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Fantasy Realms of Nymserine: Characters [[CLOSED]]

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Princess of Pudding
Roleplay Availability
Roleplay Type(s)
Character Sheets

Main Thread
History & Lore
OOC

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Character Sheet Outline:


Character Name

Name: Your character's name
Age: (human year time scale please)
Gender:
Race:
Details of Appearance:


  • Weapons & Armor: Please note that there are no guns or explosives in this RP
    Skills & Abilities: Description of Character's skill and abilities. Can they do magic? Do they have any specific trades or skills? Can they do a backflip? (Becasue that would be cool).



Code:
[FONT=Book Antiqua]
[center][size=7]Character Name[/size][/center]
[SIZE=5][b]Name:[/b] Your character's name
[b]Age:[/b] (human year time scale please)
[b]Gender:
Race:
Details of Appearance:[/b]
[/font][/SIZE]
[tabs][tab=Weapons, Armour, & Fighting Style][FONT=Book Antiqua]
[b]Weapons & Armor:[/b] Please note that there are no guns or explosives in this RP
[b]Skills & Abilities:[/b] Description of Character's skill and abilities. Can they do magic? Do they have any specific trades or skills? Can they do a backflip? (Becasue that would be cool).
[/font][/tab]
[tab=Personality & Character flaws][FONT=Book Antiqua]
Minimum of 2 paragraphs. What is your character like? Describe them and their flaws. (Please Note: All characters must have some sort of flaw or quirk. No one is perfect. If you have a very powerful character, they need to have something that counter-balances or limits them in a certain way, like a weakness of some sort.[/font][/tab][tab=Bio][FONT=Book Antiqua]
A brief overview of your character's life and background. Where are they from? Do they have family? What brings them to where they are now?[/font][/tab][/tabs]
Please Note Utilizing the given code is not a requirement, it just makes everything look nicer and more organized. If you would rather keep it simple, then please use the normal outline format provided below.

Name:
Age: (Normal human-year scale)

Gender:
Race:
Details of Appearance:

(Hair color, eye color, height, weight and other details and characteristics of appearance.)
Weapons & Armor:
Please note that there are no guns or explosives in this RP
Skills & Abilities:
Description of Character's skill and abilities. Can they do magic? Do they have any specific trades or skills? Can they do a backflip? (Because that would be cool).
Personality & Character flaws:
Minimum of 2 paragraphs. What is your character like? Describe them and their flaws. (Please Note: All characters must have some sort of flaw or quirk. No one is perfect. If you have a very powerful character, they need to have something that counter-balances or limits them in a certain way, like a weakness of some sort.
Biography:
A brief overview of your character's life and background. Where are they from? Do they have family? What brings them to where they are now?
There are a few restrictions of what species or race your character can be. They playable races are the following: Human, Elf, Dwarf, Fairy, Satyr, Centaur, Merfolk and Demi-God.

There are only nine Gods in Nymserine lore and there can only be one child per god living at any given time. (For example, there cannot be two Children of Thasia alive at the same time.) Additionally, there are some demi-gods that are not playable as they are essential to the plot of the RP. Banned Demi-God characters include: Demi-God of Balance, Demi-God of Magic, Demi-God of Time, and Demi-God of the Void. Also, it's first come, first serve. So, if someone before you posts a character sheet as the Demi-God of Water, then that character is already taken and no longer playable by others. (It is recommended that you are an experienced writer and longtime member of RPN to take on a Demi-God character.)

It would be best if you glimpsed at the lore of each race and creature to see where certain species come from and what their culture is like. The information on the History & Lore page for this RP will be invaluable for certain aspects of your character. Also visit the Rules and Guidelines tab on the Main Thread.

Otherwise, have fun and get creative with your characters! There are limited slots for people we will accept into this RP, so the selections will be competitive. May the odds be ever in your favor!!! (You get brownie points if you make your character sheet look nice~ Feel free to use pictures)


Purize Purize BugDozer73 BugDozer73
 
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Verity Ophelia
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Name: Verity Ophelia
Age: 20
Gender: Female
Race: Elf
Details of Appearance: Verity has clear blue eyes and long silver hair. Her ears are distinctly Elven with pointed tips. She has small circular marks underneath each eye and a soft, fair complexion. Verity stands at about 5' 3" and weights just under 115 ibs. She can often be found wearing a light cloak with the hood pulled up to cover her ears. A chain pendant with a luminous blue crystal hangs from her neck. She also has a long scar on her left side.

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  • Weapons & Armor: She utilizes light armor during combat and carries an ancient Elven sword that has been passed through her family through generations. It is charmed with mysterious magical properties.
    Skills & Abilities: Verity is a spellsword, thus she uses a combination of magic and swordsmanship in battle. Her magic manifests itself into a wisp-like entity of crystallized mana, called a Focus, which she can manipulate and bend to her will. Her Focus demonstrates sentient behaviors, but cannot communicate and ultimately obeys the will of Verity. She has a limited store of magic energy, or mana, which is linked to her life force energy. Using massive amounts of magical energy will wear her out and make her tired, or simply faint. He mana regenerates gradually over time. The stone on her necklace acts as a conduit for storing extra mana that she produces, but only by a small amount.
    She can use a variety of spells which mainly concentrate on manipulating her mana in different ways. This includes, but is not limited to the following spells:
    Crystal Burst: Blasts Focus through an enemy to cause damage and/or knock down the target. Focus can then be summoned back to it's original position, knocking through the target a second time.
    Diffusion Shift: To avoid an attack, Verity can shift, in quick bursts, in any direction.
    Ether Zone: Focus can be deployed and detonated to create an area of damaging mana that lasts for roughly five seconds.
    Ruin Blade: This is an especially powerful attack that combines the spellsword and mana. It Requires a moment of charge up time and then releases a huge burst of energy when the blade makes contact with the target.
    Arcane Flurry: Allows for repetitive attacks with spellsword. The Focus is deployed somewhere in between attacks and then uses it to strike the enemy from behind for the final blow.
    Resonance: Forms a huge mana storm with a massive explosion at it's center.

    Please note that there are no incantations or words that enact these spells, they are simply actions that she is able to achieve with her fighting style.
 

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Roland Stormblade
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Name: Roland Stormblade
Age: 20
Gender: Male
Race: Demi god (Child of Thasia)
Details of Appearance: Roland stands at 5'11. He is slender, only weighing a mere 154 lbs, but muscular from years of manual labor aboard his ship. His skin has bronzed under the gaze of the suns ever watchful eye, making for a stark contrast to his vibrant green iris's. Roland's hair is very light brown, and long, and braided in the back. He has a light beard running over his face and a long weathered scar discoloring a line from the tip of his hair line down over his right eye and through to his lower cheek, stopping slightly above his facial hair. Roland had several tattoos on his arms and torso from the Merfolk people, including a band of glowing blue runes in an intricate band over his right bicep.


  • Weapons & Armor: Roland is a master of the cutlasses, the dual wielding swords. He was gifted a pair from his mother, made from an unknown material that glows blue when wet and can cut through nearly anything. Roland also carries a leather belt with small vials of various substances he has collected from his travels, including Frost hydra blood, basilisk venom, dragon scale dust, unicorn horn flakes, pixie flower, Magma-men slop, and a tear from a Phoenix.
    Skills & Abilities: Roland has the ability to manipulate any water around him, altering its shape, density, temperature and can move it around with his mind. Roland is able to control and manipulate storms, as well as generate darkness. He also has super human strength, speed, and healing when in the water. Roland spent years also learning to harness Merfolk magic spells and incantations, giving him an even deeper connection to the sea. Roland tries to only use Merfolk spells in front of people instead of hsi water powers, in an attempt to conceal his true identity as the son of Thasia herself.
 
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Vel
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Name: Vel
Age: 21
Gender: Female
Race: Human
Details of Appearance: Vel has dark red hair that appears brown, most of it is in dreads or wrapped up with leather cords to keep it out of her face. Her face is round with haunting dark brown eyes. She has a three inch long thin scar on her right cheek. She is 5'5 and weighs 140lbs, mostly of muscle. Her thick thighs are toned from long runs in forests, and her arms are muscled from the battleaxe she wields. She wears earthy tones that keep her from receiving attention, and light leather armor at all times.


  • Weapons & Armor: Vel has opted to use a bronze battleaxe that she bought with all of the money she had at the time. It is one of the few possessions she has and always has it near.
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    Skills & Abilities: Vel is very skilled with her battleaxe she has had it with her for years and has become very accustomed with its weight allowing her to act quickly with it. She is pretty good at most melee battling, but when it comes to ranged fighting, she is not the best. Nor is she very good at conflict resolution or really anything involving people. Also due to her history, she is pretty good at farming, though this is not a detail she likes others to know - in fact when asked about her past she usually makes up a preposterous lie and says nothing more on the subject.


