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Fantasy [Tartarean Chronicle] Character Sheets

OOC
Here
Lore
Here

LadyOfStars

Tu'er Shen the Rabbit God
Name
(Image/Characteristics)​

Age:

Gender:

Race:

Profession:

Background:

Backstory:

Personality:

Items/Gear:

Stats
  • Ferocity (overall physical combat effectiveness, durability, stamina)
  • Faith (spiritual integrity, religious understanding, holy magic)
  • Intellect (strategy, tactics, magic prowess, rune keeping, magic item affinity, retention)
  • Agility (speed, limberness, dexterity, lockpicking, stealth)
  • Presence (charisma, leadership, Intimidation, guile, cunning)

Marks are a representation of your power in that particular attribute, and the maximum you can have in any one category is five. (Everyone starts with 5)

/ *Novice*
// *Apprentice*
/// *Journeyman*
//// *Expert*
///// *Master*

**example**
- Ferocity: ///
- Faith: //
- Intellect:
- Agility: /
- Presence: ////
 
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Age:
23

Gender:
Male

Race:
Demon

Profession:
Killer - Blood Knight

Background:
Summoned

Backstory:
-A gеnius but hungry magician
Was Faultess Gurn, The Great
He was honored, respected, a legend
A master of wisdom and fate.

A demon he drew from the pits of hell
did he bind for power with a burning goal
But when he tried to enslave this creature
His magic went out of control

From the magic and chaos, I wakened
Grinning and wild and whole
And the world would soon know the toll
-remnants of a poem left amidst a destroyed wizard tower


Personality:
Snare is a creature with askew moralities; leaving most any passerby to their business, yet turning a thief into a grisly art piece. He was a demon that yearned for destruction, yet tuned it for those he deemed 'worthy' of his cruel attention. Innocence did not interest him in the slightest, and was nauseated at best. He has become a lover of the mortal arts in all their forms, and will not miss a chance to attend a composition (though he often has to cut it short and run from authorities)

Stats:
  • Ferocity:
  • Faith:
  • Intellect: /
  • Agility: ///
  • Presence: /

Gear:
Fengstradd- A sword left to Snare by his summoner; inscribed with unknown sigils that emit light when he wields it. The history of this blade has yet to be told as it freshly forged only days before the demon arrived on the surface. It's powers are yet unknown, only that the summoner wanted him to wield this blade on his quest of vindication. Snare being devilishly creative in how he chooses to wield a sword.
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Abilities:

  • Crucible Crescendo: [Agility]- Snare digs his tail into a suitable surface, launching himself forward and using the momentum to spin into a whirl of claws, horns, and teeth. His body bending and folding to naturally become more aerodynamic as he spins.
  • Pitchfork Parade: [Agility]- When in melee range, Snare bows his head and lunges forward, aiming his four sets of horns toward his target with lethal intent. His neck muscles bending with ease and allows his horns greater ease of movement.
  • Agony Beam: [Presence, Intellect]- A beam forms from the well of his horns or jaw before firing in a straight line; requiring him to anchor himself to the ground while it's active.
  • Cruel Canvas: [Agility, Presence]- Snare spears his tail into the ground and hovers in the air, allowing him greater mobility and defense.
  • Blood Revelry: [Agility, Fengstradd]- A sword of dark steel manifests with crimson majesty, as though his hip were a sheathe, his tail wielding it as he lunges at his target and uses his claws and the 'scorpion style' of fighting he has adapted to rend his foes.
 
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Gort
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Age: Appears to be fully mature (around 20)

Gender: Male

Race: Beastkin (Capybara)

Profession: War Brawler, Arts and Crafts (Pottery)

Background: Mercenary, Former Khantor Warrior

Backstory: Gort was born in the Khantor Empire, becoming abnormally massive as akin to his other brothers and sisters who were very small and not bipedal. Although his family accepted him for him still and treated him as one of his own. Although Gort himself loved his family, he would want to leave to join the Warriors within the Khantor Hierarchy, mainly to protect his family and to put himself to great use. Although when old enough to join, he found out how corrupted and nonsensical the hierarchy was, mainly due to infighting and the words of The Shamans.

Gort would eventually deter from Khantor after a few years and travel as a mercenary. Eventually on his travels, he would work for a caravan where one of the masters of the caravan would come to teach Gort about pottery and the patience it takes to put work into it. Gort was a rather brash Beastkin and messed up his pottery but eventually continued to become better and make his pottery better, even making the master of the caravan a small uneven bowl as thank you. Despite it's flaw, she accepted it with a smile seeing the hard work he put into the work. Although recently, Gort hasn't had time to do pottery and mainly has been fighting. But everytime he gets the chance, he will indulge in pottery.

Personality: Gort is a very curious creature, he likes figuring things out until he loses interest. He also very much likes social interactions despite his stoic and quiet nature, be prefers being with others. Gort can only speak via saying his name, it's hard to understand but after a while of being with Gort, people understand what he is saying through his name.

