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Fantasy Realms of Aldaan -CS Thread-

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Full Name:
Pollyanna Ziegler

Aliases:
Polly

Combat Class:
Mage

Magical Potential:
Magic potential: 7 (8 for shapeshifting)

Race:
Nebosi
Affinity with Genesis god(Des) of change

Magical Potential Modifier: +2



Age:
38

Sex:
Female

Height/Weight:
7'5'' 200lbs

Homeland:
Hend Baronlands

Location Start: Justicar


Inventory:
(Item Name - Description)
Frog hood - Polly’s frog hood. Hand made, with two big googly eyes on its head, it doubles as a protective gear. It won’t stop a blade, but if she pulls the frog hood around her face, quite aside from looking like she has a frog for a head, it will protect her from most acids, fumes and poisons. She can see out of the googly frog eyes when the hood is down, as they are goggles.

Protective Leather Gear - A leather smock, big boots and thick gloves. Bulky, and a bit better at resisting blows, but still mainly to protect Polly from the chemicals she enjoys working with.

Wooden Staff - Used for walking and poking things that are poisonous/might explode. Is also useful for hitting people with.

Alchemical Kit - A carefully packed fanny bag filled with vials and ingredients used to make all sorts of things, as well as tools such as magnifying glasses and tweezers that can be used to handle and investigate sensitive or dangerous substances.

Notebooks - A bunch of notebooks filled with the slightly insane scribbles of Pollyanna Ziegler. The subject matter is varied, but always related to either entropy, or change. Recently she’s begun writing down musings about how to kill or transmute things like ‘Ideas’.

Jeremiah the Bullfrog - Formerly a bandit, Jeremiah is now Polly’s lifelong companion. An enormous, slightly venomous Bullfrog, he really has no utility beyond keeping Polly company. She adores him. He tolerates her.

Jar of bugs - Polly has a taste for insects. Rich in protein, and available practically everywhere, they’re a delicious snack for her and Jeremiah. She keeps a jar filled with bugs, and adds to it when she comes across a likely specimen, if she doesn't just eat it then and there.

A few coins - Polly has a few coins. She’s pretty darn poor, though, and the money she has wont go far. She’s swiftly realizing that this may be a problem.



Skills:
Poisoner - Well versed in the use of flora and fauna in various types of concoctions, Polly knows what will kill a mortal, how fast and how likely. She uses this to her advantage, time to time.

Scholar - Self taught but brilliant, Polly has a love of experimentation that has both proven extremely dangerous but also invaluable to her intellectual advancement. Books upon books that she's bought, stolen, or traded for have supplemented this knowledge, and despite her library not being as extensive as other places, she has hands-on experience that more than makes up for it.

Divinity - Not quite as pious as most of her kin, Polly has still researched the gods as thoroughly, if not more so, than her most devout kin. Religious or not, there is power there, and ignoring it would be foolish.

Mana Pool:
28
Magicks:
Entropy/Shapeshifting

Level 1 Entropy
Concoct (Low/5s) - Generates a weak acid that while harmless to the human body, can help dissolve random tidbits, like bugs. Try not to drink any.

Minor Poison (Low/5s) - Conjure a small amount of common poison. Stomach aches and nausea for all your prank needs.

Minor Spore (Low/5s) - Conjure a tiny puff of spores that induce nausea when inhaled. Bleugh, what even was that?

Level 2 Entropy

Decay (Low/5s) - Touch an item of food or a tool, rotting or rusting it. Ruin is my passion.

Minor Malady (Moderate/15s) - Touch a target and curse them with sickness, enfeebling their body with weakness for a short duration.

Spore (Moderate/15s) - Conjure a puff of spores at a target location in a 5ft radius that can cause muscles to seize and cramp when inhaled. Ah, ah, ah- cramp!

Level 3 Entropy

Minor Crumble (Low/5s) - Place your hand on a surface and slowly crumble it away within a 5ft radius. It may take a minute, but turning things to dust is pretty cool.

Acidic Burst (Moderate/15s) - Generate a potent pool of acid at your feet and shoot a spike of acid at a target capable of melting through light armour and defensive spells up to Third Class. Haha, take this, and this!

Level 1 Change

Minor Adjust (Low/5s) - Alter an item or accessory to fit you comfortably. Ooh, it actually fits now!

Imbue (Low/5s) - Change the colour of a small object. Mmh, pretty colours…

Bestial Eyes (Low/5s) - Morph your eyes to appear like that of a beast of your choice. Look into my eyes and tell me what you see.

Level 2 Change


Minor Shift Step (Moderate/15s) - Morph the surface as you step to boost your feet, enhancing your speed. Nyooooom!

Minor Detect Change (Moderate/15s) - Place your hand over an object and detect if any change spells or enchantments are being used. Something’s… changed.

Silent Desire (Moderate/15s) - Curse a target and morph their mouth closed. Can’t incant if you can’t talk, eh?

Level 3 Change

Shift Wound (Low/5s) - Move a wound to a less vital part of your body. A cut down your arm is not nearly as bad as a cut across your stomach.

Bestial Tail (Low/5s) - Grow a 5ft tail and wield it as if you have the Dexterity Skill for a short duration. Monkey see, monkey pummel.

Aspiration:
Interested in the processes of change, Polly has spent years alone, studying it in miniature. A mouse dying and turning into mulch, mulch turning into mushrooms. So much can be learned from this microcosm of transformation. But recently she’s become interested in change on a macro scale. The birth and death of empires, of ways of thinking, of gods. She wants to put her thumb on the metaphorical scales and watch something, anything, massive upend and come crashing down. It’s her dream to kill or metamorphosize something impossible to pin down, like an idea. Her current objective is the genesis stone, an artifact that grows in power the more the world is changing, and grows weaker when things are stable. She means to use it as a tool to measure the over all entropy in the world at large, rather than as a weapon. Because once she has an accurate measurement tool, and the power behind it, the real tests can begin.

Personality:
Pollyanna Ziegler has grown eccentric from her long years essentially alone. She's extremely possessive of her things, possesses a slightly inflated ego, and has a host of bizarre habits, such as conversing with her pet frog as if it could respond back to her and having no problems living in filth. Pollyanna dislikes order of any kind, and while she understands that it's an important Ingredient in a functioning society, chafes when it applies to her in any way. She similarly understands that all other forces of nature are essential for the working of the universe, but considers herself an agent of entropy and chaos. She will do all she can to promote these things, knowing that she will be balanced by agents of the other forces of nature.

She believes firmly in change as ultimately a catalyst for good, and believes destruction and death can give rise to new and better things. Any organization or society that’s remained unchanged for more than a hundred years should be burned to the ground, is her opinion.

Suspicious of people in general and totally unconcerned with societal expectations except in how they can benefit her, Polly nevertheless has no problems socializing. But her lack of social graces and her natural suspicion can make her seem slightly mad, pushing people away even when she’s attempting to be friendly.

She also utterly and irrationally adores frogs and toads.


Backstory:
Polly never cared for the rituals and traditions that surrounded the Nebosi and their ties to their gods. Polly bore the mark of Genesis, the God(des) of change. What use would they have for dusty prayers and worthless traditions passed down for centuries? So it was that she quickly distanced herself not just from her Nebosi family, but the other races that surrounded her in their adopted Hend. Polly was a rebel in the most pure sense of the word. She didn’t defy authority simply to defy authority, or to cast it down. Wasn’t that just another form of predictability? Another form of order? She simply did what she wished to do, when she wished to do it, regardless of societal expectation. She dug deep into her goddess’ nature, trying to uncover it in the natural world, and she found it all around her. The easiest, most spectacular transformation was the one of death to life, life to death, but it wasn’t the only thing she was interested in. Chemicals, too. Poisons and balms, ingredients that could kill on their own coming together to make something that could save a life. A most glorious example of change.

When she was old enough, she left and retreated deep into the Swamp of Tongues, in Hend. Alone in her cottage, save for her familiar, a bullfrog named Jeremiah, Polly taught herself the intricacies of magic through the rigorous study of the natural world, aided by the natural affinity she possesses, granted to her by the god of change. When she wanted to relax, she tended to her frog pond that soon teemed with amphibious life, and carved frog related wooden figurines to place around her house. On the rare occasions she was threatened, Polly very much enjoyed using her shape shifting powers to turn her assailants into frogs, and having them join her frog colony. Jeremiah, her familiar, was in fact a human bandit that accosted her on her way to the Swamp of Hands the first time.

Eventually, though, she realized that there were crucial aspects missing to her research. She had never observed anything on the macroscale change. Weren’t ideas, nations, even gods themselves subject to entropy? She couldn’t observe any of those things in her little cabin. So when she heard rumblings of trouble in the world at large, Polly left her cabin and headed to Justicar, despite her intense dislike of the society. She heard about a quest heading to the outskirts of her peoples old capitol. She hopes she can go there and find clues as to where to find an artifact of her god, long since hidden away, ‘The Genesis Stone’. An artifact that grows in power the more the world is changing. When she gets her hands on this stone, she means to see something immaterial and huge die. She’ll place her thumb on the scales so that things upend, and when they do, she’ll be right there with her notebook to record what happens. The Genesis Stone will be a good instrument to measure how much change, say, the destruction of an empire creates.