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Luther Yamir

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Name: Luther Yamir
Age: 22
Gender:Male
Race: Human
Details of Appearance: Luther stands at a height of 6'1 and is built with a balanced body made for battle. Under his armor is a some what tanned colored skin that holds many of his past battle scars. Several nasty looking scars cover his back while a symbol his branded on the right side of his chest. He has dull grey eyes, short brown hair and a somewhat smooth face. He keeps it shaved since it's a pain under his helmet.
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  • Weapons & Armor: He wears a light, yet strong set of armor that has been with him for awhile now. His weapon of choice is a easy to wield spear that also channels magic energy. Though he mostly uses it to stab and beat the crap out of stuff.
    Skills & Abilities: Luther is very agile man who mostly relies on his physical abilities and skills to get him through battles. Though he has managed to use fire magic to his advantage and channels it through his spear. When it comes to raw combat however he can throw a punch. Oh, he can also cook a mean meal from scratch. Truly a natural.
 
Rycherd Alistair
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Name: Rycherd Alistair
Age: 28 (human year time scale please)
Gender: Male
Race: Human
Details of Appearance: Rycherd stands roughly at six feet two, though he has very broad chest making up for his slightly shorter size, something his family always got on to him for. He has blonde hair he keeps cut generally short, and bright green eyes. He has a scar touching just under his left eye to his nose, an old wound he received in his youth from his father.


  • Weapons & Armor: Rycherd is armed with an ancient blade, engraved with the names of each previous wielder, claimed from Necropolis.The cross guard is angled upwards to help catch blades coming towards the wielder. He also carries with him an assortment of enchanted knives and blades to use at a moments notice. His armor is dominantly a mix of leather and thin steel, lending him mobility when he needs it, and protection if absoluteness required. He also wears a heavy cloak whenever he is not im combat, no matter what the weather. He also has a crossbow he can fold down in size he has on his back at all times, though carries few bolts for it.
    Skills & Abilities: Rycherd has a general understanding of magic, largely learned from his elder sister, though only in the field of enchantment. He is an outstanding duelist in close quarters, having learned several different techniques from across the world during his travels. He is also a crack shot, able to snap off bolts from his crossbow at a moments notice with startling accuracy.

 
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Character Name
Name: Jezebeth (Paladin of the Guardian Order, Crimson Martyr Chapter. Ruby of the Knightly Orders, Bane of Demons, Banisher of Poverty & Famine, Daughter of None)
Ushael (Mistress of the Circle of Lust, Despoiler and Corrupter of Kings and Men, Caress of the Dreadlords, Slayer of Knights, Fire's Shadow of the Forests, Eyes of Azarath)
Age: 31 (Estimated by a certain farmer's reckoning)
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Gender: Female
Female, but could appear as either
Race: Human
Demon, of the Succubus type
Details of Appearance:
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While not tall at 5 feet 10, her beauty has been the talk of Andred ever since her entrance into the Guardian Order of Knights and minor fame. Blonde hair like gold or sunshine frames her face, falling to just below her shoulders, with curls left and right of her face. When on a mission or in battle, this is tied into a tight bun. High cheeks like royalty. Straight, diagonal brows. Supple, healthy lips. Pale skin, blue eyes. Enough curves on her body that even her armour could make a man blush - This, of course, she covers with a cloak and the colours of her Guardian Order. She is easily mistaken for a lady in her mid-twenties. In fact, even Jezebeth herself knows not exactly her age.

That said, she is frequently found in her platemail armour of steel like silver and gold-gilding and linings. Otherwise, when at official events, she would often wear the white tunic of the Order with an abstract tower on the torso, or dresses of pleasant colours in parties.

She moves with a grace seen on ethereals, something which comes naturally to her. Her voice is said to be angelic, but her knightly preoccupation involving ordering men on the battlefield and taunting creatures in combat hides some of its supposed quality. She sings on rare occasions, usually to lift the spirits of both demoralised warriors and the downtrodden poor alike, but those who had heard her voice at its peak are few and they count themselves lucky.

It is as if sculpted by the Gods themselves... Though jealous whispers suggest that her beauty is unnatural and the product of a deal with a devil. Indeed, some feel that she possesses a kind of 'inner beauty' that seems to radiate from within, complementing an already flawless exterior. Some find themselves blessed to be in her presence while others are intimidated, envious or suspicious of her.
Rising up to 6 feet tall (not counting the horns) if standing straight on her hooves, her baldness is nothing ugly, only emphasizing her tempting face of dark-pupil and pointed eyes, thin brows, supple lips, and Elvish ears that would make even the most disciplined of Elvish priests blush. Just above her forehead are a pair of horns curling backwards like that of goats - grooved and hard and deadly-pretty.

She has pale, grey flesh, blurring the lines between life and death. A body too perfect, frequently bared to all such that an army of swordsmen would not cut it, unless she'd summoned clothes that could only emphasize her seductive powers, or when practical - like in cold weather that even demons cannot stand. Whenever she uses her fire spells, she will grow red, and fire will burst out of her scalp like hair.

Her muscles are toned to perfection, there but not too obvious. Her lower legs are hairy like that of horses or ponies, ending in hooves. Vestigial wings hung on her back, resembling that of giant bats with serrated talons on each bony protrusion. However, it could only be used to break falls, not to fly nor even glide. And lastly, she has a long, slender tail ending in a 3-pronged hook, which isn't sharp and could not be used to maim or kill.

A Note on Jezebeth's Faction: Jezebeth is part of a knightly organisation known as the Guardian Order, which has factions scattered throughout the world. While similar to the Circle, the Guardian Order is located just below it in the hierarchy, answering to the Circle whenever it needs to. Where the Circle lacks in manpower, the Guardian Order provides it, as they are a veritable army, if only spread thin because of the geography. Common soldiers, knights and paladins work together to make the world a safer place, unlike the corrupted guilds that surround it.

Much of the Guardian Order is devoted to hunting down demons, but some of their members are charged with destroying any number of dark creatures and unsavoury characters.

The headquarters of the Guardian Order is located north of Aeredale, in the city of Northgard, a military city in itself, where part of the High King's army garrison is located. Surrounded by high walls and thousands of city guards, it is a safe place to nestle the most important members of the Order in. It is also the best recruitment ground for soldiers deemed worthy to ascend in responsibility, purpose and morality. It also happens to be the place with the highest number of Guardian Order chapters.

The city is surrounded by farmland and cottage industries to supply the castle-city with food and rations in the event of a siege. Regular patrols keep the rural countryside around Northgard relatively safe: just the mere presence of the Guardian Order deters a good number of threats, including foreign invasions, as the Guardian Order is obliged to take part in the defense of the realm.

One of the chapters located there is the Crimson Martyr chapter, so named because its founder was killed by Azarath himself during the Age of Ruin. It was the paladins of this chapter who found Jezebeth, who was in a forest under the jurisdiction of Northgard and the Guardian Order.


  • Weapons & Armor:
    Armour
    Jezebeth wears platemail armour of the lighter variety, simply because she is not strong enough to carry the heaviest plates that knights are known for. But it is a full armour suit trimmed with gold, complemented by a shield, cloak, a shawl and loincloths, all in the colours of the Guardian Order.

    Her armour is crowned by a proud short-tailed Sallet helmet. Her neck is covered by a gorget. This leaves the lower half of her face exposed from just between the nostrils and upper lips to her lower jaw. She prefers it that way, as it is easier to breathe. Secretly, she wants to leave a little part of herself exposed for vanity reasons.

    Weapons
    Kasdeya's Deathstroke: An 300-years-old Elvish long sword reputedly used to kill Kasdeya, a notorious Succubus fond of poisons and potions. Causes great pain to demons if they touch it. Deadly against demon-flesh, otherwise mundane, if only extremely sharp and near-impossible to destroy. Found again in Jezebeth's travels.
    Guy Vengeance: A mundane knightly sword forged when she was knighted. It had been by her side for a decade, longer than Kasdeya's Deathstroke. It had slain many demons for her, broken and fixed many times.
    Guardian Order Kite Shield: A shield bearing the seal of the Crimson Martyr chapter of the Guardian Order, a bloodied crown. Well made, but mundane.
    Knightly Dagger: A dagger with white guard and handle, used as a last resort or a tool. Of no special properties.
    Light Crossbow: A weak crossbow that can be loaded quickly, but releases bolts with a reduced force, something in between bows and crossbows.