Items/Gear: Leather tunic armor, bloodstained fist wraps (not his own)

Stats

Ferocity: ////

Faith:

Intellect:

Agility: /

Presence:
 
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long black hair brown eyes woman strong tough powerful fantasy adventure fur arm s-3902226198.jpgSvara Vetr

Age: 27

Gender: Female

Sexuality: Demisexual

Race: Human

Profession: Huntswoman - Transmogrifist

Background: Lord of an empty Hall

Backstory: Born as the only daughter of a Lord, she knew one day she would be expected to take his place and lead Clan Ishjarta. She trained diligently from a young age, choosing to accompany hunting parties instead of playing with the other children. This left her alone most of the time, until she caught the attention of young boy named Zole. He began to shadow her, accompanying her on the hunting trips. The two became fast friends, almost siblings as they spent time together. Then one summer, while hunting together, a mysterious power awoke within Svara. While in a trance like state, Zole reached out to take her arm, causing the power to transform him into a coyote. With no understanding of what had happened, and no way to repair it, she told the other clan members that Zole had been lost in a storm, scared of what would happen to her if they learned of her power. The clan searched for months, but found no trace of the boy. He was declared dead and the clan mourned his passing, giving him a symbolic pyre night. All the while, Svara had been bringing him food and staying with him in the woods during the days, her guilt driving her mad. Her father passed roughly a year later, and she inherited her father's Hall on his death, finally bringing Zole home to stay in the hall with her. For years she ruled, a beloved and respected leader, until the encroaching Vandauoi finally drove everyone to leave. Now she sits alone with Zole, refusing to abandon her home for as long as she can, though she knows that day is fast approaching.

Personality: Shrewd, unforgiving, loyal, tough. She does what is necessary for herself and those she calls friends to survive. The winter is harsh, so she must be as well. Friend or foe, she never forgets another's actions.

Items/Gear: Family Bastard Sword, Family Fur-lined Armor, Drinking Horn, Hunting Horn, Long Bow, Quiver and Arrows, Zole

Stats
  • Ferocity: //
  • Faith:
  • Intellect: /
  • Agility:
  • Presence: //
Abilities
  • Wild's Call - Presence, Intellect - Svara lets out some of the power she keeps locked inside, causing in instinctual fear in those around her.
  • War Maiden - Ferocity, Presence - Svara's skill in combat and presence in battle overwhelms the opponent, giving her a momentary advantage.
  • Unyielding - Ferocity, Intellect - Svara pushes herself beyond the limits of human capability, forcing herself to remain standing from otherwise incapacitating blows.
 
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Delphinius Aurelion
aka Ganymede

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Age: 27

Gender: Male

Species: Human

Profession: Astromancer Journeyman

Background: Nobility, University of Arcane Practices, Magisterium of Ao

Personality: Adventurous, Confident, Generous, Brave, Playful

Sexuality: Homosexual, Polyamorous

Backstory:

House Aurelion has long been an institution of the scholar world and their carefully manicured bloodline has thrived in the arcane community as well. However the renowned family has made many enemies over its long history and one day they struck back. Through the efforts of an occult secret society a curse was placed upon House Aurelion, rendering their men sterile. Because of this ancient curse, the family adopted a matriarchal culture and women were prized among them. Sadly the family line has dwindled down to a handful of direct descendants, many of which are either not not interested in having children or are too old to conceive.
The current head of the main family is a woman by the name of Oya Aurelion and she bears the burden of figuring out how to save her dying family. To make matters worse, the only child she has been able to produce was a boy; the current scion of House Aurelion.

Delphinius is a young scholar and sorcerer who at a young age discovered he had an innate talent for astromancy. However this didn’t quell his mother’s anger at him having been born a male. With the intention of having a daughter to replace her cursed son, Oya granted Delphinius the freedom very few nobles are permitted. He spent his youth traveling and exploring the cities of the kingdom, practiced magic and read in the library til the son came up, and even caused trouble.
As the years passed and it seemed that the odds of a second child were slim to none, Delphinius’ mother decided it was time to get him on track to take over as head of the family one day. But by then it was too late. Delphinius was strongly against living the life his mother suddenly tried to force upon him and resisted at every turn. Eventually he would run out of excuses and energy and would begin his training. To his surprise he was enrolled into the University of Arcane Practices, which was a prestigious school his family was known to always attend. The school had also produced an archmage in the past and graduates were often chosen to become apprentices to the Minister of Magic or the Royal Sorcerer.

Students are admitted to the school based on merit, not name or connections, and to ensure that is the case students are required to apply in person with a show of magical prowess. Those accepted are then given a nickname to be known by for the rest of their academic career. Delphinius was given the name Ganymede.
While his time at school was spent galavanting and falling back into his old lifestyle, Delphinius did manage to maintain an impressive GPA despite his goofing off.
After several years he’d gotten into the swing of things and managed to be counted among the graduating class, with whispers that the Royal Sorcerer was looking to take him on as an apprentice. It was big news and something many in his family were proud of him for achieving, but before he graduated the Royal Sorcerer disappeared. While many suspect foul play, there are no answers yet, but this has put Delphinius’ carefully planned out life on hold and leaves him with nothing to do but be mentored by his oppressive mother. A fate worse than death.

