorcesses
Skills- Good with swords and hand to hand combat. The only magic she has somewhat knowledge over is her pressure magic (this includes blood pressure), but doesn't want to rely on magic alone. Could beauty be counted as a skill? Joking of course.
Weaknesses- Horrible at long distance combat. She can't fight in empty spaces awfully well and is afarid of her magic, therefore strays from using them. Weak at mind games as well.
Personality/ ideals- She gives off a stoic and hard impression at first, since she has always been wary of being taking advantage of her. Always frowning and gripping her fist around her sword as signs to back away, but really she's caring and passionate girl. Once she cares about you she will risk limp and heart to protect you. She is also faint of heart when it comes to her magic, often showing her vunerability when thinking about it. Whenever it comes to her past she either gets defensive or breaks down thinking about it.
Equipment- She has her sword with her whenever she fights. Always has her cloak on. Also has fighting gloves if need be.
Backpack- Pockets to store money and potions.
Relationships to other player characters/important NPCs-
Alastair Creek- (Alive) The wizard who ruined her.
Windel Farley & Andrew Farley- (Dead) Parents of Cadenza.
Dimiri Sherwood- (Dead)- Friendly Slave
Goals- To kill Alastair Creek and find her homeland
Backstory- Living in a very peaceful land where the food was plentiful and the grass was always green, Cadenza lived a very carefree life until her powers came along when she was 7. Being very carefree, she decided to see if she could test her pressure magic and not thinking it was going to affect a person, found a woman at night. She used her powers and was shocked to find the woman die by her hands. Afarid and scarred, she ran off into the woods. She returned home the next day hoping that no one would suspect it was her. Only to her suprise she found her parents died and a man staring at her. She attempted to run away when the man stopped her, daring her if she screamed he'll curse her. Not heeding him, she yelled and he knocked her out. Not able to scream out anymore, he grinned. He milked her misery even more when he wiped the memory of her from the town and replaced the thought that she was a slave.
Therefore, the people they trusted sold her off. She was constantly whipped, not fed, and the chains got smaller by the years. The only relief she had was with Dimitri who helped her whenever he could. When she was 16, Dimitri came up with a plan of escape from her Lord. Hesitating, she was tempted to stay behind. But, she found she couldn't handle the fact of being alone without him. She went with him, but unfortunately, she was the only one who escaped alive.
Filled with hatred, she hoped to find Alastair and kill him, like he had to her soul.
 
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Nayacel "Naya" Ker'rosm

"Mu ja rak etull talfalnor."
"May the light guide your heart."


Gender: Female
Age: 19
Height / Weight: 5 ft / 102 lbs
Sexuality: 110% Pan

Marks: Tattoos depicting the sun, flames, lions, and more abstract symbols can be found all over her body, marking her as an elite holy warrior.

Race: Tsavosan
Almost the entirety of the Tsavosan race lives exclusively on a tiny tropical island called Tsavos, approximately 500 miles off the southern coast of the [INSERT NAME] continent. This island paradise and the waters around it are surrounded by holy energy that keeps monsters away and makes the waters seem to glow at night. Despite the beauty and safety of the area, sailors fear drifting into Tsavosan waters as the cat people guard their holy island jealously and are known to attack any ship on sight.

Class: Lion of Rak'Thiel (Monk/Paladin)
Uthial Ur'r Rak'Thiel; or Lion of Rak'Thiel; are an elite sect of warriors tasked with the protection of the Tsavosan's holy relic, Rak'ThielFalnor; Rak'Thiel's Heart. These holy warriors wield the divine flames of their god to shine light upon the truth and purge the darkness.

God you worship: Rak'Thiel; the Tsavosan god of fire, light, and life.

Personality: Cheerful and full of energy, Naya is the kind of person that you rarely ever see without a smile. She is always willing to help with anything that is asked of her and nothing ever seems to bring her down. Being raised on an isolated island Naya is a little naive as to how the outside world works. One would not guess it but she is very religious and can be found every morning praying to the sun.

Bio: The Tsavosans taught that Rak'Thiel had given them the island and protected them from evil because only they were worthy of it. And that all other races were evil and flawed. Even as a child Nayacel never fully agreed with this elitist view, having a firm belief that the strong were given power not for themselves but so that they could protect the weak. When a Tsavosan comes of age (16) they are encouraged take their Uldii, their Journey, to leave the island for a year and to see the evils of the outside world for themselves. However Naya chose to forgo her Uldii so that she could train to become one of the Lions of Rak'Thiel so that she could use that strength to fight for others.