    Fighting Style
    Jezebeth fights not like the stereotypical hard-headed and brute strength of a Knight, but with agility, lithe grace and a little roguish misdirection and guile. This, combined with her shield and lightened full platemail armour, gives her a great degree of flexibility and versatility. However, she is surprisingly weak if she is forced to fight like a dismounted knight, with sword and shield in a static, defensive position. She is at her best while on the move.

    Before melee is joined, she has her crossbow. If given time, she could shoot off a few bolts. At the start of combat, she will usually begin as a typical knight, with sword and shield and defensive posture. This, she reasons, is so that the enemy would not be alerted since it does not give away her more lethal techniques. Should the enemy persist, she will switch to her true self: a sword dancer who utilises speed and nimbleness, skill and precision to gain the upper hand rather than raw defensive power.

    She shows great skill in most weapons, a product of her character and the tough training that the Guardian Knights are known for. However, she favours her sword most of all, and swords of many kinds, be they single-handed or two-handed.

    She is especially good at fighting demons, having found some kind of a natural flair for it to the point that it seems uncanny. She is able to predict their moves in and out of battle. With the training of the Guardian Order bestowed upon her and the experiences she has gained in serving with them in ridding the world of demons, she has developed a reputation in Aeredale, to a lesser extent in other cities, and even amongst demons.

    While Ushael is better known for her abilities to influence, manipulate and have her way in the bedroom, she is no pushover when she has to fight. Just by being a demon, she is guaranteed to be stronger, tougher, faster and more agile than the average man. Those muscles, while toned and nothing extreme, aren't just for show. This is in addition to the fact that she is resistant to the heat of fire.

    In combat, Ushael prizes grace, agility, speed and skill above the mere application of brutish force. Every move she makes has a purpose, and is executed with precision and skill. Despite her preference for elegance, Ushael does not lack in strength and toughness. Her moves are best described as serpentine and somewhat theatrical: fast and confusing. Deadly.

    As a demon, she can take hits like the best of humanity, and still keep going. Many a challengers had called her names and mocked her lady-like grace and frame and not lived to tell the tale.

    Every part of her body is a weapon, from her hooves at the end of her powerful horse-like legs to her spiny wings, her whip-like tail (which has its uses), to her sharp claws and ornate and many-pointed gauntlets, to even her horns and teeth. She has little need for weapons like swords and spears and daggers, preferring to get up close and personal just as she enjoys doing so in another sort of tussle. However, she will lay her hands on any weapons if she anticipates enough difficulty.

    Skills & Abilities:

    Magic
    Heal Disability: Strangely, Jezebeth is unable to master the ability to heal, as is required of paladins. However, she is allowed to ascend to the position of paladin due to her abilities and achievements. Her rivals whisper that she is tainted by some contract with a demon, which also explains her incredible beauty.

    Flare: Even more strangely, Jezebeth is capable of conjuring fire. However, this is in a limited fashion, but enough to startle enemies and send them rolling, or to quick-start a campfire or sabotage by arson. However, it tires her easily. The order's mages explained it away as a latent magical gift.

    Demon-Sense: Mages are unable to explain this, but Jezebeth is able to sense demons from a fair distance. Demons find it hard to ambush her, or hide from her while on the chase.

    Scarless: Somehow, scars on her body seem to disappear after months. Mages thought it to be linked to her latent magical talent, but her more daring opponents cry that it is indisputable evidence that she is a witch!

    As a demon, Ushael is 'blessed' with magic twice over, having in her grasp both demonic powers which she is borned with and honed over the millenia, and aptitude in the arcane, though the latter will never reach the same heights as what Elves could achieve.

    Unnatural Beauty: Her unnatural beauty could turn aside a hundred spears and swords that only a champion of chastity could even attempt to overcome. In whatever forms she take, this unnatural beauty would emanate. While diminished in a deep disguise, it is by no means dissipated - such is the power of her beauty.

    Empath: Ushael is able to directly read faint glimmers of a person's emotions, aiding her in innumerable tasks.

    Seduction & Corruption: Ushael could control men, and sometimes even women, by turning their brilliant (or not so brilliant) mind against them or exposing their greatest weaknesses like open wounds. She could turn them inside out, psychologically, twist them into a shadow of their former selves to better serve her needs. She achieves this not just with cunning and intelligence, but with her unnatural demonic allure and corrupting demonic essence.

    Mind Manipulation: Ushael knows a handful of arcane spells to affect the mind of her victims, allowing her to stricken them with lethargy, confusion, even amnesia, insanity and paralysis, but the greater the effect, the more arcane power is required.

    Drain Magic/Will: A common ability that Ushael shares with other Succubus is her ability to drain energy and magic from those with who she fornicates. Even a caress or a kiss, or other more intimate gestures could do this - though the amount drained would not be much. It is in the actual act of intercourse that would leave her unwitting victim nearly dried out, exhausted or in the case of the likes of mages, nearly powerless.

    Ushael is unable to help but to drain magic and strength, and could only 'hold back' and leech less form her victim.

    However, taking on a deep disguise of actual flesh and blood would diminish this ability drastically, such that the sensations of her kiss or caresses would only feel as if much more electric and disarming, taking away nearly nothing, and maintaining the disguise. Even sexual intercourse would leave her partner mostly fine - a little tired but satisfied.

    Dread Fire: The Manipulation of fire. Not Ushael's main power, but like all demons, she could command it up to a certain level of adeptness. Firing jets or orbs of fire, spreading existing fire, but nothing too destructive.

    Detect Magic: Ushael is able to see things on the magical plane - from magical energy to traps and spells.

    Shapeshift: As for her other abilities, what characterises her best is her ability to shapeshift, take on the appearance of someone other than herself. This has limits, however, as she couldn't be too much smaller or bigger than her original size. Powerful magic or divine intervention could force her to return to her original form.

    Rebirth: Unlike most Succubus, however, Ushael has mastered this ability to such a degree that she could, if she wants, manifest her disguise to be far more than skin-deep, squeezing her real form into a higher dimension and layering real flesh and blood over. The cost is enormous, however: It will always result in amnesia, and her demonic powers would be gone. Again, this has limits. Some demonic energies or essence will still leak out, and some of the better mages and priests could still detect her. If it isn't for her amulet, she would have been found out a long time ago.

    It is only upon the death of her deep disguise that the Rebirth will be undone. Ushael will return to the physical plane in a shower of blood and gore as she discards the skin and flesh of her former shell. In this state, she is most vulnerable as she will be very disoriented, as it will take time for her memories, her abilities and original personality to return. Even walking will be difficult as she would have likely not moved on hooves for a long time.

    Mundane
    First-Aid: What Jezebeth lacked in healing magic, she tries to make up for with triage, bandages and medicine. As a paladin, she is trained in the latest of medicine, and she has gotten very competent through battles and humanitarian missions.

    Horse-Riding: As a knight and paladin, Jezebeth knows how to ride a horse and take care of it.

    Charisma: Her origin is most interesting and her heroic exploits, rise to fame and station, and morality hasn't gone unnoticed, so she is usually able to get things done her way. That said, people do say that she has a silver tongue, and some of the more daring of gents reported that she has certain... feminine wiles. Her detractors concur most vehemently.

    Demon Slayer: While fighting demons, Jezebeth often finds that she is able to predict their moves and anticipate their tactics better than anyone else. Most people puts it down to talent and experience.

    Knightly Conduct: Jezebeth knows how to conduct herself in high society.

    Torturer: As a Paladin of the Guardian Order, Jezebeth has some... prior experiences in the field of torture. While she wasn't the chief torturer and interrogator and didn't last long in the position, she has gained some insights into how to make someone talk.

    Regeneration: As an icon of sinful beauty, Ushael is able to regenerate herself until not even a tiny spot of scar remains. Even lost limbs and appendages could be grown back, though it will take weeks.

    Persuasive: Ushael knows how to talk her way out, and sway people to her will, combined with her less mundane ability to attract people to her side.

    Courtesan: Before Azarath brought her into this world, Ushael had served as a courtesan and concubine to an overlord. She has centuries of experience in overwhelming the senses of a person in lustre and delight and... carnal pleasures.

    Infiltration: Ushael knows the head and tail of going to places where she is absolutely unwanted, becoming people she absolutely isn't, and destroying or taking things that shouldn't be destroyed or displaced.

    Assassin: And to make things worst, her abilities make her a natural at killing people who should absolutely still be breathing.

    Torturer: When one knows pleasure, one knows pain. Before and after Azarath had put his mark on the world, Ushael is well-versed in the art of pain and making one scream... Sometimes to worm some sliver of information out of a person, and sometimes for fun.
 