Stats:
  • Ferocity:
  • Faith:
  • Intellect: ///
  • Agility:
  • Presence: //
Abilities:
  • Starlight: Intelligence /, Stellar Grimoire - This spells creates an orb of light at a location the user can see. The brightness of this orb is up to the caster's discretion.
  • Star Bolt: Intelligence /, Stellar Grimoire - Grants the caster the ability to launch a star projectile at a target.
  • Dazzling Nebula: Intelligence //, Presence //, Stellar Grimoire - An array of twinkling stars and cosmic dust draw the attention of onlookers and coupled with the caster's words inspire those who listen.
  • Dark Matter Fog: Intelligence ///. Stellar Grimoire - A dark mist of cosmic elements and stars surround the caster to create ana smokescreen that conceals any who enter it.
  • Celestial Barrage: Intelligence ///, Stellar Grimoire - The caster conjures several stars around themself and can hurl them forward in a cascade of burning elements. The stars crash through wood and leave scorch mark on anything they come in contact with.
Items/Gear:
  • Stellar Grimoire - This book was given to Aurelion by the university upon his acceptance. It hold a collection of his spells.
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Iyo
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Age: 20

Gender: Male

Species: Half Human/Demon

Profession: Cursed Cleric

Background: The Church, Dagnia

Sexuality: Asexual

Personality: Short-tempered, Abrasive, Brooding, Concise, Goal Oriented

Backstory:

For his devotion to his faith and his skill with holy magic, Iyo was chosen by the cardinals as the catalyst for their great plan. The demons ta pawn in the Fallen Lands were serious threats to the mortals of The Pact, but the Cardinals planned to fight fire with fire. Unbeknownst to Iyo his superiors hired an occultist with a demon familiar to attack and assault the cleric. It was another dark night in the church’s history as magic was used to fuse the DNA of the two beings and transform Iyo from human, to half-demon.

To their dismay, iyo’s holy magic had not translated into infernal magic and their hopes of fighting fire with fire were dashed as their most promising cleric was now a worthless husk. Overcome with despair and anger, Iyo became a willing prisoner of his masters, until the demon they hired turned against them. Roused from his trance-like existence, Iyo struck out against his abusers with flame breath and demonic strength. Before escaping he stole the Belladonna Blade of legend and then fled into the wilderness between the cities.

Since his great escape, iyo has lived in the wild and struggled to adapt to his new life Having been branded a criminal and excommunicated from the church, he has been forced to lay low and when he cannot he fights for his life. His hate for the church that raised him and his desire for revenge has become the fuel for his existence and he has vowed to make the cardinals feel his pain.

Iyo's inexperience however, with combat and the world at large, had landed him on the streets on in poor shape. Chased by agents of Dagnia for the relic he stole Iyo was unable to sleep or tend to his wounds without being attacked by his enemies. Each encounter a near death experience for the young victim. It was during one of these battles when Iyo managed to evade his enemies and stumble upon a man named Tiber. The war veteran would take him in and give him a new life.

Stats:
  • Ferocity: //
  • Faith: /
  • Intellect: /
  • Agility: /
  • Presence:
Items/Gear:
  • Belladona Blade - This double-edged sword is a holy relic once held by the hero, Agatha Rose. When she died repelling hordes from the fallen lands, she poured her magic into the swor so that her power may be used by future generations. The church claimed the weapon and sealed it away in their vaults with other precious treasures.
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Dione Euraphus
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Age: 19

Gender: Female

Race: Human

Profession: Aristocratic - Runescribe

Background: Nobility, Eldoria

Backstory: "Strength Through Unity."
These were the words of House Euraphus, one of the Four Archduchies of Elodria. It was within this esteemed House, that Dione Euraphus came into existence, being born into its noble lineage. From her earliest years, she was immersed in the intricacies of courtly life, growing up surrounded by the splendor of Euraphus Manor and the majestic Varrenhold, a formidable fortress nestled within Eldoria, serving as the ancestral home and the primary residence of the ruling monarchs. Her childhood was a unique blend of privilege and responsibility, as she was groomed to uphold the long-standing traditions and esteemed reputation of her noble family.

Dione held a loving bond with her father, Archduke Alaric Euraphus, who recognized her innate affinity for runes and their mystical properties at a tender age. Encouraging her pursuit of the arcane arts, he nurtured her natural talent and potential. While Archduke Alaric expected Dione to fulfill her responsibilities as a distinguished member of House Euraphus, he also fostered an environment that allowed her curiosity and thirst for knowledge to flourish. As Dione grew older, her involvement in the court affairs of Eldoria grew steadily. She keenly observed the shifting and often, dramatic, power dynamics, political maneuvers, and intricate alliances that governed her city-state, which she proudly called home. Her insatiable curiosity about the motives and intricacies of court life fueled her determination to comprehend the inner workings of power and influence.

It was Dione's aunt, Queen Isabella Varren, who played a significant role in shaping her perspective and cultivating her interest in courtly life. Recognizing Dione's potential as a Runescribe, Queen Isabella took a special interest in her niece's development. Under the queen's guidance, Dione gained invaluable wisdom into the complexities of court politics and the delicate balance of power. With her developing skills as a Runescribe and her early exposure to court intrigues, Dione aspires to be a voice of wisdom and influence within Eldoria's court. She aims to navigate the complex web of alliances and rivalries, using her abilities to unravel secrets, protect her family's interests, and contribute to the stability and prosperity of Eldoria and The Pact.