After three years Naya took her final trial and was given the title and powers of the Uthial Ur'r Rak'Thiel. That same night however she was approached in a dream by what she believes was Rak'Thiel himself. In this vision he commanded her to go out into the world and to judge for herself if it was truly evil. After hearing of her vision, the Tsavosan Elders begrudgingly sent Naya on her Uldii, confidant that she would return to them when her year was up.


Personal belongings and various items: The only things that she possesses are a small pack, a tent, a bedroll, a sleeping bag, a fishing pole, and a wooden flute. She also has five gold and a talisman that will allow her to communicate with the Tsavosan elders for only ten minutes. Hanging from her neck is a pendent in the shape of a golden sun.

Weapons: Naya is an expert martial artist, having to defeat all three of her masters before she could claim the title Uthial Ur'r Rak'Thiel. She is acrobatic, quick on her feet, nearly impossible to hit, and the moment you leave yourself open she will attack with lightning fast punches and kicks.


Abilities and Powers:
The Flames of Rak'Thiel -
Having bathed in the light of Rak'Thiel's Heart, Naya is able to channel the relic's power in the form of golden flames wreathed around her fists, feet, or even her entire body. These holy flames only burn creatures of darkness or those with evil in their hearts. The more sin a person has in their hearts the hotter the flames feel.

- Truly Good people will feel a comfortable warmth from the flame and will take no damage.

- Good people who have committed evil acts and have not repented (Definition: feel or express sincere regret or remorse about one's wrongdoing or sin.) and Evil people who have never committed a truly evil act (murder or worse) will be burned to a lesser degree on contact with the flames.

- Truly Evil people will feel the full heat of the flames and will also catch on fire

Naya can also channel her flames into weapons and objects, igniting organic materials and making inorganic materials glow with holy light. Oddly enough stone is not affected by this ability while metal is. Something about metal being purified and shaped in flames...

Envoy of the Sun - Wielding the powers of a sun god, Nay is both immune to fire attacks and resistant to ice attacks. She also does not feel extreme heat or cold.

Chosen of the Gods - Chosen as Rak'Thiel's champion, the god of light, life, and the sun occasionally sends Naya visions to guide her in her journey; warning her of great danger and pointing her in the direction she needs her to go. (ONLY THE DM DECIDES WHEN THIS HAPPENS) (Also note, this is not a "class feature" but rather something she has had all her life.)

Detect Good - Naya posses a sixth sense for evil. She can passively tell when evil is committed or an evil person is near. If she focus she can pinpoint exactly where the presence is and how powerful.

Aura of Good - As a holy warrior, Naya radiates holy energy. Any creature weaker than her that attempts to detect good will be overwhelmed.

Divine Grace - Holy power protects Naya, boosting her already incredible reflexes, giving her energy to fight exhaustion and poisons, and shielding her mind from outside influence. (Does not make her immune to poisons and mind affecting abilities. Just resistant.)

Aura of Courage - Nayacel has divine immunity against fear, both natural and magical. Note that this does not mean that she cannot feel fear, rather that it cannot overwhelm her and control her actions. This courage is so great that simply standing near her can boost allies' moral.

Divine Health - Due to divine protection, Naya is immune to sickness and disease, be they natural or not.


Likes and Dislikes:
+ Music
+ The sun
+ Swimming
+ A good fight
- Dogs (duh!)
- Running away
- The undead

Personal Strengths:
- As all members of her race, Naya has enhanced hearing, night vision, claws, and incredible reflexes and agility.
- Is a prodigy martial artist
- Never doubts or second guesses herself. Once she has made a decision, she follows it through to the end.

Personal Weaknesses:
- Naya is a bit of a ditz, having no sense of personal space or privacy and at times can be... easily distracted
- Tends to see the world in black and white
- Over confidence can sometimes get her in over her head

Dreams: Making peace between the Tsavosans and the other races

Fears: Not living up to her role as a Lion of Rak'Thiel

Relationship With PCs/NPCs: Most people would treat her as a curious oddity, not recognizing the cat-girl's race. Sailors and those who have lived on the eastern coast on the other hand will recognize her as a Tsavosan and will treat her with fear and/or anger.
 

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Bader Cahra




Sex- Male
Personality- Bader is a man of daring and courage, striving toward every endeavor with passion and humility. He dreams of things men have never thought of and hopes for things unseen. Nothing is considered impossible to Bader and he constantly seeks to overwhelm those boundaries. Once he sets his sights on something, he pursues it with a feverish tenacity. While he can think quickly on his feet and bend against the changing tides — at times acting impulsively to protect and defend — it always leads to the original goal. If he wants something, he will do his damnedest to get it no matter what obstacles inhibit his advance; these are viewed as nothing more than diversions or nuisances. He sincerely believes that nothing is impossible, everything is feasible, and has often overwhelmed the inconceivable on many occasions which is why those who know him aren't surprised when he comes up with a plan that is entirely off the wall. His unfaltering focus makes him relentless and very difficult for him to forgive when his trust is razed.

