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Vyolence

Friendly Neighborhood Stoner
Realm of Haroth - Character Sheets
lineup.jpg

Artist: Tyler Jacobson Tyler Jacobson


~Character Sheets are not considered a requirement to post actively in RoH. They simply serve as a method of organization and public information.
~One outline should be submitted for each character being played ( players may have as many active characters as they wish ).

Outline Template: ( this may be added to or changed entirely as it only serves as one example of a character outline )

Name:
Age:
Race:
Origin/Birthplace:
Magical Abilities/Attributes:
Physical Abilities/Attributes:
Offensive/Defensive Strategies:
Appearance:
Personality/Characteristics:
Strengths/Weaknesses:

Biography/History:
 
image0.jpeg
Name

Olga Mudwallow

Age
19

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

Origin/Birthplace
Whallem

Magical Abilities/Attributes
Witch

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

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

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

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

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

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

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

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

Name: Azuzena
Age: Approximately 32 mortal years
Race: Djinn
Origin/Birthplace: The Realm of Djinn
~​
Magical Abilities/Attributes: Astral projection ( useable once every 24 hours ), teleportation, hallucinogenic touch, & advanced healing.
Physical Abilities/Attributes: Agility & flexibility.
Personality/Characteristics: Azuzena is a creature of many personalities - though she is mostly rather calm and observant, especially when under the influence of herb ( which is 99.9% of the time ). She is considered quick witted, devious, calculated, sarcastic, manipulative, and enthralling.
Strengths/Weaknesses: Her greatest strength is her mind. She is quick in a fight but prefers to avoid them altogether. Living in the mortal realm weakens her natural abilities, though her vessel is her greatest weakness. If one can find a Djinn's vessel, they will be granted the ability to wield a Djinn - like a weapon.

~~~~~

Myriani.jpg
Name: Myriani of the Great Forest
Age: Unknown
Race: Dryad
Origin/Birthplace: Adleth
~​
Magical Abilities/Attributes: Shapeshifting ( tree forms ), plant manipulation, healing ( only with access to sunlight ), beast tamer.
Physical Abilities/Attributes: Myriani doesn't have any impeccable physical attributes that might help her in a fight - she relies entirely on her magic. She can shift into any species of tree from the Adleth forest at will.
Offensive/Defensive Strategies: Fleeing is her first choice in any battle as Dryad's are expected to behave like divine beings. As a last resort she may use plant manipulation to call upon surrounding foliage that can be wielded as a weapon or shield.
Personality/Characteristics: Small but ferocious, she doesn't fall into the normal characteristics of a Dryad - probably because she spends more time at the Tavern than in the forest. Instead of seeing to her divine duties, she enjoys fraternizing with the fascinating characters that pass through Adleth. Her protective nature has unofficially dubbed her a protector of the Tavern - and the magical beings within. She is stubborn, headstrong, outspoken and down right sassy.
Strengths/Weaknesses: She is weakened without the presence of sunlight and extremely susceptible to fire. She is strongest when present in the forest of her birth.
~~~~~

 
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and when I fall to pieces,
basics.

name : Moses "Black-Stick" Hasan
age : 23
race : Human
gender : Male
birthplace : Larhara

visage.

height : 5'9
weight : 165lbs
eye color : white
hair color : black
piercings : none
tattoos/markings : A crude drawing of two sand overlapping sand dunes, one bigger than the other. Branded onto the left side of his chest.
scars : none

psyche.

personality : Moses is a kind soul and an especially studious scholar who throws every fiber of his being into his work. He was born with an eccentric fascination with the world, and the beings that inhabit it, and theoretically beings that lie beyond. His hunger for knowledge almost unfailingly overshadows the other aspects of his character, synonymously meaning that he prioritizes his studies over a great deal of things, often putting it along side essentials like eating, drinking and sleeping.

He stresses the importance of routine and organization to himself, routine being a near fundamental principle of his. All of his findings are imperatively recorded nearly the instant he has a satisfactory evaluation. He tries his best to sleep at the same time of night every night, and wake up at the same hour in the morning every morning. He keeps himself healthy, enjoying moderate amounts of exercise daily and eating healthy foods. He does this to ensure that he has plenty of energy to continue his studies and research uninhibited by an unkept body.