Personality: Dione is a social and outgoing individual who thrives in the company of others. She enjoys being the center of attention and easily connects with people, creating a vibrant atmosphere wherever she goes. Her open-mindedness is a remarkable quality, as she actively seeks out new ideas, perspectives, and experiences. She embraces diverse opinions, fostering tolerance and acceptance. Dione is known for her dependability and trustworthiness, always following through on her commitments and offering support to others. Responsibility is a strong aspect of her character, as she takes ownership of her actions and fulfills her obligations conscientiously and organized.

Items/Gear: Runescribing Tools, Runestone Pouch, Grimoire, Coin Purse, Dagger

Stats
  • Ferocity:
  • Faith: /
  • Intellect: /
  • Agility:
  • Presence: ///
 
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Arris Greenwood
Age
: Unknown
Gender: Male-Heterosexual
Race: High Elf
Profession: Ranger
Background: Aristocrat
Backstory: Arris was born in his family’s palace, learning of the forests and adventuring from his father until he died during a quest. After this his grandfather trained him, Arris pissed off a fellow ranger by ruining his reputation. He was told by a fortune teller that he would meet his true love and receive a massive fortune, at the time his family was losing their fortune. Arris eagerly set off with a troop of adventurers, only to get betrayed and locked into a vault with my party by the Ranger he pissed off.

Personality: Before his entrapment, he protected the i and believe that everyone, from an Orc to a Demon has some good in them. Now he is violent and untrusting, driven mad after living in the vault, learning after eating his comrades (Via a game of straws) that one doesn’t need sustenance in the vault.
Items/Gear: Short Sword (2), Playing Cards, 31 Gold, Longbow, 38 Arrows, Bedroll, Adventurer Pack, 50 Ration, Common Clothes, Mess Kit, Tinder Box, Empty Waterskin, 10 Torches, Rope, Leather Armor.

Stats:
Ferocity: /
Faith:
Intellect: //
Agility://
Presence:
 
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Name: Sister Jeanne of Dagnia

Age: 25

Gender: F

Race: Human

Profession: Cleric, Inquisitor, Healer, Advocate

Sexuality: Chaste

Background/Backstory:

Raised in the countryside, Joanne was the daughter of a farmers union, when revolt broke out favoring the monarchy of Dagnia instead of the farm workers, Joannes father was the first to take up arms and raise an army. Months and years would go by, and she witnessed her father slowly deteriorate from sheer stress and numerous casualties. He’d lost his friends, family members all in hopes that one day their village would be paid fairly.

The day never came, but before a battle could break out in Joannes very home, she was sent off to the monastery.

It was a hard life after that working for nothing more than appreciation. Her life was one of humility, morality and dignity with nothing to show for all the people she would help.

One night, at witching hour, an apparition appeared in her room. She did what she could with the basic magic she was taught, but it wasn’t enough.

For weeks she’d be in a coma, sweating blood, and mysterious gashes would appear all over her body. As if she was in some kind of battle within her dream. But one day, she woke up screaming like nothing has ever screamed before, it was the sound of a demonic entity mixed with one of a human.

Although she was back, the nightmares continued every night, and it began to wear at her, it was then, in an attempt to distract herself from her newfound reality, she realized she could see visions of the people she touched. Visions on how they would die.

Soon, she became widely known, respected and even worshipped as a saint.

However, how could she explain that what her heart truly desires is for the church to intervene in the politics of their city. Surely, with so much fame, the pious maiden would surely be able to raise a great army to challenge Dagnia. But would she sacrifice everything to make that a reality? Would her curse destroy her efforts in the end?

Personality: Calm, composed, talkative but to the point, occasionally distracted by the random scenes or apparitions that only she could see.

Items/Gear: Spirit Scythe - Just as Joanne can sense foul magic and banish spirits to the afterlife, or to know how people will die by a simple touch. Deep faith and will allows her to bend her curse to summon a scythe to her aid, and the skill to wield it.

“Perhaps other items could be created as well.”

Stats
  • Ferocity (overall physical combat effectiveness, durability, stamina)
  • ///// Faith (spiritual integrity, religious understanding, holy magic)
  • Intellect (strategy, tactics, magic prowess, rune keeping, magic item affinity, retention)
  • Agility (speed, limberness, dexterity, lockpicking, stealth)
  • Presence (charisma, leadership, Intimidation, guile, cunning)
Abilities

Faith Abilities


1 Righteous Armaments - Faith ///// - through her devotion to Dagna, Joanne summons a suit of armor and a weapon to smite her opponents.

2 Divine Shield - Faith ///// - Joanne invokes Dagnas protection, summoning a divine shield to fend off an incoming attack

3 Healing Hands - Faith ///// - Through her faith Joanne places her hands on a target, effectively healing any wounds, curses or ailments.

4 Divine Radiance - Faith ///// - Points her open hand in any direction, emitting a bright radiant light that blinds any who face the nun. Undead and Demons are effectively blinded twice as long if strong enough.

5 Angels Wings - Faith ///// - Joanne kneels, reciting a prayer with devotion, creating wings on both sides of her shoulders to either fly a short distance or wind up a gust of wind that sends enemies flying or keeping stronger enemies in place for a moment.