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Atlas's Big Ole Character Emporium

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Name: Charlotte Ayanodel

Age: 26

Gender: Female

Race: Human

Details of Appearance: Charlotte is a fiery redhead, maintaining sturdy posture at any given moment with her head held high. In contrast, her eyes are a soft blue, offering a sense of warmth and ease in her presence. Her build is muscular, trained over years with hard experience, though she goes through great efforts to keep her face looking young and charming - out of no sense of vanity, but to better turn the tide of conversation in her favor as it suits her. Charlotte stands at 5'5", weighing somewhere around 130 pounds.


  • Weapons & Armor:
    • [Weapon] Broadsword: A brand new blade of high quality. Charlotte has learned not to rely on one weapon for too long, especially fragile weapons like swords that could lose durability in invisible ways.
    • [Weapon] Hatchet: A smaller sidearm for combat at closer quarters, and bashing armor. Handed down to her by Adrian as a parting gift, it bears ornate glyphs symbolic of the civilization that produced it - simple weapon that it is, its quality is mastercraft and would surely last long after she was gone.
    • [Armor] Half Plate: Charlotte has found a partial suit of armor to be the best fit for her. While she could still move comfortably enough in heavier gear, it proved too exhausting for extended use. Underneath, she would wear padded armor to further cushion blows.
    • [Armor] Heater Shield: A shield often means the difference between life and death, so she readily carries one whenever she is able.
    Skills & Abilities:
    • [Skill] Misdirection: If there is one thing Charlotte is good at, it's fast-talking her way out of a situation. She is no stranger to bluffs and lies and can do it all without a hint of hesitation. Some people have naturally good poker faces, but her emotional distance makes acting practically second nature to her.
    • [Skill] Home Economics: To self-sustain, you must learn the basics of how to take care of yourself. Charlotte has taken it a step further and made it an essential to her daily regimen - she is an excellent cook, navigator, and planner. Anything below the top of her game is all but unacceptable.
    • [Skill] Self-Defense: Everyone's heard some story or other about warriors who charge into battle, slaying foes left and right leaving a mountain of corpses in their wake. Charlotte has become wise to the ways of survival, understanding that a good defense will wear out even the most experienced fighters. They will make a mistake.

LRsLQOp2_4jDrcPHIzpY-4Y7hBydHuyVuAkZFV6WzsKvI6Tj4ZgWHhS7pPxvLVQjLBszO0Y8NY6_D08LIu2XIlM0hV645AygoHquaHWVIpH1UER13Fh49gch_s2wWUAjVlgFg7hY
Name: Nezma Brumont (Elrune Tahla)

Age: 39

Gender: Male

Race: Human

Details of Appearance: No one is really sure what Nezma looks like. Even the man himself is clueless to his true guise, as he cannot even recall the last time he has gazed upon his reflection. He keeps his mask on. . . even when he sleeps, only lifting it slightly to eat and drink. Or change masks. They don't stay clean forever, after all. He is 5'1", weighing approximately 100 pounds. He vaguely remembers sporting black hair - or was it dark brown? And blue eyes - or were they green? Nezma is quite active but remains slim in overall build, as he is not much of an eater. He dresses himself dramatically and with flair, like a performer, though he's rarely ever performed. All of it is genuine, or so he would say.


  • Weapons & Armor:
    • [Weapon] Short Blades: On his person are always at least five or six blades that rest somewhere between a dagger and a short sword in size, though of course even that may vary if he has chosen to alter them with magecraft.
    • [Weapon] Chain Darts: Nezma carries two heavy chain darts and four light chain darts - though he is naturally proficient with them, their level of threat leaps exponentially with a little magical assistance. He typically only fights with his heavy darts until he is pressured, each chain with a range of a few yards.
    • [Armor] Chain Mail: Nezma wears mail armor less for general protection and more to buy split-seconds for his contact ability. As soon as the steel tip of an arrow or the flanged head of a mace strikes the mail, he can then begin to magically deflect the attack.
    • [Armor] Padded Cotton: Nezma is keenly aware of his vulnerability to electric currents and, ever saving for the rainy day, he fashions padded armor out of cotton to resist conducting electricity through his weapons or armor. It will do virtually nothing to protect from the heat discharge of a lightning bolt but at least he won't be paralyzed.
    • [Item] Neurotoxin: Nezma's arsenal isn't complete without a dash of poison! He takes great joy in tipping his weapons with lethal compounds, paralyzing and even outright killing some of the poor souls with only a scratch.
    Skills & Abilities:
    • [Magic] Metal Shape: Nezma is the iron maiden to heavy armor - as long as there is contact, he is able to move, bend, and compress metals of any type. His chain darts will shear through plate armor like paper, and shields will melt away from the handles leaving even the most confidently armored knight utterly defenseless. Enchanted objects can resist this transformation, but not completely - repeated strikes can and will wear them down.
    • [Skill] Four-Blade Combat: When in close quarters, Nezma utilizes a highly-aggressive counter style with two blades in his hands and two blades protruding from his elbows that can curve and change directions at will. He fights offensively and defensively simultaneously, alternating between catching and parrying weapons with his free blades and striking his opponent at the same time.
    • [Skill] Inhuman Dexterity: Some people are good at performing certain tasks, and some people are good. Nezma has an uncanny knack for scaling buildings and balancing on precarious ledges. He especially has a talent for disguising his motions with mundane actions - and being able to tell when others are doing it, too.
    • [Skill] Non-Visual Detection: Nezma's eyesight has always been quite poor, so to compensate, he has become excellent at picking up on his environment through scents and sound cues alone. Combined with his reaction speed, sneaking up on him or hiding from him immediately becomes a very difficult task. He has claimed that he could hear a person by their pounding heart, though it is unknown if the threat is legitimate. However, his claim that he could smell your fear is almost certainly a joke. Probably.

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Name: Vie Telarosa

Age: 18

Gender: Female

Race: Fairy

Details of Appearance:


  • Weapons & Armor:
    • [Weapon] Dracaris: Dracaris is a powerful enchanted sword, passed down to her through the generations. Residing within its bindings nests a serpent-like guardian spirit, of which the weapon is aptly named after. Though he responds unerringly to commands, he tends to act autonomously in protection of his naive master. While its home lie in the blade's steel, Dracaris can inhabit other objects as well, temporarily enchanting them with great power. Supposedly, Dracaris can flourish to terrifying sizes but Vie isn't quite sure how to make that happen yet.
    • [Armor] Modified Plate: Vie dons specialized plate mail that gives breathing space for her wings.
    • [Tool] Grappling Hook: Never hurts to have one! Even though she can fly.
    Skills & Abilities:
    • [Skill] Swordplay: Vie might be incredibly bad at everything else, but she knows her way around a sword! Her technique and form training are impeccable, even if her speed and strength scores teeter more on the failing end of the spectrum. While familiar with popularized military and even street styles, she prefers something a little more homebrewed.
      • [Style] The Half-Drawn Blade: A unique fighting style she learned through her mentor, Dagne. Vie fights almost explicitly with her sheath, hilt, and the blunt end of her sword. While it has next to no use against large beasts, most people are unused to fighting against such an unorthodox style and are usually caught off guard by her movements. With this style, Dracaris serves a support role, namely distracting, toppling, and grappling the enemy with a higher focus on Vie's defense.
      • [Style] The Full-Moon Blade: When Vie is forced to fight seriously, she utilizes the blade edge and begins to use Dracaris for direct and lethal attacks along with her own strikes. She sets her sheath aside and grips the weapon with both hands, engaging gracefully and tactically with Dracaris for an efficient takedown.
      • [Style] The Hidden-Eclipse Blade: Despite the name, this style does not use a blade at all. Instead, Vie uses an experimental technique wherein she allows Dracaris to inhabit her body to empower her, becoming a human weapon with keen sense, strong blows, and blinding reflex.
    • [Ability] Flight: Vie is a fairy. She can fly. Not terribly well, but she can.
 
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ACCEPTED:

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Sadira Nallvir



  • Name:
    Sadira Nallvir

    Age:
    23 years old

    Gender:
    Female

    Race:
    Fairy

    Details of Appearance:
    Sadira has long, brown, curly hair and Violet colored hues. Her skin tone is the shade of peach, which is very common among fair folks. She is the average height for a fairy being around 5 ft tall and weighing 110 pounds. What is the most notably about her is her wings. Almost as tall as she is being 4 feet in height; her wings are filled with various colors and seems to sparkle in the sunlight. She is no preference when it comes to clothing but a trademark of hers is walking/flying about barefoot. She claims that it keeps her close to the earth.



  • Flight:
    Her wings grant her the ability to fly whenever she chooses.