As mentioned before, Moses is extremely kind, almost to the point of being completely docile. This is how he's been since a child, and this kindness is extended to all things alive and otherwise. Accepting of all kinds of people and their behaviors, the only thing he notably cannot tolerate is the interruption of his work, and even then he has a hard time articulating anger effectively and ultimately keeps it to himself. Despite his kindness, it's a mistake to believe that he'll take any amount of punishment and just roll with it. When he reaches his breaking point he won't hesitate to do harm to someone as anyone wouldn't.
positive attributes :
+ Kind
+ Optimistic
+ Studious
negative attributes :
- Poor Communicator
- Naive
- Poor Social Skills


history.

background :

Moses Hasan was born in Larhara. His father, Net Hasan, was a wizard and studious researcher much like Moses is presently. Often times his work was based in or around the center of Larhara with his main goal being to learn as much as he could about the native wildlife and the ecosystem. This meant that Net was rarely ever around Moses and his mother, Neith. Since his father's work brought no income to the household, Neither herself opened a market selling home decor - plants, clay pottery, dishes, silverware and other general goods. She made most of her money off of foreigners, and other people who merely came to visit Larhara. The income from the shop allowed Moses and Neith to live comfortably, but still humbly.

Growing up, Moses was homeschooled, but only at the times that his father came back from his travels. While the times he learned were far in between, he learned a lot when he could to make up for the lost time by reading the books his father wrote and listening to his lectures, his stories. It was from his father that he gained the fire to go out and discover the world. However, as child Moses was quite small and frail, leading to his mother doing her best to keep him safely at home, and due to this, Moses hardly ever got to socialize with kids his age, or people at all. While on the outside he maintained a positive demeanor, on the inside he grew quite lonely into his adolescent years. Even after his body began to develop more fully - his muscles rounding out and his body become taller - his mother never quite really let him go. This led to him being an adult with very poor socialization skills and that didn't help him gain any new friends.

With the lack of social skills, and the lack of work experience, he found it hard to adjust to life on his own, living with his mother until the age of 22 before he finally got tired of having no direction with his life. He decided he would travel the continent in search of knowledge, much like what his father did though on a greater scale. While his mom voiced her concerns, she understood that she no longer had the ability to control where he went and what he did as a grown man. So he packed up and left, first exploring the desert of Larhara for 9 months before eventually crossing the border to see other places.

While travelling Larhara, he grew especially fond of creatures unlike the "common" races of the world. Powerful beings often regarded as monsters Moses preferred to call misunderstood or unstudied. Try as he might, he couldn't speak to any of these things as an ordinary human, and try as he might he had no hope and being able to learn the languages of everything he came across. So instead he turned to magic, developing spells that would allow him to hear the voice in all things, not even just the animals. In Adleth he could hear the very leaves on the trees engage in idle chatter, the flowers discussing events in the forest, and all kinds of other things.

Despite the very presumably numerous amount of species that existed, he found the notion extremely boring that all there was to the world was the grass he stood on and the air that he breathed. Returning to Larhara to speak to his father, they began to discuss the possibilities of other planes of existences, different dimensions so to speak. Thrilled to have someone he could speak to on equal ground, Net brought Moses to his research center near the blazing hot center of the desert. For an entire month they worked day and night studying the possibility before developing the theory that summoned creatures, often the demonic and otherworldly kinds that conjurers brought into existence had to come from somewhere. They paid a conjurer to teach them how to summon.

To start, they summoned a fire elemental, but quickly decided that wherever it came from they wouldn't be able to realistically visit. Summoning an earth elemental produced the conclusion that they are of the dimension that humans live in already. It was when they summoned a wraith that they began to see progress. While they would be able to visit where the Wraith came from, it would only be for a limited amount of time, as the place it came from had a soul draining effect on living beings. Net decided that he would go and share his findings with Moses intermittently, and he held true to that for months. One day Net came back and told stories of vast libraries with flying guardians of twisted flesh and tentacle like appendages. Net still denied Moses his own journey into the realm, deeming it too dangerous for someone inexperienced as he.

It was presumed that Net became to absorbed in the libraries he spoke of and could not make it back to Moses in time for his life to be spared. While his mother Neith was heartbroken, Moses was sure that his father was happy dying doing what he loved: learning. Despite his father's death, he still continued to research other worlds, summoning more creatures, but to avoid the mistake of his father he rarely ever visited their native planes, instead speaking to them and inquiring about their origins.