Other:
 
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Height: 5'9
Weight: underweight, their weight is under timed atm
Hair color: blue
Eye color: amber, gold
Distinguishing feature: their whole face is covered in a horrendous scar, concealed with a plague doctor style mask
Tattoo(s): lots of thick, black lines go across their body





  • Name: Bazyli Peregrine Ambrose
    Nickname/Alias: Basil,
    Age: 25 years old
    Gender: dmab , nonbinary
    Pronouns: they/them
    Sexuality: asexual, greyromantic
    Race: human
    Combat Class: Mage
    Magical Potential: Third or Fourth class?
    Homeland: Hend Baronland
    Location Start: Hierophant's Magocracy or wherever people are needed in (aka lack of people)









BASIC

COMBAT

PERSONA

MISC



code by RI.a
 
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Full Name:
Chalia Silverharp

Aliases:
Chay
CHAY-20 ("Code" Name)

Race:
Elf (Half Human) - Artificial

Age:
19 (Appears ~47)

Sex:
Female

Height/Weight:
5'8 | 124 Ibs

Homeland:
Hierophant's Magocracy

Location Start:
Hierophant's Magocracy (Back "Home")


  • Aspiration:
    Seeks to bring the end to this flawed era of the gods and help create a better more just world.

    Personality:
    Chalia is a rather difficult woman to read. Possessing a great fascination in knowledge always one to seek learning new things. She has a certain innate curiosity when it comes to the world around her, She has a rather natural charismatic air about her coming off rather mysterious coming off more as if she is staring through you rather then at you when she looks into your eyes. She has a way of speaking that can come off both calm and as well firm. Never one to raise her voice nor to allow herself to falter even in dire situations. For her a clear mind is the most important tool a mortal can posses. If one wishes to achieve their goal they need to be able to look past the present and be willing to to do what is necessary for the future. She knows how to practice restraint in order to avoid trouble that might get in her way of achieving what she wishes to do.

    Although Chalia can show empathy, it is a general emotional feeling that seems far more fueled by logic then emotion. While she is one to try and help and comfort one in need, on her other side those who she views of having done wrong she can be incredibly cruel and even malicious in her behavior. Even one who might commit a petty crime might expect to lose a finger should they be caught with only the smallest bit of sympathy only tending to be permitted for those too young to understand the full extent of wickedness they might of committed. Chalia can be rather manipulative attempting to shift things in just the right way to benefit herself the most she can. She holds a deep seated hated for the gods viewing their neglect to be the cause of the creation of such a twisted world.
 
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Full Name:
Raisha de Belle

Aliases:
There's no need. Raisha has nothing to hide.

Combat Class:
Fighter. Wits and cunning are nice if you like magic but twisting a blade under a ribcage is personal. Just her style.

Magical Potential:
Third Class, although Raisha has never received any instruction in magic. She never had the patience for it. The sword came easier to her.

Race:
Human. It didn't offer her much more in the way of magic but her parents loved and cared for her when she was a child. Her father even encouraged the development of her combat skills in the hopes of joining the knights of Justicar one day. She had their support and that was all that mattered for her. Now, she just has their memories.

Age:
23 years of age. She still wonders if she would've been different if she chose to join the Justicar knights instead. There was that farmer's boy that always believed she would come back a war hero. 'I'm sorry, Jonah,' she'd whisper.

Sex:
Female. But that doesn't stop her from showing the rest of the bar patrons who wears the pants.

Height/Weight:
5'7" with 140 lbs. Muscle weighs more than fat. She doesn't care how unbecoming it is, the only thing she's worried about is unbecoming that beast she's been tracking.

Homeland:
Justicar Knightdom. Her village was a small, sleepy little corner on the border with the Cryikk Wastes. Was.

Location Start:
Justicar Knightdom. Whoever was behind the attack on her village is still out there. Whoever it is, they know I'll be coming for them. She'll make sure of it.

Inventory:
Studded Leather Armor- Some protection that will cover her during a fight. She nabbed it off a bandit scavenging the remains of her village for any valuables. He was her first kill.

An Old Raggedy Cape- It was less of a cape and more of a blanket that her father used to put on whenever he was telling her bedtime stories as a child. If there are gods that care about her, Raisha is glad they've the mercy to allow her to salvage that from what was left of her home. Now, she just wears it because her father thought capes were cool.

A Rusty Blood-Stained Shoulder Pauldron- It doesn't really offer protection but Raisha picked it up because it came from the body of a fallen Justicar Knight. She spent some time scrubbing off the muck enough for her to carve the Justicar emblem onto it. She might not have become a knight like she always dreamed of but... this was a small way of living up to that.

A Pendant with Nothing In It- Well, Raisha knows there's nothing in it but it's a reminder that there's nothing left of her home or her past. Want to know what's really in it? Their memory. That's all she needs.

A Wineskin- As it turns out, being able to carry water with you is rather important.

A Flask- As it turns out, being able to carry hard whiskey with you is equally as important.

A Bedroll and Small Pack- A place to lay your head down and rations after a long day are priceless. Maybe it isn't the most comfortable and the food isn't the tastiest, but nothing feels better than waking up knowing you have yet another day to hunt down the enemy.

Leather Pants- Raisha scrapped together the money to buy a nice pair of leather pants. They're not protective but who needs protection if your feet move faster than theirs?

Winter Boots- If it is hot outside, she'll have sweaty feet but if it's cold, she'll have warm feet. Regardless, they need to carry her on her travels so their durability works in her favor.

Coin Purse- Close at hand and never out of her sight. She lost it once. Once was all she needed.

Fingerless gloves- Her mother never refused outdoor work. It was actually a gift from her to her younger sister as a bit of wisdom in the form of working gloves but they weren't any use for the dead. On one of them, scrawled on is an L, on the other, is an M.

Longsword- The one her father gifted her for her 16th birthday. The one that rests on her back in a sheathe that had some poorly carved Justicar motifs on it. He did his best.

Two Handaxes- You can't throw a sword and sometimes the enemy is cunning enough to keep its distance. This ought to fix that.

Ceremonial Knife- Her sister always liked decorative trinkets. The blade is terribly dull and was merely meant for decoration but she always believed it would protect her if she kept it close. It didn't.

Skills:
1- Sword Expertise- No, the sword wasn't for show. Yes, that is blood. She likes the smell it carries. It means she's doing it right.

2- Handaxe Expertise- No, the sword isn't her only weapon. Yes, she can throw them. Cowards who run deserve an axe to their back.

3- Aggressive Stance- Waiting is what the gods do. Waiting is what mages do. Waiting is for people who place their hopes in the chance that tomorrow will be better. Raisha doesn't wait for tomorrow. She won’t wait days. Neither for hours, or minutes, or seconds. Her target dies now.

4- Throwing- Sometimes, that target will decide it wise to run. If she sniffs cowardice out of her foes, she'll take up an axe in one hand and the sword in the other. Take that as an insult because it is. Raisha doesn't think you have the stones to die facing her.

5- Ambidextrous- If Raisha wanted to learn how to wield a weapon in one hand, she made sure she could do the same on the other. No better, no worse. Only perfect. Besides, having more ways to slay her foes means she'll never get bored.

6- Cunning Eye- She's spent far too long standing in a battlefield not to know that every foe has a weakness. She's spent far too long chasing those that must be felled not to know what they are. The moment she sees it is the moment they breathe their last.

7- Dexterity- Most of the time, her foes have a rather creative way to shore up that weakness she spies with her cunning eyes. It helps that she has rather creative methods to reach them.

Mana Pool:
See the above comment on magic potential. The only mana she needs is mana responsible for alcohol tolerance and the only pools she knows are for filling up her wineskin.

Magicks:
Riasha knows there's schools. One about fire. Another about water, wind, earth, uhhh, shadows? Maybe? Why did Raisha ever bother trying to learn? Again, she never had the patience. If she can see the whites of your eyes, it's too late.

Aspiration:
Revenge. No, that's the wrong word to use. Justice. Yes. A hero can slay a villain but if the villain's son kills the hero, he will call it revenge. This isn't merely revenge. Raisha is above that. This is justice. This is judgement and she is the judge, jury and executioner for all those responsible for the death and slaughter of her village. Who is responsible? Monsters. Creatures of the dark. Evil wherever she finds it. Every roaming bandit, every corrupted noble, those who drive their nails into the innocent, the helpless, the hungry and famished for their gain share the guilt of the evil that resulted in the destruction of her home. The forces of good in the world are great and powerful, but they are slow and certainly not omnipotent. Raisha isn't here to wait for them. Let them pass their judgement. She is here to pass hers.

Personality:
Raisha is stern and humorless. Nonsense is for bars and involves plenty of alcohol but when it comes to killing, she doesn't mince her words or her actions. Either you keep up or you're left behind. But that doesn't mean Raisha is entirely consumed by those notions. She can be fun (?). Her hobbies involve darts, humble bragging about her exploits at the bar, and drinking. Really, it's the dichotomy of work and play. There is a very fine line between those things for her and the difference is night and day. But, she is humorless. As in she doesn't get humor. Her idea of funny is, "And you're not gonna believe what happened next... It tripped onto my axe and split itself!! HAHAAAA." Then, she stumbles back to her room and passes out until sunrise the next morning.

Backstory:
Raisha was a happy girl. In a small village straddling the border to the Cryikk Wastes, was a young, excitable dreamer who was the pride of her village. They all loved and praised the Justicar Knights. After all, it was they who protected them from what lurked beyond their lonely village gates. Her mother was saved by one such knight. Her father. They fell in love and he elected to retire to start a family. First came Raisha, then Luisa, and they used to dance to tales of glorious battles and victory trumpets. As it turned out, Raisha had a talent for wielding the sword and her father, after much pestering from the over-eager young girl, decided to train her. She impressed him. Greatly, actually, and her passion for battle often meant training long after his aging knees were too tired for sparring or long before his sleepy eyes blinked open in the early morning. Raisha meant it when she said she was going to join the knights and everyone believed her. They believed in her. They…

She watched them. Well, she tried to rationalize it. She didn’t have her sword. Half the house collapsed over her and she was lucky nothing broke but… she was stuck. She was stuck and they were coming. She was stuck and she wanted to live. So, she played dead. She was stuck so she played dead and waited. Listened and waited and… no. What she did was nothing. Raisha played dead and did nothing. They believed in her and she did…. Nothing….