He is decisive, collective, calculating. He knows how to lead people and will often consider another's point of view before making a concrete decision. He views things from all perspectives and does what he thinks is right, even if it's not easy. Once he makes a decision, there's no going back. He will obstinately pursue that path having weighed all sides of the equation. Nothing is half-assed with him. His passion and enthusiasm could convince someone the sky is red when it is, in fact, blue. He emanates a sort of energy that makes him difficult to hate and easy to trust. It's highly dubious his presence is one that can be forgotten. His lips always at a crease, he is friendly and warm in the company of others. Playfully and sardonically jeering at the men and women under his watch as if they have been brothers for many decades, he is a constant energy on the battlefield.

Race- The Moon elves — the fabled originators of lycanthropy and the breaker of shackles. They came from humble beginnings, originating as drow slaves that worked until their deaths in the bowels of Terra. The drows affinity with the on-goings beneath the soil was abused by their human masters — their eyes that were attuned to the night turned against them and made them valuable slaves. A scheme was conceived by a sect of drows, a way to escape from the soils and to the surface. Gradually, some of the steel they mined was forged in to weapons in secrecy. These weapons were not intricate and poorly refined as they were only allowed a few moments with the forge; it would be still be enough to serve their intentions. Years of labor have taught them when to strike and where. The blood on their weapons was not yet dried when they reached the surface and were met with the face of the moon. The leader of the rebellion was the first to prostrate himself before the moons gaze, subsequently the men and women beneath his wing had copied.

Appearance- Gentle ivory eyes are always pointed forward, looking past anything that stands before them with a steadfast poise. A long wave of ivory hair falls from his head, flowing like silk to conclude just before his ears. His skin is soft in some places, but mangled in others — a deep scar lays scant across his right shoulder and another across his midsection. His hands are callused and hard; this result stems from a combination of hard work and training. Yet they also serve as a point of insecurity. Measuring from the top of his head to the ground, you will find that he stands at about 5'11", short for most elves. Malnutrition from his ancestors countless hours of work in the mines is what he has attributed his stature to. He is light on his feet to match this, weighing in at about 160 lb. Typically he will wear either a tunic, or a set of light iron armor if he is expecting a battle.



Details




Class- Knight
Skills-
  • Night Vision: As a result of his drow ancestry his vision is adjusted for the night. His vision is not crystal clear, but he has no need for a torch in most instances.
  • Sword Mastery: Bader is skilled with the sword and shield. When you are confident in your strength, there is no need for underhanded tactics. Bader takes being a Knight quite literally in his sense of honor: he is upfront in a fight, making long, swinging arcs in the determination to get a battle quickly done. He believes in fair fights but is not naive to his opponents who do not believe the same and will maneuver against his opponents independently. His biggest strength is his strength of observation: everyone fights differently, and he picks up their habits quickly enough in a battle for stamina, which he has bundles of. In his act of observation, he fights passively, defensively, allowing them to focus on him while his squad can handle the rest, but if they are unable, he usually has a very good idea of how to win over his opponent.
  • Rejuvenation: Under the gentle gaze of moonlight, his wounds will be mended slowly. The rate of rejuvenation scales with the state of the moon.
Weaknesses-
  • Mobility: His heavy armor hampers his movements, making him prone to relying on his enemy to attack before unleashing his own. Catching a fleeing opponent who is lithe on their feet is a nigh impossible feat for him to accomplish. In a direct confrontation is where his skills will shine the brightest.
Equipment- At his back Bader has two sets of silver swords, a short one and a long one. At his side he has a simple steel dagger. Strapped to his arm he bares a steel shield to defend against enemies attacks.
Backpack- A couple of coins and nothing more.
Relationships to other player characters/important NPCs- (PM me or @ me in OOC)
Goals- To face his father and cease the creation of the lycan army.
Backstory-The underforge is a discreet location hidden among the mountains. It is a complex series of caverns and caves that is rumored to be the home of a poltergeist that kidnaps stray wanderers. There is however, no veracity to be found within that story. Instead the truth lies within the heart of the underforge, where you will find the drows that have designated themselves as the moon elves. Their numbers do not even breach the hundreds, yet they have made good use of the surrounding resources to retain the semblance of a civilization. Among their government there is a central leader and an advising council — the council may offer their thoughts but the chief is not obligated to regard them as true. The chief's offspring would go on to lead after their death and it was the councils main duty to make sure they grow up to be a man worthy of leading.