He found that most creatures actually enjoyed being in Haroth, though they had no method of getting there themselves for the most part, and Moses' summoning spells only lasted a limited amount of time before they had to be recast. In order to combat this, he took inspiration from sorcerers who made pacts with higher beings such as gods and demons, though the difference being that the pact wouldn't allow Moses to draw power from those beings directly, rather the pacts were agreements that allowed Moses' "friends" to cross over into Haroth on their own accord. There were of course terms to these agreements that not all beings found suitable. In fact, only one actually agreed to the terms.

On the terms that they would protect each other as best he could, Moses allowed what he called a Shadow Person named Maat to create a pact with him and allow him to enjoy being free in Haroth, even if it meant he could only reside in cast shadows. Moses found that while he was very poor with people, speaking with beings from other realms came easy to him, and thus he began a journey of travelling the world to learn of other creatures to create pacts with so that he may learn from them more effectively.

extra : His nickname "Black-stick" comes from the attire he wore while travelling Larhara, more specifically his walking stick.

Moses was born blind like his father, but inherited his magical ability to see with his mind. This vision highlights the outlines of surfaces but allows him to "feel" life around him.

magic.


magic :

"Basic" Skills - Moses possesses the ability to manipulate basic elements, as most mages do, however, that isn't the most unique ability he possesses.
Pact Summoner - Moses, in combination with his ability to speak with all things has developed a method of creating contracts with beings that link their souls together and have various terms. A few terms that are always in his contracts is that he will be able to summon anything bound to his side whenever he wishes, and any injuries they may receive will be automatically healed at the expense of Moses' mana. These contracts are recorded in books that he keeps with him. The terms, as well as a picture and some kind of signature of the creature bound are all kept in the book. The books are only for mere record, however, and if destroyed the contract would still be in place.

It should be noted that Moses is allowed to create a contract with any being that's willing, as his power doesn't necessarily come from controlling his summons, rather they help him because they want to.

(Ability to be built on in-character as he creates more pacts)


Lord you know, I'll be there waiting.

coded by incandescent

 
dynasty.jpeg

Name:
Dynasty
Age: 3 (as an adult)
Sex: Male
Race: Beetle
Height: 9'4
Weight: 430lbs
Origin/Birthplace: Adleth

Physical Abilities/Attributes: Dynasty's physical strength is immense compared to other similar sized creatures, being capable of lifting up to 100 times his own weight, at least. His body is covered in extremely tough, shield-like plates which serve as a light and flexible suit of armor. Also, beneath the plates on his back lie a pair of wings, which allow him to fly through the air at great speeds, though only for a short period of time, lest his thin and delicate wings become worn out.

Magical Abilities/Attributes: As an adult, Dynasty trained in several magical techniques, taught to him by his adoptive family of Fairies. These techniques are based upon his own innate connection to nature, and are weaker or stronger based upon things like location, weather, and his own emotions. While he understands the basics of this magic, he is incapable of more intricate spells, only being capable of affecting himself, by empowering his own body with certain elemental magics. For example, he can envelope sections of his armored body with flame, and strike opponents with heat-based attacks, or call upon the wind to quicken his step.

Offensive/Defensive Strategies: If threats cannot be deterred by an aggressive display or stance, Dynasty will focus on attempting to grapple his opponent, in order to make them submit through a showcase of his great strength. Typically he will use his powerful limbs and horns to toss them, or otherwise restrain and pummel them. With his ability to fly in short bursts, he is able to quickly close distance between him and an opponent, whether to grab them quickly, or to escape a dangerous situation. His natural armor plating is often more than enough to protect him from minor attacks, before he can finish off the enemy in close-quarters combat. While he has great strength, his reflexes and agility are generally not on par with more lithe creatures.

Personality/Characteristics: While he may have lived for several decades in his previous life stages, Dynasty retains little to no memory of those times, and therefore retains a childlike innocence even while in his "adult" form. His insect-like instincts are strong however, and he feels no shame in going from huffing about, displaying his immense strength before potential competitors, to hiding in the underbrush when he feels truly threatened by something such as a great predator. He has a natural sense of curiosity, and a deep respect for all forms of life.

Strengths/Weaknesses: In his tribe, the focus of life was often on honing the body first, and the mind second. Dynasty's greatest strength is his physical body, while his greatest weakness is his undeveloped mind, along with his slow reflexes and insectoid instincts that may not always be to his advantage in the situations he ends up in.