The alcohol was something her father partook in but her mother disliked. But the alcohol helped. The nightmares didn't come when she was so drunk she so drunk she started a bar fight, or stole an axe and chopped down a tree, or danced. She never dances. Not anymore. But she did when she was drunk. When she wasn’t, she was killing. Seeing blood was the liquor of battle and her list of foes to hunt only grew larger with each kill. Eventually, it got so long she couldn’t keep track and the longer it got, the more bloodthirsty she became. Before her eyes, the innocent became guilty. That was magic if she ever saw it. Many thought she was crazy and only the rowdiest of bars even bothered to let her in. The bars that didn’t mind fights so much. The bars that relished hearing about her latest hunt. Her latest kill. Her latest battle. Every gruesome detail. Some called her the Whiskey-Breather, others the Mad Axed Berserker and still others the Head Taker but Raisha always preferred to be called that, Raisha. That’s who she was. It’s who she’ll always be. The girl who played dead and did nothing.

Other:

Raisha loves battle. She loves killing... it's to punish them. To punish them all. To make them pay. To make them rot... to punish them all... anything to escape the punishment she's living in....
 
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Full Name:

Janara Bylur Adolpha

Aliases:
Snow angel

Combat Class:
Mage

Magical Potential:
+7 for frost and +6 for Thunder

Race:
Frostfolk -
Cold-resistant, Affinity for the School of Frost or Wayfinding

(Magical Potential Modifier: +1)

Age:
23

Sex:
Female

Height/Weight:
5'10

Homeland:
Cryikk Wastes

Location Start:
Kingdom of Ironcrown

Inventory:
Dress- made of silk yarn and covered in Swarovski crystals/ice near the bottom.
Hand Bag - Full of frozen herbs and Spices and a small Sewing kit
Frosted Cloak - To help her keep cool. She must upkeep it, or else it'll just be a wet piece of cloth.
Jeweled Bracelet - Given to her by someone she considered a sister
Icicle dagger - not her favorite item, but just in case

Skills:
Scholar - You have learned to read and write in the languages you know, allowing you to translate ancient texts, write up documents and contracts, read magical scrolls, draw runes and much more. If knowledge is strength, your brain knows how to flex in Ork.
Perceptive - You have trained your senses to see with perfect vision and much farther than most, allowing you to make out details most others can’t. 2020 who?

Mana Pool:
30

Magicks:
School of Frost
C1
Cooling Palms (Low/3s/incant) - Touch a target and cool it down, reducing its temperature. Perfect on a hot summer’s day or if a drannid died on you.
Minor Conjure Ice (Low/3s/incant) - Create a small patch of snow and ice for you to hurl at whatever you like. Snowball fight!
Minor Icicle (Low/3s/incant) - Conjure a small shard of ice and launch it at a target. This is only a papercut until it goes in your eye
C2
Minor Freeze (Moderate/11s/incant) - Touch a small object or surface and freeze it, spreading frost across a 5ft surface.
Summon Frozen Dagger (Low/3s/incant) - Conjure forth a dagger of ice. Pretty *cold* of you to carry a weapon like this.
Minor Animate Snow (Low/3s/incant) - Move a small patch of snow or ice at will within a 5ft radius.
C3
Icicle (Moderate/11s/incant) - Generate a long, dense icicle and launch it at a target, piercing through light armour and defensive spells up to Third Class.
Frostcleave (Moderate/11s/incant) - Compress ice into a dense crescent blade and throw it at a group of targets, slicing through it.

School of Storms
C1
Stimulating Pads (Low/incant/5s) - Touch an area on the body, stimulating the muscles with a small charge. Relieves some stress and restores a little stamina
Minor Spark (Low/incant/5s) - Conjure a tiny sphere of electricity above your finger. It’d be pretty cute if you couldn’t use it to sting others.
Minor Arc (Low/incant/5s) - Generate a tiny arc of electricity between two of your fingers. Looks cool, but I wouldn’t touch it.
C2
Thunder Wire (Moderate/23s/rune) - Set a thin arc between two points within 5ft of each other, those that walk through it receive a painful shock. Annoying little traps, those bastards.
Minor Flash Step (Low/5s/incant) - Charge your body with lightning and accelerate your movement in short bursts for a limited duration.
Minor Stun (Low/5s/incantation) - Send a small streak of lightning from your fingertip at an enemy, lightly shocking them and disrupting their movements for a second.
C3
Thunderclap (Moderate/15s/incant) - Form a blade of lightning on your forearm or a bladed weapon and fly forward 10ft in a burst of speed, slicing through a target.
Minor Lightning Bolt (Moderate/15s/incant) - Shoot a thin streak of lightning from your fingertip at a target to strike it. May pierce through light armor and defensive spells up to Third Class. This is just lightning.
Aspiration:
Since she had never left her homeland and her tribe, Blanca was quite fascinated with the adjoining countries, Curious about the fauna, animals, and culture that was just around the corner Blanca strives to see the beauty of everything and find a home away from home.

Personality:
Chaotic Good. As look can be deceiving, this is no exception as Janara comes off as a warm and sweet woman. However, on the flip side, Janara is prissy, ignorant, and not a good team player as she does not like to do any heavy lifting or tedious tasks. As she claims she will "overheat". Being Very fussy and overly proper is just a part of her nature. "No one likes it when snow becomes sludge " Is her motto, whatever that means.

Backstory:
Janara was born into a nomadic tribe that traveled the wilds of the north. From a young age, she always had an affinity with the frigid cold in general like most frost folk who lived in the Wastes. Although many of her tribesmen knew frost magic the tribe's resident mage took her under his wing after he found her creating icicles in the shape of certain residents, and started teaching her what he knew.
Janara spent her years in the mountains of the Cryikk Wastes, living a more sedentary life, crafting clothes was often her duty but she would also help in skinning any prey that was caught. From having regular lessons with her tribe's wizard to having everyone come to her for fixing and making new wardrobes she created strong ties with her family and loved ones. Her life in her tribe was fairly easy-going, although not luxurious.

But this life could not last for long

Although Janara lived in a nomadic tribe, hers was not the only one that existed, and battles for resources could become hostile. It was not uncommon for a certain number of tribes to trade with one another, When seasons became rougher, the notion of sharing with one another seemed less viable. Tensions grew between tribes it soon became a realization that armed conflict may arise.
Although the conflict wasn't unheard of, it would be quickly dissuaded by the snow Duchess who ruled the lands. however, in recent times she had all but vanished, and those who relied on her for her wisdom were seemingly left on their own to fend for themselves. Such as Janara's tribe who was relatively peaceful and small compared to other tribes.

Janara had stood outside her home watching the icy woods that surrounded her tribe. What she was looking for? She was not sure herself, but she was just having a bad feeling. The night was quiet other than the light banter she and another frost folk of similar age, shared to pass the time. Suddenly out of nowhere a series of horrid blood-curdling screams came from inside the surrounding homes, the two turned to see a white blur tearing through buildings and rending flesh and bone from familiar forms. It was another tribe who used the cloak of night to shroud themselves. Janara's home was under attack and already, in an instant, so many had died. She and the other frost folk rushed into combat with and fought until the last of his people fell. Surrounded in the corpses of his loved ones she fled. While being chased by her own kind Janara kept on running, for some reason she remarked this event as being freezing, with the death of the people she knew somehow igniting the feeling of frigidness.

The night grew silent once more. Wounded, and crushed of spirit knowing all she had vanished. Janara left the husk that was once her home, never to return again. Her wounds would heal but her mind would be plagued with an endless amount of trauma. The Cryikk Wastes and her lack of power to stop her own people from dying give her an endless amount of nightmares, and all Janara knows is to keep on moving, the farther away she is from her home the better chance she has in forgetting everything.


Other:
 
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Full Name:
Limon Aiton

Aliases:
Lemon: To friends, as it’s easier to remember.
Lime: Working name, far enough from his actual that customers don’t remember him, but close enough that friends do.

Combat Class:
Fighter

Magical Potential:
Third Class, but never properly used.

Race:
Human

Age:
26

Sex:
Male

Height/Weight:
5’9 / 160 lbs

Homeland:
Kingdom of Ironcrown

Location Start:
Kingdom of Ironcrown: Returning to visit his family, and he decided to get a side job as he’s a bit low on coin.

Inventory:
Castane, his sword: A standard arming sword, it’s been with him so long he’s grown attached to it. Named after a strong drink he got.
His coin purse: Nearly empty, but he’s got a job lined up, so he thinks he’ll be alright.
Decent Clothes: Fancy enough not to be a normal traveler, but not fancy enough to be important. Also not practical, and will absolutely break way too easily.
Water Flash: Roughly 4 days of water left, but rivers are everywhere.
A pot: I mean, cooking.
Military Rations: Bought it off a soldier, and won’t expire for the next 92 years. Tastes terrible, but it is food.
Seasoning: A bit of salt, a lemon and lime to season his food. Also can be thrown at people.
Leather Combat Clothes: Minor armor, but still light enough for his favored style of fighting.
Worn Cloak: An old cloak given to him by a mysterious bard, he still hasn’t checked all the pockets, but he uses it for mostly storage, and sometimes style and/or deception.
Kitchen Knife: A knife for cooking, it’s of very good quality. Not suited toward stabbing people.