Bader, was the one that was destined to lead. He was born in the middle of the night during a new moon. In their culture, the stance they have in society directly correlated with the moon, the larger the more fit they are to lead. One of the few exceptions was the son of the chieftain, while it did not affect his stance in society it did stigmatize his name. The boy was bad luck, an omen to the moon elves. The council was hesitant to teach him, and uncertain if one born under a new moon would be fit to lead. There was one women who stepped forward however, her desire was to raise a chief that would be kind yet strong. She taught him how to swing a blade as soon as he could lift a dagger. She told him what it meant to be a man and how he had a responsibility to protect everyone around him. She served as both an instructor and as a mother; even if she was not the one that conceived him.

Chief Cahra held the hatred of his ancestors on his shoulders. He thought of how humans enslaved, beat and mocked his people for decades and he had resented them for it. Unknown to all, he had ordered his hunters to capture any humans who came too close to the underforge, bringing them to a discreet location. Reading old scriptures taught him of an old power called lycanthropy and the process behind the creation of an alpha. He planned to kidnap humans in secret, transform them in to werewolves and unleash them on the small villages on the outskirts of the mountains, controlling their minds with ancient magic mentioned in scripture. The chief told his son vague details of his plan and even invited him to what the chief called a spirit ritual.

A women who appeared to be starved and terrified appeared at the foot of an alter, around her were a handful of mages. With a knife imbued with moonlight and tipped with wolf blood, the chieftain had turned the poor women in to a deadly killing machine. The chief invited his son to these rituals regularly, until he was the one doing them. He knew not what the purpose was, he only knew of his own desire to make his father happy. One born under a new moon was cursed and he would do anything to make people think otherwise. There was one event that was especially disturbing, it involved a mere child. He had refused to do the ritual, causing a round of displeasure from the surrounding mages. One of them swiped the dagger from his hand and dove it in to the intended victim. "Your father will learn of this," the masked figure scolded.

Upon following the child after the ritual was done he discovered a horrifying sight — cages were filled to the brim with the victims of him and his father. He could not sit idle anymore, he went directly to his father to question his intents. When he learned what his father planned to do with the werewolves, he could no longer sit idle. With his silver sword he escaped his chambers that served as his prison and made his way to the wolves den. He could not simply free them, nor could he allow his father to create an army to tear down the innocent. He was left a single option.

The men were defenseless, starved and in chains. The new moon offered them no resistance against his silver blade. With his first stroke, he slid his sword deep across the neck of his first target, letting the blood flow freely from its vessel. Horrified at the sight — Bader's hand went to his own mouth to dampen the gasp that came out. This was the first time he had ever used a sword against a human in such a manner. The sight nearly brought him to his knees, but from here he could not go back, lest his efforts be in vein. "Please, voyage to the land beyond," he said underneath his breath, a simple prayer to the man he had just slain. The second alpha was easier to kill, but he offered the same prayer so he would not desensitize himself to carnage. When he was done, he sheathed his blade and retreated from the wolves den. The chiefs efforts were thwarted for now, but surely he would find more men for this task. He knew he could not face him — not now. The man retreated from the underforge, through the vast caverns and finally to the face of sunlight.

 
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Name-
Morrigan Swann

Age-
20

Sex-
Female

Race-
Succubus

Appearence-
138daa505df11752739b185144c40eaf.jpg
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maxresdefault.jpg
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(Picture is optional but short description is required e.g. height, weight, distinguishing marks, etc.)

Class-
Assassin

Skills-
• Dark Magic
• Illusions
• Stealthy
• Agile
• Acrobatic
• Enhanced senses
• Able to sprout her black, feathered wings and fly for a small amount of time.
• Acting/Manipulating


Weaknesses-

Personality/ ideals-

Equipment-
cadb063ab113ab3cb44d4592ddc1c1f1.jpg

Backpack- What else do you have on you

Relationships to other player characters/important NPCs-
PM me!

Goals- What's your character's current personal quest?

Backstory-
 
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  • Name: Noah Dawnseeker
    Sex: Male
    Race: Human
    Age: 46
    Appearance:
    cleric_by_artdeepmind-db5wbnx.jpg

    Black hair with thin steaks of grey. Noah stands at 5'10''. Not incredibly tall by human standards, but definitely not short. Weighing 187 pounds (or a little under 85 kg for those who use those units), Noah has a somewhat muscular build but is no specimen of outstanding strength. A large scar from the slash of a sword streaks across his stomach. His face is worn and gruff, but his brown eyes with hints of yellow relay kindness.
    Class: Cleric - Follower of Solarett
 

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Name- Flame Face

Sex/Race- Dragon Hand Puppet

Appearance- A green glove/ sock like thing with black buttons for eyes and sewn on felt ears and teeth and a goofy looking red forked tongue.