    Nature magic:
    Fairies have the ability to call upon the force of nature through magic. This is only to the extent of plants, animals, and air.

    • Plants: Able to manipulate plant life, Sadira often uses the ability for defense.

    • ‎Animals: Sadira has the ability to talk to animals and understand their reactions. She also has the ability to influence animal behavior, However, she discourages the practice unless it is necessary.

    • ‎Air: the ability to control air/wind related magic. However, this doesn't mean that she is able to create and control the weather.

    Empathy:
    Sadira has a psychic bond between herself and the primal life force of Earth's biosphere. This bond with the Earth gives her spiritual and material sustenance with an empathic sense towards living things. She can fully interpreting and replication the emotions of others without reading apparent symptoms. Highly skilled fairies can manipulate emotions but she isn't to that point yet.

    Supernatural condition:
    fairies have capabilities that are pushed beyond the natural level of humans. Sadira most notable feature is her Agility. She is able to defend herself without needing to resort to magic by simply dodging and avoiding attacks. She was also limber; able to twist, bend, and contort herself into positions nearly impossible for an ordinary person to achieve.


    Weaknesses:

    When using Empathy, Sadira is only able to receive emotions.

    If she uses her empathic abilities on a person with strong emotions for a long amount of time, there is a chance she might get taken over by it and act on those emotions.

    Because she has empathic abilities, She is more vulnerable of be easily possessed by Spirits and Ghosts, as they are beings bound by emotions.

    Flora magic is powerless in areas without plants or at least the potential for plants to grow.

    Attacks from Fire Manipulation and/or Ice Manipulation can pose an issue on plant magic. It is also Susceptible to lightning strikes.

    Sadira can't use her wings if they are wet.

    Healing abilities drains the Mana out of her. If she uses too much, she can risk passing out or even death.



 
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WiP
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Lily
Name: Lily
Age: 11
Gender: Female
Race: Demigod, Flower child of Adamine
Details of Appearance: Lily appears as a young girl with ivory pale skin, unusual green hair, and shining violet eyes. In most situations she'll be wearing an odd kind of metal mask that covers the lower half of her face.

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  • Weapons & Armor: None

    Skills & Abilities: While there is an overflowing well of nature magic within Lily, she has very little control over it. It constantly leaks out and causes flowers to grow all around her and brings peace to the body and mind of those close. Her mask actually serves to help her keep some of her power contained, but without it she can breathe life into the pained and dying and cause incredible growth. Of course there is a reason she doesn't just run about without her mask, healing and bringing life to everything around her. If she gives away too much of her power she won't have enough for herself, to keep herself from falling apart. If she doesn't keep enough of her magic inside for herself her body will literally fade away and break apart into countless flower petals. She will eventually reform again after a time, but that time of nonexistence is scary enough that Lily is careful about keeping her magic bottled up inside as much as she's able. She has been forced to use this disappearing act as a way to escape from danger in the past, and each time it's unpleasant.


    animated_gif_ohana_by_lluluchwan-db31fi0.gif
 
ACCEPTED: Azaria
Name: Azaria Eldrvarya
Age: 22
Gender: Female
Race: Halfling - Elf & Human
Details of Appearance:
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Azaria is short for an elf, standing at about 5'5", and weighs roughly 120lbs. Her piercing green eyes are intimidating, accented by sharp, dark eyebrows. Her hair is long and dark, like ink, and hides her pointed ears. While not nearly as exaggerated as a full elf's, her ears are, indeed, pointed, and she sometimes darkens the tips to blend them in with her hair to seem less conspicuous. She wears all black, save for the jewels in her weapons. All of the subtle muscle. All of it. She is lithe and elegant like her elven ancestors, especially in combat, and moves almost silently. On her face is a black tattoo, as shown in the photo, by her right eye.



  • Weapons & Armor:
    Bow, arrows, and quiver; a belt holds throwing knives of varying lengths and a pair of jeweled daggers. Along her thigh are three throwing spikes.
    Skills & Abilities: Hella accurate with ranged weaponry. Azaria is stealthy and quiet; she makes an excellent thief, hunter, and assassin, if the need arises. She quite often sleeps up in the trees, so she's an excellent climber. Also good with her two daggers when it comes to close combat, but not so great with a sword or axe. Quick and agile.

 
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Name: Margoth Athrenian
Race: Human
Age: 3,000
Gender: Male


Appearance:

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Margoth is average sized for a human of the Athrenian culture. He has no age limit but he isn't immortal; quite the contrary in fact. He stands at 5'7" and weighs just under 135lbs. He wears an ancient athrenian cloak and weilds an Athrenian offensive mage staff. Athrenians were trained in the art of Frost magic in such a way that it is considered unnatural by most other races. Because of his nonexistent age limit Athrenians can even out live ancient elves. Athrenians reach maturity at their 6,000th birthday.

Fighting style:


WIP (Will be done soon)
 
ACCEPTED: Pyrrhus Elantus
Name: Pyrrhus [peer-rus]
Age: 24
Gender: Male
Race: Centaur
Details of Appearance:
Centaur.jpg

Pyrrhus stands 5ft at his equine back with a total height of 8ft. Lean and well-muscled his skin is a dark olive and his hair is black and wiry, with a slight reddish tint when it catches light. A brittle mane of hair is cut short down his back, with pieces left long and braided to end in glimmering copper rings. His face is angular, with a down-turned nose and long, fur-covered ears. He wears sideburns that stop just shy of his cheekbones, and trace the line of his jaw to disappear into the wiry hair about his ears. His eyes are startlingly blue, round, and contain a gentle inquisitiveness that is comically at-odds with the rest of him. His coat is ash-grey with a red sheen the same as his hair. Short and glossy fur coats thick limbs that end in feathered hooves. His tail is like that of a bull, thick as a sapling and tapers to end in a tuft of wiry hair. Pyrrhus' clothing is minimal: a leather harness tied about his equine body to hold the sheaths for his knives at the shoulder. Leather straps across his bare chest to hold a quiver of arrows. His forearms are wrapped in leather bracers that are studded with brass. His ankles are guarded in steel bracers, to allow him to deflect blades without injury.




  • Weapons & Armor: A pair of Arathean steel knives, the blades of each about 2 ft long. They are simple pieces, unadorned, though they are hard as dragon scales and do not dull. Pyrrhus also carries a bow of yew wood and arrows he makes himself, fletched in red. Unbeknownst to Pyrrhus the leather armour plate on his back is charmed with a resistance to dark magics. The damage depends on the nature and strength of the spell but the piece does its work to reduce the effects of most magics of evil intent. Pyrrhus won it in a game of cards.
    Skills & Abilities: Pyrrhus has trained with his blades since he was old enough to use them. Many centaurs prefer the reach of a spear or staff as it protects their flanks and back. Pyrrhus is a daring fighter and has learned to be quick with blade and hoof. He is a fine archer, though prefers combat face to face rather than using his bow in a straight battle. Pyrrhus is also a very accomplished healer, dedicating himself to magics that restore and revive and dabbles in earth magic, enough to help the farmers of his homeland with the growth of their meager crops.

 
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ACCEPTED:
Fernwe's Theme:



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Fernwe & Finwinne
Name: Fernwe Ann Finwinne I'm telling you! It was a mistake! It's 'AND' you DIMWIT! Not ANN! This PUP here is FINWINNE!!
Age: 23
Gender: Female
Race: Halfling Human... and fairy... what?! dont look at me like that! Pa must've loved sniffing flowers.

Details of Appearance: Are you seriously going to ask me this? Fine. I stand at a staggering height of 4 and half foot lengths- THAT'S TALL BY FAIRY STANDARDS! STOP LAUGHING!.I have soft brown hair, it goes past my shoulders and halfway down my back. They match my eyes... Lysand says they're the colour of sun-bleached acorns...I don't know how I feel about that comparison I also have two tiny horns sticking from the sides of my head, like yay photo over there
full
... Except that the artist drawing my portrait was a little over enthusiastic with the horns, they aren't that big!. Let's see, what else? What? Body built? Light as a feather with some lady bits- stop-! Go bother someone else please, urgh!


Now this pup here... this is the ONE AND ONLY... FINWINNE! She's named after me, you see... Lysand says she's a Tikitooth. A stunted Tikitooth. Poor thing, forever the size of a cat. What's a TIKITOOTH?! tiktik... HOW CAN YOU NOT KNOW? tiktik... tiktik You hear that? That's the sound they make when they're explori- FINWINNE COME BACK HERE! Stoopid fuzzlepuff!
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They have no sense of direction... or maybe its just Finwinne. Lysand says they don't stay this size. Apparently, depending on what they eat and where they live, the can grow to the size of a lion. If they live near rivers, lakes or seas, eat fish all day long... they might grow webbed feet and even gills! But alas, poor Finwinne will never reach her sea lion potential.tiktik... But Finwinne's very special though... you'll see late- STOP SNIFFING THAT MUSHROOM YOU BRAINLESS CAT!