Skills:
Sword Expertise: His past as a duelist lends him particular skill at the sword. Although admittedly, his skills have rusted, but his experience still stands strong.
Cooking: Experience at both a restaurant and an army cook let’s him cook both gourmet and practical.
Charisma: Interacted with so many people for so many years, he’s become good at it.
Willful: Years of various people yelling at him has hardened him to any commands and stress. His stubbornness helps, if you can consider it helping.
Throwing: Learned particularly through bar fights, and throwing mugs and plates around. He has gotten way too accurate throughout the years. Also threw around fruit as a kid.
Acrobatic: Being quick is a required skill for being a waiter, as well just being practiced through his busy environments.
Escapist: His fighting style revolves around being quick and controlling the fight. Although he hasn’t fought a true duel for some time, his feet still remember the finer points of dueling.

Mana Pool:
N/A

Magicks:
N/A

Aspiration:
Find a nice place to settle down, hopefully be rich as well.

Personality:
Lawful Neutral. Too talkative and friendly, at first glance. In actuality, he is an amazing actor, and just hiding his less enviable side. He is stubborn and easy to anger, but good at controlling how mad he is. Hates a great many people, but doesn’t show it. Tried to understand people as best as he can, although his reasons for doing so are multifaceted.

Backstory:
Born in the Kingdom of Ironcrown, he got caught up in the militaristic fervor and became an nimble-footed duelist, hoping to join the military someday. During that, he met his childhood rival, Red, who as her name suggested, has both red hair and a red cloak she stole. Much like him, she was quick and fierce, but much more clever. He also got his nickname Lemon, by winning a duel (in his eyes) with Red by throwing 20 lemons at her, and then stabbing her. She got her revenge by causing a well timed distraction during his combat test, and so he got an offer to join the academy, looking somewhat promising in all other aspects.

Finding the academy option boring, he took a second option, and joined a garrison as an assistant cook instead. Slowly, he made his way up the ladder, as he got better at both managing soldiers and the kitchen. Eventually, he managed to secure a spot in a patrol, and that patrol managed to get so lost they ended up in Dacht. It didn’t help they were all just fighters, with only Lemon being a cook, but not a forager or hunter.

Luckily for him, a bar owner took pity on him and offered him shelter, as well as a job. And thus, he began his career in Dacht. Taverns, Bars, Restaurants, Bakeries, he worked in it all. He learned much about people, and connected with a great amount of people. Now, he decided to check on his family again, especially his sister, and is traveling back home. He heard his sister is in Ironcrown’s army, and he’s coming home to congratulate her.

Other:
Hates bugs so much he’d learned fire magic in an instant, if he could.
 
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Full Name:
Otrygg Brassknuckle

Aliases:
N/A

Combat Class:
Fighter

Magical Potential:
3

Race:
Dwarf- Affinity for the school of Wounds, Instincts

Age:
21

Sex:
Male

Height/Weight:
4'3", 228lb

Homeland:
Skirk Prospects

Location Start:
Jormun Maritime Thallassy

Inventory:
Due to the Prospect being what amounts to one large forge, smaller, more portable versions are aplenty. And with Otrygg's familial and traditional job as a monster hunter, he was able to acquire one for rather cheap. Of course, it isn't the best looking and perhaps some heat leaks out here and there, but it's come a long way from when he got it. He even built a front bit that acts like a little house for him. It's not perfect, but it keeps him dry when it rains and has a soft (enough) bed in it.

A monster hunter's weapon is their most prized possession. And while many would like to think the sword, axe, or spear are the weapons of choice, those people often end up dead. And while the average bow can potentially fling arrows much faster, to become good and reliably hit a target smaller than a barn at any range becomes more difficult. The crossbow, however, is easy to pick up and use, with a trained crossbowman able to match an expert bowman in speed and precision. This, is the Brassknuckle clan's favored weapon. Add in limbs reinforced with metal and a quick reel windlass and the range, accuracy, and stopping power far exceeds anything but a longbow can do.

Skills:
Crossbow Expertise - You have honed your skills with the crossbow and can wield it with a degree of finesse. Bow-lite
Instincts - You have attuned your mind to sense when something is wrong, allowing you to anticipate attacks easier and sense hostile intent. Who’s that, what’s that?
Smithing - You have learned to temper and forge metals into weaponry and armour, allowing you to also fix and maintain various equipment. DIY, except you’re the professional.
Fletching - You have learned to identify and craft wood into bows and arrows. It’s more cost-effective when your arrowheads keep breaking off in your enemies.
Tailoring - You have learned to fit and tailor various materials into fine clothing. Gone are the days of dressing like peasantry.
Scholar - You have learned to read and write in the languages you know, allowing you to translate ancient texts, write up documents and contracts, read magical scrolls, draw runes and much more. If knowledge is strength, your brain knows how to flex in Ork.
Construction - You have learned to build basic structures such as tents, houses, stables, etc. You hope nobody with a siege weapons comes by.

Mana Pool:
3

Magicks:
N/A

Aspiration:
Otrygg is the kind of dwarf that isn't afraid to dream big. Make the biggest wagon, make the biggest sword, make the biggest anything really. The supplies needed to achieve these goals, most of the time, are often non existent when you're stuck in one place.

Personality:
A surly, quick tempered man, Otrygg takes just about everything personally. You don't like how he goes about performing his services? He'll shove his boot so far up your arse you'll be tasting leather. That's not to say he'll threaten you with violence at the slightest provocation, he quite enjoys it when you compliment his handicraft. Perhaps this is because he takes great pride in his work. Though he is not as good of a hunter as other dwarfs, he's found something he's good at, and he won't stand for anyone insulting what he's good at.

Backstory:
Otrygg had a fairly box standard dwarven child hood. As soon as he could he was given a weapon to assist in the slaying of monsters. In the case of the Brassknuckle clan, that weapon was a crossbow, and more often than not a lantern due to the habit of the creatures found in the Prospect to live underground. And as he grew older, Otrygg realized something, he didn't enjoy hunting. Oh, he treated it with as much respect as it was due and held the act in a high, almost religious, regard like the rest of his clansmen, but he did not feel complete by just hunting. He needed to do more. And that more, was spotted by the clan smithy.

The old smith, blind in one eye as he was, had an eye for seeing things that others did not. After Otrygg took a leg injury during one of the hunts, the smith took that as an excuse to take the boy under his wing. Soon, Otrygg was shaping metal under the keen supervision of the smith, shaping metal into any shape required. That wasn't all, however, as Otrygg's thirst for the knowledge of craft had only just been wetted. Soon he picked up wood working, and leatherworking, both important skills if one wishes to supply the hunt. He absorbed it all like a sponge, and what he didn't absorb he wrote down in a small, leather bound notebook he keeps in an inside pocket of his jacket, over his heart.

Eventually, Otrygg could not sit still anymore. He loved his family, and his clan, but that did not stop him from bidding his farewells and leaving them for potentially greener pastures. Well, when compared to the Prospects, any pasture was greener.

Other:
The ox that pulls his mini home and forge is named Daisy. Daisy can fend for herself. If Daisy is ever hurt, the assailant will be hunted down by Otrygg and gutted and their innards used as a drawstring for perhaps a hand crossbow.
 
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  • Full Name:
    Averill

    Aliases
    "Ave"

    Combat Class:
    Fighter

    Magical Potential:
    5 (6 in School of Life)

    Race:
    Elf (Affinity for the School of Life or the School of Nature, Spiritual bond)

    Age:
    22

    Sex:
    Male

    Height/Weight:
    6'0/170lbs(~77kg)

    Homeland:
    Demastia

    Location Start:
    Dacht Theocratic Conglomerate
 
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Full Name:
Hawrase Tranaboradan Thailcran

Aliases:
HawThail (He does not like the name, but tolerates the shortening)

Combat Class:
Spellsword

Magical Potential:
5 flame magic
4 all else

Race:
Drannid supervisor - +affinity for fire magic, heat resistant, molten armour, minor telepathy

Age:
81

Sex:
Male

Height/Weight:
6 foot 4 in his usual hunched crouch
8 feet when showing off his full height
220 lbs

Homeland:
Drannid hive, but banishment means he is not welcome there, in fact he would be hunted in those territories if they knew he was near.

Location Start:
Jormun Maritime Thallassy
(Idola Port)

Inventory:
(Item Name - Description)
Rucksack - a simple sack he picked up during his travels, despite his dislike for material wealth he still collects trinkets and acknowledges when he needs to store currencies.
Coin pouch - he has this as a way to partition off his currencies from the rest of his belongings
Current coinage - 0
Trinkets - a bunch of small little things he has collected over his travels, including an absurd number of small flat stones he usually uses for various runes
Bandolier - he at some point acquired this bandolier where he stores one or two rune stones, usually jumpstart and maybe minor flash step.

(Use the above format and include everything in your possession, such as clothes, currency, equipment, food, etc.)

Skills:
(Skill Name - Description)
Unarmed Expertise - You have honed your skills with your body and can wield it with a degree of finesse. Can be applied when using gauntlets. You are the weapon.
Cunning Eye - You have honed your skill for finding weakness in defenses, allowing you to more easily bypass blocks, parries and armour.
Lightning Rod - You have trained your body to withstand lightning, allowing you to partially absorb its charge and energise you. Helpful, but it hurts every time.

Mana Pool: 10
(Low 1 moderate 3 high 10.)