Biography/History: Dynasty's past is a mystery even to himself, as his species spends most of their lifespan in a larval stage, constantly eating and not retaining any of their memories. He has had no interactions with those of his own race. During the time he spent as a young adult in the forests of Adleth, he was taken in by a clan of Fairies who served as guardians of the forest, training him in some minor forms of magic, and guiding him to become a protector of the natural order just as they are. As of now, Dynasty has parted ways with the fairies, searching for his place in the world, and possibly others of his own kind.​
 
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Name:

Miyamoto Kojiro

Age:

20

Race:

Human

Origin/Birthplace:

Empire of the Rain, a kingdom in the eastern isles.

Magical Abilities/Attributes:

Swallow Cut

"How can one be lonely when the living air is everywhere?"

Belonging to the mountainous Kojiro clan and their arts, "Dance of the White Swallow" Kojiro is affiliated with the element of the wind. His secretive technique is his ability to slice an object remotely. The swipe of his sword will send a thin, sharp air current that could slice wood in half.

Physical Abilities/Attributes:

Art of Chi

"Celebrate the unseen, the vibrant, radiating and powerful"
The Bladesmen of the Rain are men who, in the eyes of the Emperor, reached the perfect picture of what men should be. Trained in the arts of equestrianism, swordsmanship, science, mathematics sailing, cartography and all other tricks of the trade.
They've endured the hardships of all walks of life. With this they also trained their spirit to weather all possible challenges and be as hard as a rock against oncoming storms. The hardened Bladesman awakens to the inner call of their soul, the quintessential energy of life itself.
Kojiro's use is far from refined. As someone who has recently come of age, his use of the art is still akin to, in the words of his master, "Squeezing a dry sponge for water." He mastered the basics of chi, specifically the types that Bladesmen would use to augment their martial arts arsenal. These techniques involved.

Iron Shirt

"The flesh is weak, the mind is strong"
Bladesmen came of age at the age of 16, but the chi masters considered them true men at 18, the grueling training they've received past 16 would shrink the heart of the weak. The masters would regularly task them to dangerous tasks, fighting beasts, leading skirmishes or battles and improve their chi control. Bladesmen who are past the age of 18 are capable of shedding their armors and use their chi as shields, roughly equivalent to a knight's chainmail.

Artisan's Fist

"Understand the jewelers' eyes, the smallest acorn will grow to the largest oak"
The martial path of every Bladesman vary depending on their familial background and region. However, their intense discipline made their form and stance rigid. Masters would usually notice the small fatal mistakes they would make and easily beat them. The martial art centers on teaching them grace, fluidity, accuracy and strengthening their roots. Educated in the arts, Kojiro became more fluid, more agile, stronger, faster and sharper than humanely possible owing to the power of chi.


Offensive/Defensive Strategies:
Being a prideful knightly figure he challenges his opponents in duels. He prefers to engage his opponents one on one and refused to use dirty tactics or trickery. He prefers to keep a sword's length of a distance between himself and his opponents, but if it's farther then he would resolve to his Swallow Cut. His strikes are similar to the masters of the Dance of the White Swallow, focusing on drawing the blade with extreme speed in order to strike with high precision. Despite his rather impressive physical defenses, poisons will harm him the most.

Appearance:

samurai-warrior-man-weapon-sword-katana-artwork-painting-fan.jpg


Credit: Sisko1701

Personality/Characteristics:
Kojiro carries the traits of a Bladesman, quite arrogant and sometimes condescending, but not to a point where he's strutting like a godless man. He's in fact fearful of his gods as Bladesmen should be. He is courteous, brave, calm, controlled and tries to carry himself in a proper manner. Pride and honor are important matters to him and he would go to great extent to maintain his honor.

Strengths/Weaknesses:
Close quarters combat is his specialty. As an expert in the Dance of the White Swallow and the Artisan's Fist, he's quite masterful in all forms of close combat.

While he has the Swallow Cut, it's a technique that requires intense focus and can only be used once in battle. He can only hope to close in or slash his sword at the right time against enemies who used range. Poisons are the most lethal to him, it's the weakness of all Bladesmen for their immune systems do not recognize the chemistry of the mainland, as they were isolated. Even the smallest dose of poison could be lethal.

Biography/History:
Kojiro was the last born of the clan. Born from a mistress, the age gap between him and his brothers is quite far. His brothers and sisters however never seemed to care for they are also sons and daughters of mistresses. He idolizes his eldest brother, General Wang of the Imperial Army, he was firm, resolute and is the perfect picture of what a proper man looked like.