  • Weapons & Armor:

    Fernwe carries a modest backpack of various travelling supplies. She dons a simple tunic and breeches. The tunic is reinforced with Whitewood plating and a leather bodice. Over it all, she wears a deep blue cloak, for protection against the environment.

    A couple pouches of various seeds, herbs and poultices are secured to her belt. A slim, finely crafted but otherwise unremarkable Whitewood dagger is sheathed on a garter around her left thigh.

    Skills & Abilities:

    In terms of melee, Fernwe is very deft at using her dagger to cut potatoes. yep.

    In terms of range, Fernwe has no idea how to shoot a bow, let alone hit a scampering Finwinne. I WASN"T AIMING FOR HER-!

    Despite her stunning physical prowess, Fernwe is extremely nimble. You want to fight her? Yeah sure... oh wait, she's gone! While lacking in physical combat, Fernwe moves and dodges as swift as a coursing riverrr!! She can be very slippery to pin down and can creep as silently as Finwinne on the prowl. Minus the tiktiks

    Fernwe is also adept at herbology and naturopathic healing.

    My Spellbook <3:

    1

    Triggerseed The main source of Fernwe's magic. Triggerseeds are used especially when there are no other flora nearby. Fernwe can also coax any plant to bequeath to her more triggerseeds. As the name suggests, triggerseeds when used by one adept at nature magic, can burst into a small mound of bushy plants when thrown on the ground. With altering incantations, Fernwe can prod the seeds into forming various other flora. Examples include grasping thorn vines, snapping gardenjaws, putrid sapslingers and various other not-so-harmless vegetables.

    Tikinoms A tiny nibble pellet, made with several herb poultices and crushed triggerseeds which Fernwe can feed to Finwinne. By default, Tikinoms will cause Finwinne to grow extremely rapidly to the size of a large bear wherein her tiktiks will become BOOMBOOMS! The effect can last for several minutes up to an hour, but will leave Finwinne extremely weak at the end of it depending on the length of the morphing. Other herbs can be added to Tikinoms with varying effects. Adding mountain moss will cause Finwinne to grow hooves akin to that of mountain goats. Adding various forms of aquatic plants will result in Finwinne having webbed feet and being able to breathe underwater. Adding the rare Caeli Spores, a mountainous herb will cause Finwinne to spout wings.

    Glimmershroom After carefully sifting through the forest floors, one may come across a purple coloured mushroom. These glimmershrooms can be harvested and carefully prepared by Fernwe. Ingesting bits of it will grant the person extreme clarity of thought, such that their focus cannot be distracted by any means possible. They will also feel a rush in their spirit, leaving warriors invigorated, mages fountaining with mana and Finwinne intoxicatedly bumping into trees. Glimmershrooms are rare and hard to come by, as such, Fernwe uses them sparingly.

    Vigorflow The first form of magic which Fernwe learned on her own and also the reason why her Spriggan mentor believes the girl from nowhere would one day, achieve much. With a touch, Fernwe can sacrifice a portion of her lifeforce to heal and restore another being. Not much is known about how this works exactly, and even Fernwe will admit that she does it intuitively rather than knowingly. Presumably, Fernwe can regain what she lost with enough rest, but performing vigorflow could cost her dearly if she isn't careful.

 
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Thydric Colbeir
[COMPLETE]

OCCUPATION: Thief || ALIGNMENT: Chaotic Good || VOICE CLAIM: Domhnall Gleeson

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Name: Thydric Colbeir
Age: 94 human years
Gender: Male
Race: Elf
Details of Appearance: Tall with stereotypical elven features, Thydric sports a lean, willowy physique with a few scars smattered here and there. One on his upper right shoulder and another on his chin, both earned by sharp edges during particularly 'exciting' heists. There is a large patch of burn scars on the left side of his abdomen. His dark hair hangs well past his shoulders, though he usually wears it up with a leather tie when on the job. Narrow green eyes stare out at the world, which deepen to the color of moss near the pupils.


  • Weapons & Armor: Two long daggers, lovingly made, and a number of throwing knives concealed in his sleeves and his belt (max 12). He wears an elegant, yet functional suit of leather armor with green and blue hues. Pauldrons sit on his shoulders, fastened tightly. A belt holds his knives as well as tools of the trade. He wears a pair of studded bracers, engraved with leaf-like patterns.
    Skills & Abilities: Thieving, lockpicking, impersonations, disguises, sneaking, sleight of hand, knife-throwing, knife fighting, a bit of gymnastics, speaks Elvish as his first language, is surprisingly well-learned in mathematics, and has minor knowledge of first aid.

 
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ACCEPTED:
Morrigan Melinda
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Name: Morrigan Melinda
Age: 19
Gender: Female
Race: Demi-God
Details of Appearance:Morrigan has ghostly white skin and skin. She is often slouching, but when she stands straight Morrigan is 5'11" and weights 120 lbs. She often wears a pitch black cloak of darkness instead of physical clothes.


  • Weapons & Armor: Morrigan has never touched a physical weapon in her life, knowing all well the damage they can cause. She drapes herself is a long flowing cloak of pure darkness, a gift from Erebus, which protects her against her enemies. The cloak can take all different manners of forms and is Morrigan's greatest asset in a conflict.

    Skills & Abilities:
    Morrigan can sense when death is near, as well as see all manner of ghost and spirit even if they try and hide from her. Morrigan often prefers to stay out of fights, and can travel through shadows at a moments notice, provided she is near one. She can call upon fallen warriors to rise and aid her in battle. Morrigan can attack her enemies very soul with spears of phantom energy.

 
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ACCEPTED: Ali Zahara
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Name: Ali Zahara
Age: 198
Gender: Male
Race: "Cursed" Human
Details of Appearance: Ali has not aged a day since Zod took control of his body. Ali looks like a 13-year-old Kali child. From his sun-kissed skin to his baggy traditional Kali clothing. Ali stands at an unimposing 4'11" and weights 112 lbs. His body is covered his customary Kali tattoos and his hair is curly brown hair is dreaded.
Ali uses powerful illusions in order to hide his demonic appearance.


  • Weapons & Armor: Ali hates armor as it restricts his movements and weighs him down. He instead relies on his supernatural senses and reflexes to defend against danger. Ali poses two dwarven daggers that he was gifted during his travels. Their names are Höger & Vänster. Ali also wears a cursed amulet that contains the powerful archdemon Zod.

    Ali's blades were crafted and enchanted by a skill dwarven blacksmith. The pair of blades is enchanted so that they return to Ali's hands whenever he calls on them by name.
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    The Amulet of Zod is a powerful cursed amulet that contains the soul of the archdemon Zod himself, as well the former magic stores of the Zarian Magi Ali. Cursed with Zod's power the amulet is impossible to take off of the wearers body unless Zod wills it. The wearer can tap into the power of Zod, at a price.

    Skills & Abilities: Ali's greatest weapon is his two hundred years of experience and immense knowledge of the magic of Nymserine, however, due to the loss of his ability to use his own magic he must rely on other means to defend himself. When the archdemon Zod took control of Ali's body he tainted Ali with demonic magic. Because of this Ali has great demonic powers and abilities. The cursed boy is also in possession of two powerful spirits of fire, an Ifrit, and a Djinn.

    While Ali is a human he has a body tainted by demonic magic. Because of this Ali has white hair, crimson eyes, feral teeth, and wicked claws. The child has supernatural senses, strength, and stamina. His body is highly resistant to dark magic but susceptible to light magic. Ali's body is also ageless.
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    When Ali sealed the archdemon Zod within his own amulet along with his own magic, he lost all his former magical abilities. However, what he got instead was a demonic body and the lingering demonic magic of Zod. Ali applied his knowledge of magic towards this new power and mastered his new demonic abilities. Ali is a master of powerful and complex illusions that can fool even the most well-trained eye. He can also use Hypnos to take control of the weak-willed.
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    Shala is an immensely powerful Ifrit that roamed the Kali Desert. She often took the form of a giant serpent when she was free. One day she found herself surrounded by a gang of desert poachers. Shala fought for an entire day and an entire night, but she was eventually captured by the hunters. When Ali saw this he stepped in and freed Shala from the men, earning her as a faithful servant.