Class- Puppet

Skills- ‘Comedy’ ‘adorableness’ being completely fire proof.

Weaknesses- Is an inanimate object

Personality/ ideals- Thinks he’s funny and does the talking for Iryz of Urlan. Is a very mercenary.

Equipment- None

Backpack- None

Relationships to other player characters/important NPCs- Calls Iryz his Noble steed but is likely being sarcastic.

Goals- Likes collecting shiny things.

Backstory- If you believe what he says he used to be one of the great primordial dragons until his body was torn to pieces and scattered across the world. But this could all be a lie to get attention.
 
WIP


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Name: Rebecca Vanzant

Female

Undead human (lich)

Appearance: Five foot three, 120 lbs. Rather petite. Gray rotting skin, white hair, green eyes. Has a large, sewn-up wound extending from the base of her neck to halfway down the left side of her chest.

Class: Witch

Skills: Necromancy- Rebecca can call up zombies and spirits of the dead

Dark Magic Knowledge- Rebecca knows a lot about casting and breaking curses

Endurance: When you're already dead, there's not a lot that can harm you

Weaknesses: Holiness- Due to the fact that she used blasphemous magic to survive her own death, anything holy causes her excruciating pain

Destruction of her crystal- Rebecca's soul is stored in a crystal in her chest. Destroying that will kill her instantly.

Personality/ideals: Rebecca is, first and foremost, curious. She wants to know everything about everything, and will go to great lengths for new knowledge. She also has a bit of a cowardly streak in her; this is probably why she tried to cheat death in the first place. Now that's she's actually undead, though, she's starting to get a little bit of courage.

Equipment: Several ritual knives (Poor for use in combat), a drakeskin cloak to keep the worst of the weather off her (getting wet increases the rate her flesh rots at).

Backpack: Chalk (for drawing magic circles), carving tools (For carving runes into items to enchant them), an enchanted book (Automatically writes down everything she learns about magic, and always opens to the exact information she's looking for.)

Backstory: Rebecca grew up the daughter of farmers in Gallan, a small province on the western coast. Early on, she discovered a talent for magic, and more specifically, necromancy. By the age of thirteen, she was communing with ghosts, and by sixteen she was raising zombies in secret. Eventually, though the greywater fever hit Gallan, and she caught the fatal disease. In desperation, she performed a blasphemous ritual to make herself undead, placing her soul in a crystal, ripping her own heart out, and putting the crystal in her chest. Delving so deep in dark magic, however, caught the attention of the anti-undead priests of the god Mallan, who forced her to flee for her unlife.

Goals: Stay one step ahead of the priests who want to see her tortured until she gives up her crystal.
 
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He said "It's nice to meet you"
Daniel Morre



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Name - Locke
Sex - Male
Race - Beast
Beasts are a rare race that is most commonly seen in the forest. They are not known for their strength but more for their hunting ability and agility, though it depends on their species. In Locke's case, his species are not very big, but they are some of the best hunters and the one of the quickest beast species. His species is also one of the more rare species, in fact, most people don't see a fox beast in there life.

Appearence - Locke stands at around 5'2" and weighs about 120 lbs. He does have a few scars from his early childhood, but they are hidden under the fur. As all Beasts of his species have, Locke's build is rather slim, but he doesn't rely on strength.

Class - Assassin
By Assassin, I mean he excels in close and silent combat. Assassins are quick and agile fighters that use stealth and the environment to their advantage. Archery and knifeplay are what Locke is most skilled in. He always has a knife on him along with his bow and at least 6 arrows in the quiver

Skills

Huntsman - Locke is an excellent hunter, therefore he is a skilled archer. There are other skills associated with this but archery is the most useful one.

Enhanced senses - Being a Beast, Locke has enhanced senses such as smell and hearing.

Extremely agile - Beasts, depending on their species, are extremely agile and fast. This has lead them to use speed in a fight rather than muscle.

Weaknesses

Muscles - Strength is something that Locke lacks

Communication Skills - Locke's knowledge of the English language is subpar at best. He knows a little bit of it, but is very far from fluent. So when you here him talk it is probably going to be in his native tongue. The only way you can really understand him is through Daniel.