Magicks:
School of Storms
(Spell Name (Cost/Time/Type) - Description.. "Type" only "Rune" due to lack of vocal cords.)
Class 1
Minor Arc (Low/7.5s/Rune) - Generate a tiny arc of electricity between two of your fingers. Looks cool, but I wouldn’t touch it.
Stimulating Pads (Low/7.5s/Rune) - Touch an area on the body, stimulating the muscles with a small charge. Relieves some stress and restores a little stamina.
Static Shock (Low/7.5s/Rune) - Generate a charge in your palms and lightly shock something at a touch. A neat little party trick.

Class 2
Minor Flash Step (Moderate/22.5s/Rune) - Charge your body with lightning and accelerate your movements in short bursts for a short duration.
Jumpstart (Moderate/22.5s/Rune) - Touch a target that has lost its heartbeat within the last five minutes and shock it. This might revive them, but it might not.
Summon Static Gauntlets (Low/7.5s/Rune) - Conjure forth gauntlets of lightning around your hands. Getting punched in the face by this will definitely hurt.

Aspiration:
He wishes to Demolish the hive that wronged him, despite how unrealistic for him that goal is he will fight to reduce the spread of the drannid hordes as a compromise.

Personality:
He is chaotic neutral as he only cares for the destruction of drannids under hive control and his own survival. No matter the alignment of those around him as long as it gets him his goal by the end of the day and he has his own freedom. Usually a rather efficiency oriented bug he can come off as grumpy when noticing all the little incompetencies, whether they are real or simply perceived. If someone wrongs him his attitude is similar to "eye for an eye, tooth for a tooth, evil, for evil." At the end of the day this bug is all business and only selects a few individuals he will be nicer to occasionally.

Backstory:
He was born as a supervisor replacement for a hive but he was cast out and banished when it was found he had far too much potential for individuality. Outside of the hive he hunted for bare survival for a long time and slowly gained a sour personality and a hatred for the hive that had made his life so hard. Eventually he was taught some tactics to avoid being killed when hunted from a surprisingly friendly human female. He holds this human close as a dear friend, he does not know why this human trusted him, maybe they were insane after living in the woods alone for so long.

After some time he carefully moved eastward until he came to the region of knights, he does not remember their name, just their kill on sight attitude towards drannid which made him have to go northeast along their mountain range. Once he had gotten past those irritating knighs he borderline sprinted across the vast planes of the Hend Baron lands towards the Jormun Maritime Thallassy as he knew there would be ample opportunities for him to survive if done right, if things went wrong he could always retreat to the tribal lands after all. Eventually near the port of Idola he was able to get a mercenary that was full of himself but much less than he claimed to let HawThail do his jobs and get a cut of the pay with additional food as payment. he did this for many years until the mercenary retired on funds that were not earned with his own skill. This was quite recent so HawThail has been occasionally prodding at peoples minds to case out new puppets, occasionally convincing one to buy food in the markets and leave it outside and pick up the coin he would leave behind which would usually be slightly more than the price of the food as payment. Very recently he knew he would be running out of funds soon, and so he convinced a humanoid drannid to help find him a mercenary job he could fulfill, when it was an escort job he had groaned out in hatred, begrudgingly accepting the job due to his lacking funds.

Other:
(Anything not listed above goes here.)
 
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  • Son fear is the heart of love
    Baron_Whatshisname.png
    Full Name: Baron Bartholt Von Bessemer

    Aliases: Red Raven

    Combat Class: Spellsword

    Magical Potential: 6 (7 Gale)

    Race: Nebosi (Divinity, Affinity for the Chosen God’s Magic) (Magical Potential Modifier: +2)

    Age: 24

    Sex: Male

    Height/Weight: 8'8'' 380lbs

    Homeland: Hend Arstcracy

    Location Start: Dacht Theoratic Conglomerat







    Character Completion


 
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Full Name:
Conrad Mahcoco

Aliases:
Con/Conny/Coco- Childhood and family-related nicknames
The Blue Barbarian- Nickname from his military background

Combat Class:
Fighter

Magical Potential:
3

Race:
Human

Age:
25

Sex:
Male

Height/Weight:
6’1”, 210 pounds

Homeland:
Kingdom of Ironcrown

Location Start:
Kingdom of Ironcrown

Inventory:
-Conrad Jr.: A large double-sided great axe made by his own design in his father's forge.
-Steel armor: A set he had acquired while in the military, marked with his favorite shade of blue.
-Money pouch: A pouch for holding his coins. Mostly used for staying at inns and buying meals.
-Repair kit: A satchel containing items such as sharpening stones and other variables to ensure his gear is always in top condition.
-Journal: A small black book that he uses to write about his adventures and experiences in.
-Camping gear: For when an Inn is nowhere near.
-Undergarments: Casual clothing for sleeping when not in his armor.

Skills:
-Axe Expertise: You have honed your skills with the axe and can wield it with a degree of finesse. Shield? What shield?
-Unarmed Expertise: You have honed your skills with your body and can wield it with a degree of finesse. Can be applied when using gauntlets. You are the weapon.
-Aggressive: You have learned a stance to strike faster and harder than others, at the expense of leaving yourself open to attack. Offense is the best defense.
-Endurance - You have trained your body to take more punishment, improving your stamina and allowing you to resist more damage. Oh, were you attacking? I didn’t notice.
-Strength: You have trained your body to exert and carry more force than is usually capable of your race. Kolo would be proud.
-Tireless: You have trained your body to fatigue more slowly and function for longer, allowing you to outlast others when it comes to stamina more easily. Didn't even break a sweat.
-Smithing: You have learned to temper and forge metals into weaponry and armour, allowing you to also fix and maintain various equipment. DIY, except you’re the professional.

Mana Pool:
0

Magicks:
None

Aspiration:
Conrad wishes to see the world outside his beloved kingdom and partake in adventures that couldn’t be found in his homeland. To battle great beasts and men alike and to ensure a tale of his own could be passed down to future generations. His appetite, however, wishes to try the cuisine of different nations.

Personality:
Conrad is one who is adept at following orders rather than giving them, possessing a simple one-track mind that revolves around hitting things as hard as he can to solve the issue. His talent in following orders granted him a trustworthy and gullible nature, which has often more than not made him the target of silver-tongued merchants and con artists into potentially buying or doing whatever they pleased. What Conrad lacks in intelligence, he makes up for in determination, a headstrong, almost stubborn, sense of duty to complete what he sets his mind to. Conrad is generally always appreciative of those with might and skill that can overcome his own. To lose is to improve, so in defeat, he only finds joy. Defeat oddly brings more joy to Conrad than victory. The thought of improving against those superior to him and climbing to new heights brings nothing but sheer gratitude. His polite behavior is even enough to thank someone for beating him up.

He is almost always cheerful, possessing some sort of smile on his face no matter how harsh a situation might seem. His optimistic attitude essentially allows him to see even the brightest outcome during any grim occurrence. Despite his kingdom's roots of tyranny and slavery, Conrad has developed a sense of compassion towards those less privileged than himself due to the stories he has read countless times. Conrad always seeks to become a man of the people, offering his assistance towards those in need no matter how trivial a task might seem. When it comes to his support, obtaining his loyalty is not an overall difficult task, especially if you know how to cook. His ignorance of the real world has left little for him to be wary of. As long as he would deem you a good person, he would have no trouble following you into whatever dark cave and forest you might find yourself traveling into.

Backstory:
The youngest son to a renowned blacksmith in his home kingdom of Ironcrown, Conrad would often endure the teasing and slight bullying from his six older brothers throughout the day. The seven of them together, with bounds of mischief as their source of entertainment, had created quite the chaotic neighborhood. Conrad had already started showing signs of impeccable strength despite his young age when he began helping his father around the forge. Lifting heavy weapons and materials seemed like nothing to him, and he eventually began to overpower his elder brothers whenever they tried to wrestle with him. Conrad's strength often got him into trouble with the neighborhood boys whenever they roughhoused with one another—accidentally hurting them in some way or form without an accurate idea of how to control himself. He was too headstrong for his own good, and the thought of having the hold back never crossed his mind until his mother began to read him stories of old warriors. His eyes would always dazzle with these stories. Never harming the innocent, protecting nations from evil forces, slaying mighty beasts. Each story that was read to him had filled his head with wild fantasies and dreams of becoming like them. He wanted to be just like them. Though if one thing was for sure, they all had a positive outlook to have these stories written about them.

Conrad would soon take a new approach to his everyday life. Rather than causing mischief and accidentally causing pain to others, he would work on controlling himself and helping out those in need. Whenever help was needed, Conrad was there to do the heavy lifting. Whenever someone was getting picked on, Conrad was there to protect them. Everything he did, was meant to fulfill his desire to become great. He would still help around his father's forge, even smithing weapons of his own to give his father a break, but when someone needed help, he would arrive in a heartbeat. As the years went by, Conrad had finally reached the proper age to join his nation's great army. Smithing was in his blood and was something he thoroughly enjoyed, but his obsession with fairy tales and stories of legends overtook his fascination, and he would soon join their ranks.

He would bring honor to his family's name as he served with absolute obedience and loyalty to his nation. His headstrong fighting style and rugged body would allow him to charge with the frontline against anyone they had deemed an enemy. It was here that he didn't need to hold back and could freely use his strength as he had always wanted to. His battles, while few, were enough to earn him his nickname and a few bottles of ale after the fog of war had settled. While he took the greatest pride in serving in his beloved kingdom's military, his battles had slowly begun to feel empty. It had become more of a routine than an actual climb to legendary heights. He wanted to experience more, just like in the legends he had always read about. He wanted to create his own adventure rather than it being laid out for him. To experience the unknown and battle vicious beasts with nothing but his determination. After a heartfelt goodbye to the men he had served along with, he would retire from the military and soon leave to make his dreams a reality.