6 Swords of Justice - Faith ///// - Opens both her palms towards her intended targets as she recites a prayer, golden swords of light appear from the sky and pierce the ground around an area around the targets as divine lightning arcs in between the swords, effectively keeping targets stunned for as long as she channels the ability. Can be interrupted through damage to the caster, or if the target is strong enough to break free. Highly effective against Undead and Demons

7 Divine Intervention - Faith ///// - Falls to her knees in prayer, creating a stasis shell where the nun becomes immune to all magic and physical attacks as long as she channels the ability. Although the nun can’t do anything as well.

8 Hallowed Ground - Faith ///// - Joanne places both her hands upon the ground, creating a barrier around her, effectively scorching any undead and demonic entities, unless strong enough to withstand to which they’d be burned slowly. Whilst also healing allies.

9 Guardian Angel - Faith ///// - Joanne opens her arms, reciting a prayer up to the heavens, then upon entwining her hands an angel ally appears to serve Joanne in combat until dismissed.

10 Day of Judgment - Faith ///// - Joannes eyes glow a fiery golden as she directs the spell to her target. Making the target speak nothing but the truth for the following 30 seconds RP time.
 
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Name: Lady Remiel "Remy" Winters
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Age: 23

Gender: F

Race: Human

Profession: Baroness, Necroanimation

Background: Aristocrat (TBD where)

Backstory: Her family had land, and had been given a royal title for their valor. Remy grew up with a loving family, and with comfort. Her family members were married off, and soon she was the last one left to take the title. She was the lone necromancer in a sea of healers, finding her powers after bringing back a puppy that had been ran over by a horse. So she studied and honed her powers, finding solace in them, as her necromancy wasn't bringing back a slave, but an actual person with an actual soul. She goes around with her retinue, essentially doing what she wants.

Personality: Loyal, Determined, Calm, follows her whims, Kind

Items/Gear: Money
Her six undead with abilites know water, earth, fire, air, lightning, and healing magic.

Stats
  • Ferocity:
  • Faith:
  • Intellect: /////
  • Agility:
  • Presence:

Marks are a representation of your power in that particular attribute, and the maximum you can have in any one category is five. (Everyone starts with 5)

/ *Novice*
// *Apprentice*
/// *Journeyman*
//// *Expert*
///// *Master*

Abilities:

Skelebois & Zombos- (Intelligence /) Skeletons under Remy's control is created through a quick and dirty from a skeleton. Generally used as soldiers and canon fodder.

Zombos- (Intelligence //) Zombies under Remy's control is created that she can quick and dirty summon from a dead body. Generally useful for simple labor and for being foot soldiers meant to be thrown away.

True Resurrection- (Intelligence /////) Her complete mastery of Necromancy allows her to bring people back from the dead. Through a ritual and help from one filled with Faith, Remy has the chance to bring a person back from the dead as themselves, giving them another life.

Necroanimation- (Intelligence ////) - She can create reanimated creatures controlled by her, but they must be constantly fed with necromantic energies. (All humanoid skeletons be "weak" with zero Marks. Their only "strength" will be if they are armed with weapons and or armor.
Dragons, large creatures, and Reanimated entities will each get two Marks. Marks for these creatures will be decided upon with the help of myself, Garb, or Sky. Dragons and large creatures will always have their two Marks be in strength. Unless Reanimated then they can have one in Intelligence.
Resurrected targets will have Stats set up by one of us, with the number of available Marks varying depending on the difficulty faced to acquire that figure. Resurrections will be rolled for to allow for fairness as well as narrative purposes. They'll require one turn to set up the ritual, as well as any other rules we established for resurrecting people.)


Put That Thing Back Where It Came From OR So Help ME- ////(Intelligence) Her complete mastery over the deathly arts allows her to release the undead and send their souls to the afterlife to rest.

Pulled Back From the Edge of Death (Intelligence////)- Remy can grip onto a dying person's soul, holding them there on the brink of death for some time, until they either perish or they are healed or tended to enough to not die.

Medium (but others can speak to the spirits too) (Intelligence ///)- Remy can pull back a soul into a body for a short while, enough to talk to it and get them to share their memories before they die again. This lasts for about a minute. The soul is either released into

Medium (Intelligence //) - Remy can speak to spirits and ghosts, only hearing them and seeing them herself

Malignant Aura (Int/////)- Remy emits an extreme debuff that's her using the teachings of Anaag to start tearing a live person's soul from their body using dark necromantic energy. Works best over time, and slowly stacks the longer she uses it, making the person weaker and weaker over time.

-Degenerative Magic (Int////)- As she knows the best ways to keep someone alive, she can use her magic to break a person's skeleton, making their bones turn brittle, rot their muscles in their body, weaken organs, slow down bodily processes to dangerous levels, even while they're alive.
 
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Renee Nyx
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Renee_Portrait.png
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Age: 21

Gender: Female

Race: Human

Profession: Wizard/Witch

Background: Researcher, Scholar and Mage

Backstory: There isn't much to be know about Renee Nyx, as she has kept it a secret, no one is even sure that is her real name but it's the name she goes by. What is know about her is that she is very adapt at magic, especially in her young age she is very studious and understanding of magic relics and tomes. She enjoys learning more and more about magic arts, especially witchcraft.