Personality/ ideals - Locke has a relatively normal attitude. He enjoys a good time with friends and just meeting new people. He is very friendly and caring person. Most of this is shown through his actions rather than what he says, because most don't understand what he says. He tends to be silent for that reason. Once you do something hurtful towards someone he calls a friend this "nice" attitude will fade. He quickly becomes defensive of them and hostile towards those who have offended them.

Equipment - Locke always has a bow and a quiver of 6 arrows around his shoulder and a knife in a sheath attached to a belt. His clothing is rather minimal. It tends to be just a rag tied around his waist.

Backpack - Nothing

Relationships to other player characters/important NPCs - Locke is good friends with a translator that lives in town. This man helps him communicate with people around town. His name is Daniel Morre.

Goals - He likes to adventure and have fun with friends.

Backstory - Locke was born in the forest around the town that holds the tavern. He had several brothers and sisters that lived in his families den. They all learned how to use a bow at a young age, but Locke and his next eldest brother learned much more. His father taught them how to use knives effectively. The explanation the father gave his confused children was that they would have to protect the house when they're father was gone. This only raised more questions from his sons. They found out why when they found him dead in the woods. He was killed by hunters who mistook him as a normal fox. Locke and his brother would outraged by this, but knew their father wouldn't want them to live a life of violence. So instead of killing any hunter that entered the area, they scared them out. What they did had worked and hunters had evaded that area. They were made happy by this. This is what gave him his friendly, happy attitude. He felt that justice was served as he put nightmares in the hunters heads. He and his brother continued training together, but in the end they went separate ways. His brother would stay more isolated while Locke went into town more often.

Since then he has become a little more social, even making good friends with Daniel, who has kinda served as his translator. In fact, Locke didn't even have a name before he met Daniel. Daniel named him after a good friend of his father. Whenever Locke goes into town he usually stops by Daniel's home before doing anything. He is slowly learning English from Daniel
 
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Raginheri Bernhardt de Kraccus

Sex:
Male

Race:
Human (of Giantsblood)

Age:
33

Appearance:
Standing at 6'9", Raginheri's height was one of the first indicators of his
inheritence of Giantsblood. While incredibly tall, he also possesses a large
density of muscle, which protrude from him like apples from a bountiful tree.
In total, Raginheri weighs around 411 lbs, most of which is fat-lined muscle.
His face is one of a serious and stern look, emphasized by his messy tied hair
and wild beard, which is kept relatively small compared to most of the men from
the Todlandes. His eyes are a piercing light brown, almost honey-colored in tone.

Raginheri has various patches of faint grey tattoos on his arms, and a large
masterpiece of runes and symbols can be found on his widespread back.
While many wouldn't be able to read them, the mix of Riesagenic Runes
tell of him inheriting the Giantsblood of the Ancient Clans, while the standard
Todlandic Runes speak of his great exploits as a warrior and of his ancestry.
His mastery of the Eagle's Way, the martial arts of the Todlandic and Ruseni,
is noted by a rune that reads "Blademaster" on the top left portion of his back.​
There is also a single Elvish rune inscribed a bit below the center of his back.
Surrounded by the inscription of three black-lined skulls, the crudely etched
rune reads "Slayer".

He has a few scars, including two diagonal marks from an encounter with a
beautiful Elven ranger lady named Syndiea.

Class:
Berserker/Fighter

Skills:
A great warrior, while untrained in the large variety of combat forms across
the world, Raginheri possesses a natural tenacity for the battlefield. His mastery
of the Eagle's Way has refined his abilities, adding a layer of discipline and careful
precision to his chaotic form. He also knows the Bear's Way, a form of wrestling
often used in ritualistic challenges by the Todlandic Clans.

The Kraccus Clan are avid raiders, and so Raginheri is naturally adept at both
sailing and speaking the tongues of other peoples. He knows Elvish, Dwarven,
Riesagen, Common, and some Orcish and Draconic.

As the Todlandes are a frozen waste, any who are raised there are taught how
to survive. Raginheri knows this skill well, and it has saved his hide more than
he can recount.

Weaknesses:
Raginheri is intelligent, and is especially adept at history, but
struggles with the academic studies of mathematics and philosophy
due to his rugged upbringing.

He is known to turn to blind anger and rage during battle, even
if the enemy he combats hasn't crossed him before.

Raginheri often clashes with others and can quickly turn to
violence if he is continuously bothered and annoyed. This has
resulted in more than one brawls.

He is incredibly allergic to the flower kittingspry, which is used
in some foods. Thus, he has smell much of the food he eats to ensure
that there isn't any kittingspry in it.