Theme:
 
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Full Name:
Asie Woolgrove

Aliases:
The Witch of the Dawn

Combat Class:
Mage

Magical Potential:
Seventh class

Race:
(Horned) Elf Magical: Potential Modifier: +2, Affinity for Life magic, and Spiritual Bond

Age:
31

Sex:
Female

Height/Weight:
6’1 (With horns) 5’8 (Excluding horns)/ 140 ibs

Homeland:
Tribal Expanse

Location Start:
Hierophant’s Magocracy

Inventory:
Druid Robes: Her normal outfit that she wears on her day to day basis
Bag of rocks: A bag full of rocks that she uses for runes
Runecrafting kit: A small kit used to help inscribe magic runes into objects
Rations: A week’s worth of rations
Mask: A mask made from the skull of her deceased family pet.
Coin purse: A near empty coin purse
Handaxe: A weapon for personal defense
Old journals: Three old journals that detail research notes covering several years worth of experiments. She found them left behind in the forest and has studied them ever since hoping to find who they belong to so she can return them.

Skills:
Keen Nose - You have trained your senses to smell with acute accuracy, allowing you to pick up smells over a greater distance and differentiate between them. Are you part beast?
Scholar - You have learned to read and write in the languages you know, allowing you to translate ancient texts, write up documents and contracts, read magical scrolls, draw runes and much more. If knowledge is strength, your brain knows how to flex in Ork.


Mana Pool:
26

Magicks:
School Name: School of Dawn
First Class
Sparkle (Low/5s/ Runes) - Conjure a flurry of sparkling lights around you. Pretty lights, look!

Conjure Minor Light (Low/5s/Runes) - Generate a small ball of light in your hand. Doesn’t do much beyond shining light.

Dancing Stars (Low/5s/Runes) - Conjure a tiny figure made of light in your palm. You may move it at will, having it act in any way. Look, tiny dancer!

Second Class
Conjure Light (Low/5s/Runes) - Generate a ball of light in your hand. Did you know that concentrated light can burn you?

Shimmering Step (Moderate/15s/Runes) - Interfere with the light as you run, causing your form to shimmer like a mirage and make you hard to see.

Minor Detect Dusk (Moderate/15s/Runes) - Put your hand over a target and detect if any dusk spells or enchantments are being used. People love to hide darkness in darkness.

Third Class:
Beam (Moderate/15s/Runes) - Generate a dense beam of light that delivers a hot and heavy impact, penetrating light armour and defensive spells up to Third Class. Pew pew!

Bright Lashings (Low/5s/Runes) - Whip two small beams of light around a target and restrain them to the ground. Time out for you, naughty one.

School of Name: School of Stone
Minor Sculpt (Low/5s/Runes) - Change a small stone into whatever shape you want. Amateur sculptors love this!

Minor Conjure Stone (Low/5s/Rune) - Create a fist-sized stone for you to hurl at whatever you like. Pretty mean thing to do, don’t you think?

Dust (Low/5s) - Send dust in a 5ft cone at your enemies to blind and distract them. More annoying than dangerous really.

Second Class:
Minor Rock Shot (Low/5s/Runes) - Shoot a pebble at a target. Hurts and is dangerous if it hits you in the eye.

Metal Bypass (Moderate/15s/Runes) - Touch a simple lock and unlock it. Pretty handy if you don’t have the time or skills.

Muddy (Low/5s/Runes) - Churn the earth to make a small puddle of mud at a target location. Perfect for pranking fools into slipping over.

Third Class
Summon Minor Elemental (Moderate/15s/Runes) - Conjure a stone golem animated by magic. It responds to verbal commands and can perform minor tasks. Can use Minor Conjure Stone, Minor Rock Shot, Metal Bypass and Crystallize. Your own pretend buddy.

Pillar (Low/5s/Runes) - Stomp or hit the ground and summon a pillar of stone to extend rapidly at a target.


Aspiration:
Asie want's to travel and study the world outside of the Tribal Expanse, encountering all types of people, monsters, etc. She also wants to try and return the research journals that were left behind by the man she freed seventeen years ago although it feels more like a pipe dream then anything

Personality:
If given an alignment Asie would be classified as Chaotic good. Growing up as a recluse even among the other elves she doesn’t possess the elvish hubris and hate to the same level as other elves. Instead of malice she holds curiosity towards the other races, curiosity about their personality, their cultures, their magics, and their reactions. To provoke reactions she will occasionally act erratically or randomly, pulling pranks on them. That being said she can still recognize when the time for these acts are appropriate and will refrain from doing anything out of line if the time isn’t right for it.

Backstory:
Aise was born to the Woolgrove family, a small family that was technically apart of one of the Elf clans who made their home in the Tribal Expanse In actuality the Woolgrove was a family of druids who stuck to their own little collective, interacting only with the other elves and never really seeing any other races. While Aise was growing up she had heard stories of the terrible humans and the brutish orcs. In her mind she crafted these elaborate stories about what these races were really like, but never developed the intense distaste or hate that the other elves seemed to have.

From a young age Asie was trained in the School of Stone, a magic that her mother had started to teach her. Asie raised the question one day as to why she was being taught stone and not life, the magic that their family had an affinity for. Studying the magic you have an affinity for is taking the easy route of magic, instead if you study something that you have advantage in the end result is much more rewarding. It was for that reason that she picked up working with runes, finding joy in the difficulties of managing the magical runes over simple incantations.

Asie would later stumble upon the teachings of the School of Dawn at the age of fifteen. As she was traveling through the outskirts of her clan’s territories doing chores for her parents she heard shouts and a series of loud noises. Investigating it she found a human suspended in the air by a net, the poor man had fallen for one of the many traps set around. It was her first time seeing a human so she stalked around the man, just generally investigating him. He shouted out questions, curses, and all of that fully believing that this elf was going to kill him, but instead Aise took her hand axe and cut the rope holding him up, dropping him to the ground. Full of curiosity as to what he would do, she waved her arms angrily and growed like a wild beast, sending the man running for his life. While this seemed like a very important encounter it would end up changing her life.

After the man had ran away she found a bag full of his stuff lying by the trap he had been caught in. Digging through it she found many notes, journals, and various other items. Instead of trying to catch up to him she decided to take the bag with her back to her home and dig through it there. While she was investigating it she found a few books detailing the school of Dawn. Fascinated by the magic she decided to learn it alongside the School of Stone, solidifying her choice of magic schools for the rest of her life.

Seventeen passed for Asie as she remained in her home. Family pets came and went as all animals do, she even made a mask out of the skull of one of the beasts she was particularly close with. The other Elves kept them at arm's length she kept away from them, only interacting with them when she had to. The bag she had brought back after her strange encounter with the man had been forgotten and tucked away, but one day she stumbled back on it and once more dug through its contents. After looking through it all she was struck by an adventurer’s spirit. She had achieved a new goal, to set out and study the world outside the Tribal expanse, as well as find and return the various journals she had taken from the man that day. While she wasn’t exactly sure as to where to start her journey, she had remembered hearing about a country full of mages to the south of the Expanse. This man had probably been a mage so that would be her first stop. That next morning she would bid her family farewell and set out for the Hierophant’s Magocracy

Other:
N/A

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eb4fb8c2706694fe49934acd14584e81--character-concept-character-ideas.jpg

w/o plate upgrades
c63f0edc1aa8b025d78ee91c7369f30c.jpg
Full Name:
Michael Bartram

Aliases:
none

Combat Class:
Spellsword
+1 magical potential

Magical Potential:
Class 4 potential (Class 5 School of Insight)
3 (starting) +1 (spellsword) +1 insight affinity (human)

Race:
Human (affinity)

Age:
55

Sex:
Male

Height/Weight:
6 ft 1 In, 180 lbs

Homeland:
Hend Baronlands

Location Start:
Jorum Maritime Thallassy

Inventory:
Sword - one handed sword, maintained and in good condition if basic, issued by Hend Baronlands

Shield -large one handed shield, maintained and in good condition if basic, issued by Hend Baronlands

Chainmail/leather armor -basic chainmail and leather armor issued to every soldier of the Hend Baronlands -decent protection but cheap and mass produced, holds up well to basic attacks

Slapdash plate armor -looted from surviving many battles where other knights fell, Michael has looted a large amount of plate armor to supplement the cheaper armor underneath adds a larger layer of protection against stronger attacks. Consists of a breastplate (chest and back), helmet (head), pauldron (shoulders), cuirass (upper arms), vambrace (lower arms), gauntlets (hands), cuisses (upper leg), poleyn (knee) and greaves (lower leg).

Sword sharpening kit: sharp stone used to sharpen and maintain sword

Military Rations: Won’t expire and lasts six weeks. Tastes terrible, but it is food. (salted meats, hardtack, pickled vegetables)

Salt: A small pouch of salt -used sparingly to season and preserve food given its cost

Cooking Pot: pot to cook food in

Water Flash: Roughly 4 days of water left, but rivers are everywhere.

Bear Flask: Extremely watered down and cheap, bear serves as a decent liquid when water is unclean or sparse. -also holds 4 days worth

Coin pouch: has some coin, but not a lot

Rucksack: sack on the back designed to hold equipment, durable and basic

Small saw: Useful for gathering kindling or for other basic chores, not used for stabbing

Fork and Knife: Cutlery for eating

lanolin treated wool cloak: Warm wool cloak treated with lanolin or wool wax making it waterproof

Lanolin treated sheet: Cotton sheet used for a tent - water proofed with lanolin

Multiple small rags: Used for cleaning gear, and toiletries.

Mouth Paste: paste made up of various plants and salt designed to clean teeth and improve breath, rubbed on teeth with a rag

Pipeweed and Pipe: Used for smoking occasionally

5 journals and quill: Believing in keeping a record of his various activities, Michael makes an effort to write a simple report of whatever crimes or cases he solves as he journeys.