    Shala is a master pyromancer with a hot temper. She can shapeshift with ease but prefer the form of a desert boa. She sees herself as a mother or big sister to Ali advising him whenever he is making difficult decisions.
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    Bajir is an ancient Djinn of the sand, known as the sand runner. Throughout all of Ali's travels, he is constantly pursued by Djinn who wish to bind with him. Usually, Ali is able to refuse or escape the Djinn, however, Bajir was the only Djinn who Ali could not get away from.

    Bajir is a master of sand magic and protective runes. The Djinn is also extremely fast in all his forms. He is calm and tempered and contains immense knowledge. He often takes the form of a desert scarab and hangs around in Ali's clothes.
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    The Archdemon Zod was instrumental during the Hallowed Exodus and was a key pawn of Azarath. In order to escape death, he bound his soul to a golden amulet in hopes that one day a mage with exceptional magical abilities would find it so he could destroy their mind and steal their body.

    Ali the Magi currently wears the amulet and has trapped Zod within it, however, Zod is not defeated. He is only biding his time till the Magi needs his power. Zod can speak to Ali telepathically and often tries to corrupt the boy. Zod can also communicate to his demon brethren and occasionally sends demons to test Ali's strength.


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Sylas
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Name: Sylas
Age: unknown
Gender: Male
Race: Shadow-walker
Details of Appearance: Sylas is covered from head to toe in a thick, dark grey gauze. His eyes blaze with a bright purple color that seems to almost glow under the depths of his wrappings. Strips of gauze hang down all over his tall and broad frame, like bits of a tattered, battle-worn tapestry blowing in the wind. He stands at 6' 3" and weighs about 247 ibs. Heavy chains hang from shackles that cling to his wrists and ankles, the metal making no sound when he moves. Around his waist he wears more dark, time-worn fabric. The extra cloth he wears can be pulled up into a makeshift hood.

  • upload_2018-1-15_22-1-57.png
    Armor: He wears no armor but his drapery of gauze and ribbons.
    Weapons: Sylas carries a curved broad sword and a heavy, two-handed great sword, both of which he carries in sheathes across his back.
    Skills & Abilities: Above all else, Sylas is a master of stealth. He makes no sound when he moves and the world almost seems quieter near him, like he absorbs sound itself. Sylas is the sound of silence.

    He is a master swordsman, specializing in the two-handed great sword. Despite it being "two-handed" Sylas often uses his great sword along side his shorter broad sword for a strange dual-wield combination.

    Sylas's most unique trait would be the ability to shift in and out of dimensions to appear in any location he chooses. He can only travel to the next closest dimension at a time, but as time and space is vastly different across separate dimensions, he is able to fade away only to reappear anywhere in Nymserine within seconds. He can also travel in between dimensions; this is similar to how ghosts and spirits can be on the plane of Nymserine, but also not quite be there at the same time. This allows Sylas to melt and blend into shadows and travel quickly within them, thus granting him the name "Shadow-walker." The only other creatures that can travel inter-dimensionally are demons, angels and spirits. While Shadow-walkers are technically human, they aren't necessarily magical or combined with any other race. As legend goes, the "shadow-walker race" is actually more of a condition, or curse, than it is an actual species.

    Sylas cannot feel any sensations of any kind (Such as pain, pleasure, texture etc.) Shadow-walkers cannot procreate, nor are they immortal, but since they travel among dimensions of different measurements of time, they tend to live longer and age slower than typical humans.

 

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Kezine Nadale
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Name: Kezine Nadale

Age: 33

Gender: Female

Race: Human

Details of Appearance: Kezine towers over most folks at a staggering 6'4" - it only adds to the intimidation factor, because if there is one thing she loves, it's airing out her superiority. She sports a strong jawline and a thin, narrow nose. The contours of her face suggest early signs of aging, which she surprisingly takes more as a compliment than an insult. In this way, scars both physical and mental marred her features, proof of her perpetual struggle against overwhelming odds. Her hair is short and disheveled - the platinum blonde sheen of her hair, and the once vivid cerul of her eyes have dulled into a more muted grey, partially masking their old colors as part of the invisible wear and tear on her body.


  • Weapons & Armor:
    • [Weapon] Polypheme: A single-edged blade of incredible size. Its sheathed height, lack of crossguard, and visually consistent texture across its length give the impression that it is a staff rather than a sword - both serve their respective roles but she prefers to keep the steel hidden until deemed necessary.
    Skills & Abilities:
    • [Magic] Impact Range: Anything Kezine touches transforms into a lethal weapon - a cup, a branch, even a pebble. The name is self-explanatory: She is able to greatly amplify the impact and the range of her weapon. Its biggest drawback is that the recoil makes using the spell unwieldy. With every use she is left vulnerable in some way as a result of the forced overswing and the downtime in between as she recovers the energy for another shot.
    • [Skill] Two-Handed Weapons: Kezine has been training with heavy weapons to get the most mileage out of her magecraft. Great swords, staves, polearms, and longbows are all weapons she has become very acquainted with - even without magic, she is no slouch and will deliver a fatal lesson to anyone who thinks to test her.
 

Kaeli
Name: Kaeli
Age: 21
Gender: Female
Race: Fairy
Details of Appearance:
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Kaeli sports red-orange hair like licks of fire and silver eyes. She wears little clothing, and is often barefoot and indoors. She prefers silver over gold. She once had wings, but they were brutally clipped when she was captured as a slave. She now has two parallel ridges down her upper back. Slim and standing at about 5'2", before her horns, she is supple and sultry, and she knows how to play her body to her advantage. Her two horns curve back slightly, like an antelope's, and are a pale grey. The one on her left has a slight gauge near her head, as if someone had tried to saw it off.


  • Weapons & Armor: Erm.. her horns?
    Skills & Abilities: Working in a glorified brothel, The Sultry Pearl, has bestowed upon Kaeli the art of seduction. As well, she chances upon leaked information from all walks of life. Kaeli has some magic, but it is not combative; she has the ability to lull one into a doze, which is sometimes more of an altered state of mind where one is a lot looser with one's tongue. Alcohol helps with the latter situation. Her gift does require skin-to-skin contact. Unrelated, Kaeli can cook.
 
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Nadia Amara
Name: Nadia Amara (Mirage)
Age: 23
Gender: Female
Race: Human, from the Kali Shari desert.

Details of Appearance:
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Nadia is tiny, standing only 5'3, but has more muscle than most women. She had shoulder length jet black hair and brown eyes so dark they look like their own silhouettes. Despite her line of work, she remains for the majority in tact, with no large scars to show off. The ones she does has she tries her hardest to cover. Nadia believes in natural beauty, and wears nothing to alter her appearance: she looks down on anyone who does willingly.
Though her portions are petite, she is dangerous. Though not immediately apparent to everyone, those who know how to fight can pick up on the subtle shapes of her body and identify her ruthless training routines. An Ironic twist, as her name means the Delicate water flower.



  • Weapons & Armor: Nadia wears mostly light armor: Specially tailored white silk clothing, adorned with a colorful array of sashes and drapes. She does have some heavier armor: A paldrin on her left shoulder, knee high greaves and two gauntlets with metal plates and leather straps and fittings. Most of the metal on her body is Tempered Dwarven Iron, which is tough like a dragons hide.
    For weapons, Nadia carries her Kopesh sword, normally sheathed on her back gently above her hips. Her right hand Gauntlet has a retractable blade for more discrete killings, and her left has a long silver rope, enchanted to never break and move exactly how she wills it. At any other time on her person she might also be carrying several throwing knives, a bow and quiver, or hunting knives, though these are only in addition to the rope, wrist blade and sword. Nadia also carries an enchanted charm, a feather necklace. This charm gives her the ability to move and react much more quickly, as well as allow her to fall from great heights without harm and cross things like clothes lines and perch on pole tips.

    Skills & Abilities: Nadia is a trained bounty hunter, and has an armory of skills dedicated to her craft. Nadia is an expert in multiple forms of hand to hand combat, her skills ranging from killing blows to pins and chi blocks, in case her bounty says "wanted alive" Nadia has made a fool of more than a few drunken men relaxed by her smaller size. Her martial arts also transfers into her blade expertise as well. Though she has her sword, she is not a master of it. While useful on bigger enemies, she prefers to keep things quiet, and relies more heavily on implementing her rope and wrist blade in her combat. Nadia is an expert tracker, and has the talent to follow trails most people would be blind to. She also is a good barterer, and has on many occasions walked away with more gold than on the bounty contract. Nadia has a natural skill of free running, enhanced by her artifact. She can scale most anything, can run fast and leap far, and is incredibly flexible: This is rather useful when fleeing, as uncommon as it might be for her, or more likely in pursuing a fleeing contract.