Personality: Renee is a observer, she likes to see how people tick and react to things. She tends to understand someone quickly if they are unaware of her intentions. She can be quite manipulative and tends to use that to pit people together or to come out on top of situations. She is intelligent and tends to think many steps ahead of others if she can. At times, especially involving magical arts, her obsessive nature shows itself, in this mood she can become unhinged.

Items/Gear: Witch's garb and cloak, pointy hat, small knapsack that hangs from her side, a couple old magic arts tomes.

Stats

  • Ferocity:
  • Faith:
  • Intellect: /////
  • Agility:
  • Presence:

Abilities

  • Arcane Bolt - Intelligence / - Summoning weak arcane energy into a focus point, blasts into a target and can be divided up into smaller bolts.
  • Draining Runic Aspect - Intelligence // - Summoning a rune onto an opponent's chest, this rune begins to drain the target of their strength and energy until the rune is dissipated or the target is fully drained, can be used lethally. Renee can bring the aura back to herself to absorb the rune's power.
  • Pincer of Darkness - Intelligence /// - Using the dark arts, Renee summons two waves of darkness that close in on a target or multiple targets from both sides in a pincer maneuver that can cut up the target.
  • Chain Lightning - Intelligence /// - Gathering mana into her body, she releases a wave of lightning that strikes a target then can affect nearby targets with powerful lightning.
  • Imprisonment Aura - Intelligence /// - Similar to a trap, placing a rune on a surface, waiting to be triggered, traps whatever target that comes into close proximity of the rune in a frozen state that keeps them coherent.
  • Shapeshifting Glamour - Intelligence //// - Channeling mana, Renee uses it to change her form into various people, beings or beasts. Mainly to be used as a illusion.
  • Reflecting Barrier - Intelligence //// - Summoning a barrier of arcane essence, Renee can reflect projectiles and spells back to her opponents with ease.
  • Teleportation Runes - Intelligence //// - Creating a rune that can be used instantly, Renee creates a series of runes that can be used by her to teleport her or others to close by locations to either gain a advantage or to get away from a adversary.
  • Summon Mardak, The Destroyer - Intelligence ///// - Using her essence, Renee summons a massive skeleton that refers to itself as Mardak, The Destroyer. Once summoned and overshadowing Renee, Mardak will do Renee's bidding and unleash a powerful beam attack from its agape mouth at her target then disappear. Then remind Renee to remember their Deal.
  • Arcana Storm - Intelligence ///// - Through anger and understanding of Arcana, Renee can focus in and absorb energy to become a vessel of overwhelming magic, in a large radius around her, she creates a storm arcane that can wipe out buildings and large masses of people.
 
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Edward Gears
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Age: 34

Gender: Male

Race: Half Elf

Profession: Inventor (Former) Vagabond

Background: Moreal Aristocrat

Backstory: Edward “Eddie” Gears was born into an elite family of artisans and inventors that had recently moved to the grand city of Moreal. There, Eddie lived a life of luxury and was accepted into the highest institution for the elite.

Eddie became an expert alchemist to his family and teachers dismay, seeing as alchemy was illegal he was forbidden to use his skills. Eddie was taught in secret by a professor and former alchemist, meanwhile learning the family art of inventing. Eddie was discovered, his professor taking the fall for Eddie.

As punshment Eddie was expelled from the institution and forced to torture and kill the professor while his family, classmates, and the King himself watched in a massive theater dedicated to similar events.

Eddie was sent too a middle class factory, devoted to creating weapons for the Kings stockpile for when his grand plan was revealed and implemented. Eddie was caught sabotaging the weapons and was imprisoned, before escaping with a concealed explosive.

Eddie has been on the run to this day, avoiding anyone with connection to Moreal and the King.

Personality: Eddie is a hot headed and slightly eccentric individual, his mania sometimes getting in the way of his work. He is stubborn enough to not give up when met with challenge and is defiant towards any authority figure

Items/Gear: Cloak, Modified Crossbow, Trap setting kit, Alchemy Set, Eddie’s Magic Molotovs™ (5), Boom of Alchemy and The Arcane, Daggers, Various alchemic ingredients and objects.

Stats
  • Ferocity /
  • Faith
  • Intellect ///
  • Agility /
  • Presence
 
Wraith
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Age: 998

Gender: Male

Race: Undead Human

Profession: Thief/Mercenary

Background: Charlatan

Backstory: Wraiths name is unknown, his previous life also unknown. Wraith was summoned by a Necromancer a century ago. The Necromancer promised a new real life in return if he found all 100 shards of a mysterious artifact.

Wraith began his search, stealing or working for each shard. Using his abilities as the undead, he became a mysterious assassin and thief. In his possession is 78 shards, but he has 2 years to find the remaining shards or be cursed as the Necromancers slave for all of eternity.

Personality: Wraith is a quiet and shy person, afraid of water and crossing bridges due to the consequences. Wraith is an expert con artist, during his hits he is able to change his personality on a dime in order to get closer to his goal.

Items/Gear: Cloak, Cursed Bow, Phantom Daggers, Scythe, disguise kit, poisons, various stolen objects.