Skills:
Farming
- You have learned to sow crops at the right time and maintain them to get the best harvest for the location. Glorious kingdoms are built off the dirty backs of peasantry!

Tireless - You have trained your body to fatigue more slowly and function for longer, allowing you to outlast others when it comes to stamina more easily. Didn't even break a sweat.

Cunning Eye - You have honed your skill for finding weakness in defenses, allowing you to more easily bypass blocks, parries and armour.

Mana Pool:
12

Magicks:
School of Insight

First Class

Compass (Low/5s/Incant) - Bless yourself with the knowledge of direction, showing you where North is. Pretty handy actually.

First Unveil (Low/5s/Incant) - Place your hand over a target and reveal if any curse spells or enchantments up to First Class are being used. Huh? Did you hear that?

First Detect (Low/5s/Incant) - Place your hand over a target and reveal if any natural spells or enchantments up to First Class are being used. Huh? Did you see that?

Second Class

Intent Seeker (Moderate/15s/Incant) - Bless yourself with the Instincts skills for a short duration. You can’t fool me.

Discern Truth (Moderate/15s/Incant) - Bless yourself with the power to detect lies for a short duration. Of course, if the liar truly believes what they’re saying, you won’t be any the wiser.

Minor Seek (Moderate/15s/Incant) - Reveal within a 5ft radius if any living beings are nearby. Hey, there might be someone behind that door, you should check.

Aspiration:
Fundamentally, his worldview persists around the idea of virtue, the idea that every being should strive to be good. This means he constantly is striving to help others with his gifts seeing this as his ability to worship the divine truth, or virtue. Following the teachings of The Old Hermit he believes that the only way to worship divine truth is to live virtuously and seeks to do this daily.

Personality:
Weathered and experienced, Michael has seen countless battles and wars and has developed a tolerance for fighting and hardship. Despite seeing so many friends die or in one case, betray him, he tries to remain friendly and cordial to all who meet him, happy to asist any who need his help. This has meant that he remains fairly poor as those he helps with his gifts don't always pay well whether this means using magic or simply helping out around a farm.

Backstory:
Born a poor farmer in the Hend Baronlands the middle child of five brothers, he grew up working his family's wheat as soon as he could walk and hold a bucket. He grew to enjoy and love his life on the farm though having a skill and gift for farming, even from a young age. Soon, though, he was drafted at the age of 15 to the Baronlands army for use in the meatgrinder of the army they constantly assemble for their regular attacks against the Hend Trinity.

Fighting in the army for 30 years, Michael would see large amounts of wars and fighting and had an unnatural ability to walk away from fights where scores of men would perish. This eventually made him one of the oldest soldiers still fighting on the frontlines that the army had, due also to the low life expectancy of the forces given their poor equipment and training. During this time, he also began to develop skills in the magic class of insight which allowed him to best common foes and survive magical attacks more readily. The army, recognizing how much of an outlier the solider was decided to turn the man into a propoganda effort for their army. Deciding to appear generous to the public, they gifted him with a small amount of money, a medal for his service and sent him home in retirement as a propoganda effort to demonstrate that if you fight for the army and survive you will be rewarded for your service in the end.

Reliving his younger years, he returned to his home to till his family's farm once again extremely grateful and thankful to the gods for allowing him to return home to his farm. He toiled tirelessly to improve that farm and with the death of three of the brothers (through campaign or disease), he was in line to inherit the family farm from his aging father (his mother had died years ago). This state of life continued for three years until his younger brother hired a mage who worshipped the god of merrin to write a will or inheritance contract to be signed by the remaining members of the family to ensure that the inheritance of the small farm was not swept up by larger competitors underhandedly. Everyone agreed and the deed was signed. However, the younger brother with the help of the mage, wrote the contract such that the younger brother inherited the farm instead. Once the contract was signed, he had the father killed and took over the farm enriching himself banishing Michael from returning.

Seeing quickly what had happened with his magic abilities, he took his gear and went out into the world no longer able to own his family's farm. Deciding to make a living off of his abilities, he used his abilities to travel between towns and help solve criminal cases amongst the populace, serving as a kind of policeman to various towns, deducing the truth of disagreements and seeking out lost people and animals. Using his skills, he traveled greatly meeting many people solving crimes, burglaries, chasing bandits, hunting missing persons, resolving cases of disagreement through intent and truth seeking, in exchange for coin but more often than not food and lodging. He also has made a habit of doing odd jobs for supplies such as farm work.

One of the things he discovered were the writings of an old hermit who had spurned the worship of the various gods. Holding to a rational position, the hermit had extolled his primary belief that 'the unexamined life is not worth living' seeking to examine all life for its inherent virtue. However, the hermit spurned the worship of gods seeing them as mere empowered and enlivened mortals whose control, powers, and lives extended beyond the norm. The hermit argued that though these gods may have control over the various forces in the universe (death, etc.) they did not represent the fundamental nature of reality or divine truth. Fundamentally, all gods are subject to divine truth, or objective, unchanging virtue for the gods who have power may change the various laws of the world to shape their immediate desires but unchanging virtue in unchangable. All things are either good or evil. This makes ethical virtue the only thing that matters in life for all gods have power over changable things but no one can ever change or question true virtue.

This spoke to Michael who saw how the power of the gods could be used for nefarious ends, even truth in contracts could bind good people if used without mercy. His brother had appeared very virtuous to the barons who All gods were also subject to whims and changes they felt were necessary making their pronouncements merely the whims of empowered mortals. This spoke to Michael as he felt his decades in the army had been largely useless as the territory of the Baronlands had never truly expanded and the generals seemed content to throw mens lives away for nary a meter of land. His powers have also allowed him to see behind the honeyed words of people and see their underlying beliefs. To this day, Michael pursues true virtue above all as well as worshipping the divine truth.

Other:
-It should be noted that due to the heavy fighting and working from his youth, he has aged very rapidly compared to others.

-His extensive travels has made his kit extremely well-packed and diverse as he has spent years on the road and has experience travelling heavily.
 
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  • Cressey.jpg
    Art and original OC by Porforever

    Full Name:
    Lady Cresshilda Artoria Zephirin, Third Daughter of the Zephirin Family

    Aliases: Cressey
    A pet name given to her by her youngest servant, and lifelong friend, Esmeralda.
    Now it serves as a an alias to hide her noble lineage.


    Race:
    Human
    (Affinity for Storm Magick)

    Age:
    18

    Sex:
    Female

    Height/Weight:
    5'0" ft. (60.6 in.)/105 lbs.

    Homeland:
    Hend Aristocracy

    Location Start:
    Hierophant's Magocracy
 
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  • The Artwork of Un Lee - Tumbex
    Full Name:
    Karav

    Aliases:
    N/A

    Combat Class:
    Spellsword (+1 potential, +3 skills)

    Race:
    Nebosi (Divinity skill, +2 potential, affinity for chosen god's magic (Storms))

    Age:
    24

    Sex:
    Male

    Height/Weight:
    7' 2" / 335 pounds

    Homeland:
    Tribal Expanse

    Location Start:
    Dacht Theoratic Conglomerat

 
1631592433297.png

  • Full Name:
    Ais Sejuk

    Aliases: --


    Combat Class:
    Mage

    Magical Potential:
    7 (8 in School of Frost)

    Race:
    Nebosi (Subspecies)

    Age:
    ?

    Sex:
    Male

    Height/Weight:
    7'3/270lbs

    Homeland:
    Cryikk Wastes

    Location Start:
    Justicar Knightdom

 
Clearly Compensating for Something

  • Basics
    Full Name:
    Holden Fel-Houndir

    Aliases:
    "Hound"

    Combat Class:
    Fighter

    Magical Potential:
    3

    Race:
    Human (Extra Skill)

    Age:
    19

    Sex:
    Male

    Height/Weight:
    6'10/285lbs

    Homeland:
    Kingdom of Ironcrown

    Location Start:
    Dacht Theocratic Conglomerate


Artist: Who the heck knows
 







20210804_094308.jpg












Full Name: Jacob gerber

Aliases: graff
Class: mage
Magic potential: 5, and 6 for the school of dusk
Race: human
Age: 29
Sex: male
Height/Weight: 6ft and 190lbs

Homeland: hend aristocracy
Location Start: dacht theocratic conglomerate














Appearance:
With sleek swept back hair and an apparent high class travel attire.

Jacob looks well build and lean, with an angular yet wide face, he has dull light brown hair, and vibrant light brown eyes. (A bit yellowish)

He's often smiling and appears like he always has his eyes fixated on something, or otherwise looking straight ahead.
Like he is never in thought.
Always carrying with him a subtle feeling of sincerity.

Because jacob is a mage he keeps runes with readymade spells with him.
instead of on paper he paints the inscriptions and circles directly on his body as tatoos, covering most of the front of his upper body.
They are not permanent however and fade away after a several days.

Afterall, instead of having runes on hand, why not have them litterally on your hand.
(Ps:He doesnt actually have them on his hands, only just a bit higher under his sleeves.)

Inventory:
A sturdy navy colored rain coat with gold colored cords, a durable crème-grey colored 4 piece suit and white undergarments together with vibrant colored traveling boots.
The pieces are part of an expendable outfit meant for long travel and occasionally used by merchants.
Allthough they are made of low cost materials, the makeup and design still gave away their origin and intended users.

A medium sized leather shoulder bag , containing rations and essential survival equipment.
Its contents include, a compass, a knife, some general maps, and a journal with some pre researched survival related guides.