Raginheri has a fear of wasps and other flying insects. While he can
contain himself around those that are clearly non-threatening, he may
wildly bat the air around his face or head when he knows an insect is
near. Similarly, he finds moths and butterflies absolutely disgusting, and
will not hesitate to slay the bugs he can with the end of his boots.

Due to a curse suffered during a battle between his Clan and that of
an Elven raiding party, Raginheri may only heal burns that is inflicted upon him by
rubbing vipercap paste onto the wound, a rare substance from a deep-dwelling
mushroom. Furthermore, when set aflame, he may only douse himself with water
that is blessed.

After suffering many injuries through combat and persistent athletics, Raginheri's
weakened right leg is known to fail him during times of intense struggle. Sharp pains
in his right knee and tibia have also caused him to fall prone during combat before.

Because he contains Giantsblood, anything that is empowered against Giants or any
poisons meant to specifically target Giants may prove equally deadly to Raginheri.

Personality/Ideals:
Raginheri is an incredibly brash and direct man. Truly the make of a warrior, he is
never afraid to enter battle, and has never had a problem shedding the blood or ripping
the flesh of others. Life in the Todlandes is full of brutal and realistic struggles, and the
honest nature of the frozen north has ensured that Raginheri was desensitized to such things
ever since his childhood. Similarly, it has also bolstered his masculine nature, including his
incredibly proud and vigilant mindset.

While he very much cares about his image, Raginheri greatly cares for those who
fight alongside him, viewing his comrades as honorary brothers and sisters bound through
blood. Though, that doesn't mean he wouldn't betray or challenge them.

It isn't an overstatement to say that Raginheri is a megalomaniac. It is true that the incredibly
strong and gargantuan descendant of Giants is one who hungers for power and renown. Though, such
behavior is often encouraged in Todlandic society, where the families who possess the most powerful
members often rule the meritocratic Clans they're gathered within. This mindset has also given Raginheri
some underlying trust issues. His racist attitude towards Elves and Greenskins are direct results of his
trust issues and his upbringing in the harsh and war-torn Todlandes.

Raginheri suffers from some post-traumatic stress disorder over various points in his life, and will often
suffer night-terrors and sleep paralysis. He has been known to hallucinate, and often blames this on the work
of those he has slain or Elvish curses. He has also blamed foreign Gods before, but the pair of aforementioned causes
are his most often target of ridicule.

Equipment:
Guttrig, the Iron Hand-Ax used by Warlord Eitrig de Asskampf
to slay the gargantuan Gamgyr, a giant who had plagued the
Todlandes for dozens of years. It is in no way enchanted, but the
trophy weapon was the only thing he managed to arm himself with.

Currently, Raginheri lacks a shirt, as his tunic was destroyed. He is
wearing torn and rugged leather pants, along with some mammoth-hide
boots. He possesses a brass Ring of Protection Against Lightning, and is covering
himself with the carved coat of a forest-dwelling black bear.

Backpack:
A coin purse of seventeen Andar-Standard gold coins, enough to keep
him fed for a considerable amount of time.

Three woven packages of Todlandic Eel-Tack, a kind of nutritious bread made
of various herbs and grains that is preserved using the gelatinous slime of the
Ravager Eel. What makes the bland-tasting food more disturbing is the fact
that Ravager Eels are known to feast on people, and so the slime used to preserve the
bread could, in-fact, be the byproducts of these ingested humans.

A rolled up bedroll and three unlit torches, along with a flint and steel.

Relationships:
Raginheri currently holds no relationships with any of the other characters.

He hates greenskins and elves, finding them nothing but trouble.
However, he greatly respects the dwarves and giants, even if he has
slain a few. He holds no true hatreds to any other kinds of Man, but
does hold disdain for their strange ways.

As he was raised around some of the Ley-Priests of Barga, whom
often traded with the Shamans and people of his birthplace, Raginheri
knows to respect the wishes of great Dragons, and to honor the killing
of one, no matter how terrible or tenacious a foe they may have been.

Goals:
Raginheri wishes to enact vengeance on the Gods for destroying his ships
and setting him aside. Due to his recent circumstance, Raginheri now believes
the Gods are nothing but troublesome and blames them for much of the pain in
his life.

He also wants to gather his bearings in this new land and find proper equipment
for himself. While interested in learning more, his greatest goal is to sail back to
Kraccusur one day and become leader of Clan Kraccus, so that he may gain the power
he deserves and needs to crush those who oppose him.

Backstory:
Raginheri was raised in the village of Bludriver, where a massacre against the
ancient enslavers of his people, the Icindari (or Ice Elves), took place. This massacre
secured their freedom after the Icindari's King was slain, and the village of Bludriver was
constructed near the site of the battle, originally as a monument to their great success.