Reaching the age of 5 he went to serve and learn under a senior Bladesman, like any other noble boys. He grew up along with the Bladesman's daughter, who, unlike common girls, were trained in the combative arts. They would playfully fight and Kojiro was bested perhaps 40 times in their duels. As Kojiro matured, his skills with the blade manifested as well and he manages to consistently best her and sometimes even her father when he reached his tweens, showing the signs of a late bloomer prodigy.

The Bladesman's daughter was captivated with such a dashing young man. She felt like he's the only one capable of handling her and keeping her safe, but her dreams were cut short when he came of age and is required to start his chi training and service deep in the wilderness of the Dragon's Spire.

The daughter had a massive argument and realized the unfairness within the kingdom just because she's a woman and ran away from home.

A year had passed, Kojiro received a mission from his chi master to travel to the Bladesman's house to search for his daughter. The rise of anti-imperialism movement, the Order of the New Moon, had been terrorizing the nobility and aristocrats. Bladesmen were regularly deployed to fight the anarchists as regular soldiers were incapable of dealing with them. It is revealed that the Bladesman's daughter joined the movement and became one of the ringleaders. Kojiro eventually encountered them and the Bladesman's daughter.

His appeal to the maiden was unheeded and he was forced to unsheathe his blade and fight her and several others. However, even when surrounded by their elite warriors, even a Bladesman-in-training was a bit too much.

Kojiro's superior training and skills managed to best them, but the Bladesman's daughter feigned surrender. Lowering his guard and thinking that he managed to get her to see reason, he approached her without his guard up and she stabbed him with a blade coated in poison.

Kojiro had never felt so much shame. As a Bladesman he was bested and to add insult to injury, a woman was the one who brought him down. Before he can be finished other Bladesmen came to his rescue and the Order retreated back to the forest. Kojiro's near death experience opened up doubts in Bladesmen's hearts as they noticed how poison could render them powerless. Their once inflated pride and confidence seems to fade when news of Kojiro's defeat was heard. Kojiro himself was rather depressed.

Keen to prove that it's just Kojiro that was weak. Bladesman Aiko responded to the taunts of the Order. Him and 9 other Bladesmen wiped out the Order's base of operations, slaughtering hundreds and coming out of the conflict unscathed. Successful in their campaign, the Bladesmen were feared once more.

Kojiro finished his training and led expeditions to destroy ogre encampments, pirates, demons and drakes. He became a fine Bladesman, but the emotional wound he inflicted on the Bladesmen in the past was still sore. He was sentenced to a pilgrim and was tasked to perform a deed worthy of a Master Bladesman to redeem his old fault. He took the ferry and is currently wondering what he should do to restore his honor.
 
Name: Ayla Hrokr
Age: 26
Race: Elf/Human
Origin/Birthplace: Yanir
Abilities: Skillful with some weapons, no magical abilities.

Personality/Characteristics:
A true defender at heart, Ayla has a natural tendency to protect the weak and stand up for whatever worthy cause crosses her path. Within her lies a deeply embedded craving to make a difference, but it's often overshadowed by insecurities and fear. Not that she won't overcome them, but she thrives best when encouraged by someone who knows her personally.
Although caring, she tends to speak bluntly. Most dislike her candid personality, but those that take the time to know her will come to realize that she means well.
Despite her reserved nature, she has a heart for others as well as a sense of humor that comes out when she is relaxed.

Weaknesses:
Takes offense easily, but quietly. She won't address relational issues, opting to stew and then let things go after she has time to analyze. This can cause strain between her and those she loves.
Her desire to save the world is her ultimate downfall. She is the type that will sacrifice everything for one person; even if that person could care less a out her.
Trust also comes with difficulty. She does not trust easily, therefore has less meaningful relationships than what she could have.

Backstory: Raised in Yanir, her family lineage is steeped in the world of politics. Jarek Hrokr moved Ayla and her elven mother to Skal'mir when a rumor surfaced that he was embezzling money. They had seemingly escaped from the authorities, having lived underground for five years, but they were tracked down. Ayla was able to escape from the assassins that had been sent to kill them, but before witnessing the slaughter of her family.

To the day he died, her father insisted that he had not committed any crime. He believed someone framed him for having married outside of his race.
Orphaned and poor, Ayla lives off the land, hoping to one day return to Yanir to uncover the truth of the crime and avenge her father's death.

Appearance:

b315aa27041c367f9c82a933648f4da8.jpg
Art by Anna Helme
 
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