Stats
  • Ferocity
  • Faith
  • Intellect ///
  • Agility //
  • Presence
 
Sage Valla
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Age: 8

Gender: Male

Race: Fairy

Profession: Freelancer

Background: Peasant, Orphan, Vessel

Backstory: Sage was born into the body of a fairy, an incredibly small creature with butterfly wings. His birth was heralded by a massive lightning storm with red lightning everywhere, however, the storm cleared to a beautiful nebula above. He lived in a little flower for a while, being raised by a pair of human mercenary parents who found him one day. He was always in awe of them, wishing he could do the things they do, even if he wasn't even 1/5th their size. One day when they went out for a mission, he tried to pick up one of his dads swords, finding it basically impossible with his small frame. However, this did not dissuade him, since he had seen his dad doing a lot of training, deciding he’d try it himself, starting by bench pressing pens and pencils, moving to bigger and bigger things, until eventually, he could hold an entire knife. He didn’t stop there, determined to pick up his dads sword someday, trying to keep it secret from them so he could surprise them. However, when the day came that he was ready to introduce the new talent to his parents, they never came home from their mission. Sage stayed in the home for days, before deciding he wanted to go look for them, beginning his journey into the wider world. However because he’s a stupid kid, he forgot to bring anything other than water food and the clothes on his back.

Personality: A naive stupid boy, Sage is a friendly boy who was taught to be polite by his mother, wanting to use his strength to go out and find his parents, and help anyone he can along the way. He loves seeing new things, however, he is also incredibly impressionable, picking up on anything he is taught on his journey due to his incredibly young age comparably to anyone else going on journies.

Items/Gear: Human sized shortsword, the clothes on his back

Stats
  • Ferocity: ///
  • Faith:
  • Intellect:
  • Agility: //
  • Presence:
 
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Theorn Galenkren
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Age: 37

Gender: Male

Race: Human

Profession: Holy Knight of the Church of Uragon the Merciful

Background: Street Urchin

Backstory: Theorn was orphaned as a child, living in the streets until he was taken by a roaming group of Uragon priests. Theorn was raised by the priests, trained to become a Paladin for the church.

Personality: Theorn is loyal to his comrades but will smite any who insult Uragon. Theorn avoids any temptation, never removing his armor but luckily the spact of the holy knight allows all violence.

Items/Gear: High quality sword, shield, 10 rations, the codex of Uragon.

Stats
  • Ferocity //
  • Faith //
  • Intellect
  • Agility /
  • Presence
 
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Zeke Mors Valdain
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Age: 25

Gender: Female

Race: Human

Profession: Swashbuckler - Essence Thief

Background: Peasant, Sailor, Pirate

Backstory: Zeke was born to a small port town a ways out from Khantor, and was raised as a pirate deckhand. She loaded ships, fished, and knew her way around a boat for as long as she knew. However, she was rarely allowed to join the real piracy. But that wasn't her goal anyhow. At night, she would always look up to the night sky, and the countless stars above, wishing she could explore the very cosmos, finding the world too small for her wanderlust. One day, her will manifested itself into an ability that would allow her to pursue her dreams. She found her hand extending towards the open air, a hole carving itself in the air that let her glimpse into the infinite she so sought, but she withdrew. She knew she couldn't go there yet. Going there was one thing, surviving there was another. She could feel the chill of death waiting just beyond the limit. But with this ability, she learned of one she had since she had been born with. She felt a piece of that infinite wonder fall into her, letting her harness just a piece of it. A large scythe burst from her chest magically, which she was able to hold and dispell with ease. Having her start, she decided to set out on her own to make her own crew to prepare for the dream she had all her life.

Personality: Zeke is a very tomboyish girl, very self assured, and determined to achieve her goals. She is admittedly a bit underhanded, and is willing to do almost anything to get what she wants, making her rather selfish as well. However, she prides herself on having more class than your average pirate, often flexing her larger than usual vocabulary in casual conversation.

Items/Gear: Food, camping gear, a small sum of money, a lil dingy for a boat. She has a scythe she can summon at will, which matches her current Essence Theft state. Custom bras because of her unfortunate j cups

Stats
  • Ferocity: /
  • Faith:
  • Intellect: //
  • Agility: /
  • Presence: /
Abilities:

Essence Theft (Intellect): Zeke absorbs an arcane essence into herself, granting her a new form with new abilities. (Think Kirby Lite edition)

Realm Wanderer (Intellect): Zeke can open portals to other dimensions, unlocking more different locations as her proficiency rises. Her only current locations are her home dimension, and the Chaotic Void.

Zeke's Form while Essence Thefting the Chaotic Void Dimension

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Abilities:

Gravitas Chaotis: (Ferocity/Intellect) Zeke blinks forward in a flash of lightning, leaving a purple mark on her target, which then detonates, causing delayed strikes similar to a rush of empowered punches and kicks to strike her enemy.

Ellofond Esparitus: (Intellect/Agility): Zeke conjures three spears which launch from her body in a pattern she chooses, whereupon striking their target they can be detonated to cause a field of extreme gravity, lacerating her opponent with wind at the same time.
 