Raginheri was the son of an unknown father and the daughter of a famous hunter. He worked hard
his entire life, gathering many resources and large amounts of food that he and his mother would need
to survive the harsh winters of the Todlandes.

After growing of age, Raginheri was taken on his first raid at the age of twelve. He followed the other
men and the Shieldmaidens of the village as they slaughtered a tribe of indigenous fishermen, known as the
Quevea. Those they captured either served as slaves in the village or were sent to the great Priests of Bagga
and the Ladies of the Sea as sacrifices and offerings to their deities.

Raginheri continued growing. As his mother grew sick, his resentment for his unknown father began to bolster.
He wanted to find the man and kill him, he wanted to make him suffer for abandoning them, for refusing to be there, and
refusing to raise him as a son. Raginheri used this anger on their next raid, performing marvelously, and he quickly became
popular amongst the village. Seeing his potential, Earl Wilhelm of Bludriver sent Raginheri to the capital of their Clan, Kraccusur,
where he learned from various berserkers and other experienced fighters.

Becoming the patron Champion of Bludriver, Raginheri participated in the large-scale raids of Clan Kraccus, learning to sail
across waters and about the different monsters that they encountered far from their homeland. He learned languages, tricks of combat,
new peoples and magics and Gods and the like. Raginheri relished in his exposure to the great world beyond their frozen prison, but his
feelings of child-like wonder and curiosity were soon replaced with horror and bloodlust.

Bludriver had been ransacked by the Elves, some from the South, and others the descendants of the Icindari. His mother was
raped and dismembered and the Earl had been used as a pincushion for the Icindari's rangers. That was, of course, before he was
feasted upon by their Orcish minions.

A great war began between Clan Kraccus and those responsible, along with their allies. After their rivals, Clan Eddicar, began
attacking their supply lines, the racial war became one of politics between Men. The three years of slaughter would forever scar Raginheri,
who stood knee-deep in corpses and blood, only twenty by the war's end.

He served as one of Clan Kraccus' berserkers, and continued learning on their annual raids and skirmishes deep within the
icy ridges and mysterious forests of Todlande. However, after the appearance of a bright light over the lands, the Priests of Bagga
knew that the gods demanded a great sacrifice. Originally, Raginheri was to be ritualistically slain in order to appease them, but the
Priests presented an alternative, and Raginheri was given his chance.

The warrior took a party of three dozen men and marched into the unsuspecting village of Filatte, the center of Clan Luspa. They
slaughtered through the night, slaying warrior after warrior, villager after villager. Raginheri had to kill the unwilling and appease the
Gods himself. One of those who died in the battle, Warlord Eitreg de Asskampf, was a great and pious warrior. However, blinded by
the loss of one of his dearest comrades, Raginheri denied Eitreg a proper burial and even stole his legendary weapon, Guttrig, which some
even considered bound to Eitreg's soul.

Whilst sailing back to Kraccusur, a terrible storm set he and his men off course. Out of the three boats they took, two were torn asunder by
ice and lightning. The last remaining vessel, Raginheri's ship, was forced southwards. The vicious storm seemed to follow them, and his ship
was eventually obliterated by the crashing waves and lightning, which he only survived due to his enchanted ring.

Raginheri has now washed ashore somewhere nearby the tavern, equipped with all that he could scavenge from his ship's wreckage.

Theme:

 
Looks really cool to me. Should be fun to interact with. Just one question, how would he feel about being thrown at monsters?

He'd slay any beast that gets in his way, especially if there's loot involved, but he may be more careful about it than slaying just an ordinary man or mortal.
Of course, if the monster is a massive wasp or weird insect, he might have second thoughts.
 
He'd slay any beast that gets in his way, especially if there's loot involved, but he may be more careful about it than slaying just an ordinary man or mortal.
Of course, if the monster is a massive wasp or weird insect, he might have second thoughts.

But having a woman half his size tossing him over her shoulder like an angry grenade? Cause if he's cool with that then I'm sure we'll have a fabulous time. Are you committed to not knowing any of the characters before hand? I can see a lot of fun potential between ours. Cause barbarians need to stick together.
 
But having a woman half his size tossing him over her shoulder like an angry grenade? Cause if he's cool with that then I'm sure we'll have a fabulous time. Are you committed to not knowing any of the characters before hand? I can see a lot of fun potential between ours. Cause barbarians need to stick together.

Sometimes I like to get surprised by learning about the other characters through RP, but I've skimmed through the ones here. I'm definitely looking forward to interacting with your character. The two of them will start many fights together, I'm sure.
 

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