    Nadia also practices small amounts of desert magic. Nadia has a few mastered abilities to aid her in her collecting of gold

    Mirage: The ability to make illusions of her self constructed out of sand. Much like a slight of hand, she can make one rapidly and without the target knowing, only discovering they were fighting a mirage the moment they hit her and she melts into a pile of sand. This can also be used to make copies of herself to disguise which one is the real one.

    Sand-step: Nadia can dash short distances as a stream of sand, only ever able to move up to about 15 feet. This can not be preformed through solid objects, but a more talented mage can slip through cracks as the sand.

    Arid Heat: Nadia can create a small area that heats up, creating the appearance of desert sun. This leaves an area dry, and the people in it exhausted and dehydrated.

    Sandstorm: Nadia can conjure a small AOE sandstorm in an area to blind and slow people affected by it. This requires a larger amount of mana and take a moment to summon. This ability only lasts up to 20 seconds.



 
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~Let's call them "The Second Stringers"
Name: Nero, Rex, Bauldra
Age: unknown, appears 33
Gender: Male
Race: Human (kind of)
Details of Appearance:
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  • Weapons, Armor, and Abilities:
    GEAR: Due to his physiology, and aberrant countenance, Nero's weaponry and firmament are of his own being rather than items carried. It can be understood that magic he possesses that manifest a physical object are what fulfill the descriptor of "equipment". Specifically, Nero may only call three things into existence which will be expounded upon below.
    Concertina: Nero may spew forthwith from his body lengths of wire, lined with sharpened serrations similar to that of a saw. This is realistically his most dangerous method of offense as it strikes quickly and is lethal to unarmored victims. Fortunately for his enemies, Nero cannot extend these wires beyond a few feet.
    "...and they grew into ribbons..."

    Valor's Grasp: An out sized gauntlet that is imbued to multiply kinetic energy. The gauntlet does nothing to increase Nero's physical prowess it simply amplifies the felt impact force that it delivers.
    "Suffer not the impediment of barriers...or anything else for that matter."

    Entropic Carapace: Nero secretes an ichor that hardens into a dense crystalline material. It functions as armor, providing a reasonable level of defense against most types of physical harm.
    "May the wrath of angels stop me, but that pig sticker is another story."

    Despite sporting slight chemical deviance from the nominal human strain, Nero is not gifted with physical prowess, agility, or endurance exceeding that which is attainable by any other, he wields his weapons a normal human would.

    POWERS: Nero's magic is subtle, but potent. He manipulates entropy (in both the narrative and scientific sense) to distract, avoid, or in dire enough straits destroy with absolute completion.

    Planck's Corruption: Nero disrupts the interaction of forces within matter causing, the affected object to become unstable and its component particles to begin evaporating into their bare constituents. This condition may be undone with time or by Nero's own will, and requires physical contact with the object in question in either case. This is not something Nero, or any other Magos administers lightly (if at all), it is taxing and can obliterate the user.
    "I give unto you, oblivion. May you find comfort there."

    Photonic Defect: Nero diverts all ambient light away from the area. This spell is channeled and cyclic creating a strobe affect, that disrupts the vision of others while Nero himself is unaffected.
    "Now you see me..."

    Swarm: Straying onto the narrative side of entropy, Nero may conjure and manipulate a horde of biting and stinging arthropods. He may exude them from his body, or even de-constitute into them, becoming the horde itself, however doing so does not make him invulnerable to attack and makes him especially susceptible to fire.
    "True, dragons may breathe fire, but can they breathe hornets?"

    Mortal Tribute: Nero may transfer wounds, injuries, and pain to another. Conversely he may take such maladies from those stricken, their damage becomes his and vice versa.
    "I want to give you a present."

    FIGHTING STYLE: Nero fights to win, and with maximum efficacy, and lethality in mind. To him, no blow is too low, and honor has no place in combat. Nero is deceitful, opportunistic, and ruthless in a fight, so as to minimize the risk to his own life.

    MISC. LEARNED TRAITS: Nero has learned to be self sufficient, and tends to keep away from civilization whenever possible. This means he's quite adept at roughing it; hunting, building shelter, and making his own clothes.

 
Name: Jar' Migana
Age: Around 30
Race: Human (Has gigantism)
Gender: Male


Weapons, Armor:

Jar' Migana carries a sword that is unique to his culture only. Instead of the usual single blade, the sword has its hilt at the base between two separate blades (Almost like a HALO energy sword). His armor is comprised of a titanium gold composite which gives it a high strength yet without sacrificing looks for intense weight. The armor is only given to VERY high ranking soldiers.

Personality: Jar' Migana is honorable above all else. He once said that he would rather suffer from taken wounds than have them healed.

WIP
 


Character Name

Name: Karn Kraghammer

Age: 132

Gender:Male

Race: Dwarf

Details of Appearance: 1517943812843.png





  • Weapons & Armor: Karn prefers to cast spells while singing with his lute, but isn't afraid to crack some skulls with it either. Karn's lute is a special lute made of a tough steel, with strings made of magic, the lute is always in tune (though his voice might not be)!

    Skills & Abilities: Karn's spells are mostly supportive, usually providing buffs or healing. His songsnusually enhance one of three properties: Attack, Defense, or Speed. However, Karn can also cast offensive spells, such as a lightning bolt, or magic missiles. However, Karn doesn't fair too well in the arts of necromancy and abjuration (defensive magic), however. Furthermore, Karn has picked up a few smithing tricks from his parents.




I tried
 

Griffith Krigsang
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Name: Griffith
Age: 67
Gender: Male
Race: Dwarven Demigod


  • Weapons:

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    The bloody blade, Misery is Griffith's artifact from Ontario. This is a sword of legends. Misery has been passed down to each and everyone one of Ontario's children. The blade was forged from the highest grade of Nymserine Steel and quenched in the blood of Ontario himself. Misery is an instrument of war. Its blade is unbreakable, and no other can match its sharpness. Ontario empowered the sword a divine ability. Every time Misery takes a life it increases in power. Every slash is made stronger, Every hit is made harder, and Misery will grow hungrier.

    Misery's divine blade cannot be enchanted by mere mortals. Griffith has tried.
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    This is Griffith's shield of choice when riding into battle. The dwarf crafted the blade when he was a strapping young man. The scales of the shield come from a dragon he slew single-handedly. The shield is extremely heavy, but boast incredible durability against both physical and magical attacks. Griffith wears the shield on his back when he is not in combat.

    Griffith has enchanted this shield with the rune of concussion. When he performs a shield bash a wave of concussive force is unleashed often stunning or toppling his enemies.

    Armor:

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    Kramahndell Armor:

    Griffith wears a hand-crafted suit of Kramahndell armor to signify his rank. The plate armor is crafted from the rare mineral dark iron mined only in the Eastern Arc Mountains. The armor is incredibly durable and resistant.

    Griffith has enchanted his armor with the rune of dampening. Blows struck to his body are weakened by this enchantment.
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    Demon Hide Gauntlets:

    Years of protecting his homeland from the demons of Briar Glenn inspired a master blacksmith to craft these fearsome gauntlets. The gauntlets are made from dark iron platelets held together by the leathery hide of a greater demon. The claws on the Gauntlets allow Griffith to grapple better as well as climb near vertical cliff faces.

    Griffith has enchanted these gauntlets with the rune of insulation. This allows the demigod to lay his hands on almost anything without facing repercussions, so long as he is wearing his gauntlets. This includes substances such as magma and acid.

    Abilities:
    Battle Trance ~ When Griffith enters a battle or duel his sense of the combat becomes warped and he enters a trance like battle state where he is able to more clearly understand the movements and attacks of his opponents. While in this state Griffith literally feels the weapons and violence around him. Time almost seems to slow down while he's in this state.

    Herculean Strength ~ Unable to use magic, the godly mana within has strengthen his body many time more than usual as he has no other outlet to expel it. Griffith can lift many time more than his weight enabling him to achieve supernatural feats of strength. He can shatter massive boulders with a mere headbutt.

    Endless Endurance ~ If Griffith ever lost a fight it wouldn't be because he got tired. As a child of war and combat, Griffith can fight for days non-stop. He almost never tires from physical exertion.

    Master Blacksmith ~ In Dwarfven culture it is commonplace for warriors to also learn how to forge their own blade. Griffith however was taught by the best of the best, courtesy of the King. He is well versed in mending, fixing, forging, smelting, and all other processes associated with crafting weapons.

    Master Enchanter ~ Griffith has been taught almost everything there is to know about enchantments and runes. He could recognize a specific rune on a blade a yard away with accuracy.



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