A large flask with potent ink used for runes.

A neatly decorated watch tied to his suit by a metal chain


mana pool: 19


Skills:
Strength
Scholar


Magics:
School of dusk:

First class:
- Displace Shadow
- Suppress Light
- Minor Dark Wrap
- Dancing Shadows

Second class:
- Nocturnal Vision
- Summon Minor Shade
- Minor Shadow Step
- Summon Dark Dagger

Third class:
- Blackened Grasp
- Shaded Betrayal
- Shadow Bolt
- Unearthly Stake

Fourth class:

(all of the spells are learned as runes.)


Aspiration:
At the young age of around 25, jacob realized he couldnt keep living of his family's wealth and achievements for much longer, or he would risk losing credibility.
even his younger siblings started pass him on renown and academics. Subtle remarks started to become increasingly agitating.
Eventually, his fellow brothers and sisters dared him to fend for himself, accusing him of being lazy and helpless as a child, if not for his family name.
Jacob was infuriated by their remarks.
On a whim he packed his bag and left the estate as his siblings saw to it he did'nt stuff his pouches with riches from the mansion.
Boarding the first ship scheduled to leave port, he traveled to the dacht theocratic conglomerate.
confidant and without hesitation, he felt like showing his siblings what he was made of.
returning home, he would be a famed prestigious figure, all made to be of his own volition.

Personality:
Despite failing to shape jacob into a humble son, some of his strict upbringing did come trough. He not only knows well how to behave in hierachies but he's also skilled in small talk and the bussinesrelations of nobles which for a large part consisted of requests and favors.
Specific traits he inherited were loyalty to his close ones, cheerfulness and he could occasionally be considered a friendly person, allbeit selectively.


Beside that, jacob has several less desirable personality traits.

Whenever there’s something Jacob cant get he might become obsessive. he'll go trough a lot of effort to make sure he gets it. And if he does, he will display large satisfaction.

He's often hard to be discouraged from a thing, once he has set his mind to it.
He is overall stubborn. When prompted he does not accept second opinions and commonly thinks that he knows best.

Beside this,
Whenever someone bests him whom he isn’t friendly with, he’ll get extremely sour.
He'll take it as an offense and tends to reminiscence.
He cant take defeat. And has little regard for fairplay.
He'll either deny that he lost or starts playing nasty until he wins.

When he finds himself competing he can get incredibly intense. so much so that hell take the fun out of it regardless of the opinioms of others. He,ll straight up get offensive or physical.

When in company of others jacob tends to brag and takes no shame in overshadowing others, if he'll come out on top, he'll let you know.

Despite calling himself friendly, he still tends to act and speak inconsiderate and rash, having trouble understanding others and finding it difficult to empathize with them.
Using stereotypes and prominently his own experiences, he makes quick judgements.

Aversed toward unremarkable tasks he sometimes outright refuses to work together or to make any effort when asked to perform chores.
The jobs and sometimes the "the people that lower themselfs enough for it" are disgustable to Jacob.


Backstory:
Jacob comes from a high standing household located in the hend aristocracy, with its members having succesfully protected its prestige, during the collapse of the hend kingdom.
Jacob immersed himself in the high class lifestyle and opportunities he was provided. He led a luxurious life and took over the sense that most physical labor was below him, leading toward dis-contempt when having to perform simple jobs.

His parents insisted on him following in their footsteps, but despite much effort and invaluable opportunities Jacob picked up practically nothing. (except for a certain flashy type magic) He would much rather spent his time in leisure, with pool parties dominating his time spending, until well after adulthood.
It was only until recently that he started taking his career seriously and started to put effort into it.


Excluding normal labor the young man could still direct his attention to it when the challenge on hand was worthwhile and significant to him.

at some point he picked up an interest in magic and selected it as one of his few studies. Opposed to using physicall effort for an occupation, jacob couldn’t resist the thought of being able to lay waste to soldiers and enemies by only uttering a few words.

For now he settled for the flashy looking school of dusk and made quite some progress.




 
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  • 33e6566140999b20d1eea79e85c76f6a.pngName: Bai Ling

    Aliases: Bloodsport

    Class: Fighter

    Age: 26

    Sex: Female

    Height/Weight: 5' 4" | 114 lbs

    Race: Human (+1 skill)

    Homeland: Jormun Maritime Thallassy

    Location Start: Hierophant's Magocracy
 
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  • 1631741669700.pngName: Tiernan Lazarus

    Alias: "Tofu," a slur that the other squires called him due to how soft his body was when people punched him. Tiernan has since reclaimed it and uses it as his street name. So he's literally street tofu.

    Age: 23

    Gender: Male

    Race: Human (+1 skill)

    Class: Mage

    Magical Potential: 5

    Mana Pool: 26

    Homeland: Justicar Knightdom, Ironcrown

    Starting Location: Justicar Knightdom

    Theme: Dance Till We Die by Patent Pending (ver Trywing), Blood on Fire by Go2 and Christine (ver Coyote)


 
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ElfWomen.jpg

Full Name:

Airmed Rullmal

Aliases:
Aira (Air-ea)

Combat Class:
Mage

Magical Potential:
7 ( 8 in school of life)

Race:
Elven (affinity for school of life) - Natural affinity for healing-related magic and nature

Age:
23

Sex:
Female

Height/Weight:
5'5" and 120lbs

Homeland:
Hend Republic

Location Start:
Magocracy ( or anywhere open)

Inventory:

Armor-
ElfWomenArmour.jpg
Armor as black as the night which allows the quick flow of movement,

Rapier Of Ice Heart-
RapierIce.jpg
Slim and agile to help with quick attacks at a safe distance.

Small rune - A safekeeping from her mother before she passed on. the rune states "Tears of Health"

Sack - Typical travelers sack which holds food, parchment, and other items in which help adventurers survive.

Small notebook - At first glance, this could pass off as a journal or diary but inside holds a list of names that Aira felt she couldn't save. At the top of her list is her parents' names.

Small pieces of paper - Something she can write her runes on.

Money - Nothing in life is free


Skills:
Scholar - You have learned to read and write in the languages you know, allowing you to translate ancient texts, write up documents and contracts, read magical scrolls, draw runes, and much more.

Surgery - You have learned to assess injuries and carefully operate to make them less life-threatening through a range of medical implements.


Mana Pool:
28

Magicks:
School of Life

Class 1

Ease Pain (Low/5s/Runes) - Soothe the mind of a target and lessen their pain.

Minor Revitalise (Low/5s/Incantation) - Bless a target to recover a small amount of stamina.

Minor Cure (Low/5s/Runes) - Heal a small wound or scratch

Stem Bleeding (Low/5s/Incantation) - Slow the bleeding of a wound, giving the afflicted more time to survive.

Class 2


Major Ease Pain (Low/5s/Rune) - Soothe the mind of a target and majorly lessen their pain

Minor Preemptive Healing (Low/5s/Rune) - Place your hand on a target and bless them with recovery magic, causing them to have one small wound or scratch cured when needed.

Second Clean Slate (Moderate/15s/Incantation) - Cancel the effects of a curse spell of Second Class or lower

Rejuvenate (Low/5s/Incantation) - Bless a group within a 5ft radius of a target location to slowly recover a small amount of stamina.

Class 3


Cure (Low/5s/Rune) - Reach out and heal a flesh wound

Major Stem Bleeding (Moderate/15s/Rune) - Slow the bleeding of a deep wound, giving the afflicted more time to survive.

Death’s Bane (Low/5s/Incantation) - Coat your hands or a weapon in healing magic and strike an undead target, damaging its body greatly.

Seek Evil (Moderate/15s/Incantation) - Enhance your eyes to see through the rotting flesh and find a mana crystal inside an undead target.

Class 4


Save (High/50s/Rune) - Heal all the wounds of a single humanoid target.

Aspiration:
To help save those who can't help themselves.

Personality:
Aira is a quiet woman with a lot of secrets. She tends to keep to herself unless she finds someone who needs help. Aira constantly fights with her ability to want to be heroic or untrustful. From previous issues in her past, Aira feels responsible for everyone she can't save. You'll typically find Aira by the fire and staring into its depths while her mind races with every situation she can't control. She might not be the best person to ask for advice as she doesn't find herself too sympathetic towards others. If she finds a reason to dislike you, she will let you know.

Aira despises humans and will refuse to help or be anywhere near a human. In Aira's notebook, there is not a single human name listed as she feels they have not paid her back for her loss. Aira will attack any human that gets too close, as long as they pose a threat to her and the group she is in.

Aira does feel the need to study more and eventually get into the higher classes at the school of life. Her drive is to be the best medicinal help there could be. She feeds off her drive in every day to help her group as she will do anything for them.


Backstory:
Past
Aira was born in the Aristocracy where her mom passed in childbirth. Both her parents are slaves to a cruel human family and after she was born her father did everything he could to get her out of the kingdom. So the day after she was born, Aira's father gave her away to an underground revolution where they took her to Hend Republic. Along the journey, the revolutionaries passed her from group to group so her identity would never be found out. Once the group made it to Hend Republic, she was given to a herbologist and his wife.

The herbologist and his family accepted her like she was their own child. She grew up learning all about herbs and what medicinal properties they held. Once she was age, she went as an apprenticeship of a surgeon who taught her how to perform minor surgeries to help. During this time, she had learned about her real parents and set into motion that she would learn all about medicine to help others out. Months later, the family she was staying with received a letter from her father that stated he was gravely ill and feared he would pass. This is where her journey starts.


Other:
Let me know if the history is too straightforward with the revolution or if it is not correct. I was just thinking of a game I have played where that kind of happened. I can change it if need be.
 
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