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Age:
30

Gender:
Male

Race:
Drow

Profession:
Gardener - Necromancer

Background:
Fergull Family House Slave

Backstory:
Gaul was left to fend for himself as a mere babe; fate both cruel and kind as those who happened to hear his cries through the snow and sleet, were slavers and man-catchers. It was a long con, but to them, raising a child to earn the most amount of coin was entirely worth it.

Gaul a prized user of magic, without an ounce training. It had sealed his fate as a caged bird to these people as house guests from all over the world would come to see the drow mage perform magic and pour them tea. Mr. Revel was a revered guest who was awestruck by Gaul, and refused to leave without him. An amount of money was given so easy by this portly weasal, enough where Papa Ferngull released every other slave and outright retired.

It was the last time anyone saw Mr. Revel alive

Personality:
Gaul is an outspoken and well mannered individual, but has a proclivity for violence that diminishes much of his façade.

Stats:
  • Ferocity:
  • Faith:
  • Intellect: ////
  • Agility:
  • Presence: /
Abilities:
  • Spinal Tap: [Intellect]- Gaul flexes his fingers and rips at the air; targeting a single enemy and taking control of their skeletal system; often ending in crushing death or forceful separation of body and skeleton.
  • Lay Waste: [Intellect, Presence]- He extends his will and power into a destructive aura that erupts around him in a flash of necrotic energy.
  • Suffocate: [Intellect]- Gaul forces the blood vessels in an enemy's throat to freeze; denying them the ability to breath.
  • Ghastly Aegis: [Intellect]- When attacked, Gaul will produce a shield from the bones in his arms and hands; sprouting from his skin like grim roots.
 

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Aurélin Gustave Bochier
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Age: 23

Gender: Male

Race: Human

Profession: Inquisitor-Executor

Background: Dagnian Church, Member of the “Exorcism” Sacrament Congregation

Personality: Gentle, Resolute, humble yet proud, Violent, Devout

Backstory: The Bochier family, descended from pariahs who had made their way to Dagnia seeking absolution. Known for their gold locks and unending devotion to The Church they helped found the “Exorcism Sacrament Congregation” with the blessing of a Cardinal. As pious servants of the Goddess Dagna, they once existed as the “Spear” of The Church. Being the first to root out heretics and uphold the holy tenants among the people. But that time has long since passed.

Aurélin is the second youngest brother of seven other siblings. Who took to the devout tradition of his family just as well as any other if not more so. While they had once been a part of the military arm of The Church the Bochier family grew in prominence and wealth till they had all but renounced their warrior ways. Now the family has grown complacent and greedy usually being members of administration with power, but no sense of responsibility. Despite their sinful greed, the Bochier family has convinced themselves of their inherent righteousness as they cling to past glory. Aurélin was one of the few who refused to become slothful and instead took up the credo of his ancestors. Having recognized the way in which the once honorable family name of Bochier had strayed from Dagna he rebelled against his family.

This rebellion came in the form of his joining the “Exorcism Sacrament Congregation” also known as the “Seventh Sacrament” at the age of thirteen. While their family had once helped found the Congregation it was now looked down upon for a Bochier to “get their hands dirty” as if the bravery of their ancestors absolved them of duty. Knowing this Aurélin openly spited his family with this act; becoming a lowly Executor who fights heretics, spirits, and demons. Seeking to bring his family name honor by acting as they once did, Aurélin took up dangerous and outlandish contracts; he struggled to attain “honor”. After completing his work he received only fear and condemnation from those he left in his wake. When an Executor arrives it is not to “save” but to “punish” something the people understood well.

After having spent years as an Executor and completing a contract aiding the Dagnian monarchy in putting down a Farmer's Revolt. A Cardinal who presides over the Executors of the Seventh Sacrament acknowledged his efforts and thus granted Aurélin the greatest “Curse” they can bestow. It has gone by many names such as simply The Holy Spear, Dagna’s Nail, or even The Fate Spear. But the most common is The Spear of Selection. A holy weapon that judges all. While Aurélin was recognized by the Cardinal it must be noted that despite the service the Executors perform for the sake of The Church they are the lowest of the hierarchy. They are first-rate murderers who are both pious and brutal; soldiers meant to fight and die on the battlefield. Aurélin is no exception to this, as one who has seen the depths of heresy he is just as guilty as any sinner and serves The Church in spite of this. Executors are permitted to stray from their religion's rules so long as the name of Dagna is protected, yet that does not change the nature of their work.

Aurélin became a “holy butcher”. He had certainly brought the Bochier name closer to its position in antiquity, but even then he failed to understand the full breadth of what that once was. His family had been steeped in blood their work as Inquisitors leading to much death and sacrifice, their fervent wish to give back to the faith which had taken them in had led to such things. It wasn’t just greed or selfishness that had distanced the Bochier from their past as Executors, but also the thankless violence inherent in that path. Aurélin failed to comprehend any of this. Having fallen into the same life his family had desperately distanced themselves from. Wielding The Spear of Selection Aurélin has become responsible for the killing of demons and destruction of heretical beings, common morality does not factor.

Items/Gear:
The Spear of Selection
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One of the Holy Relics guarded by the Seventh Sacrament, The Spear of Selection. Once used in rituals to allow mortals to enact the judgment of Dagna. The Spear of Selection has the power to actualize a miracle that absolves the target of their sins through harsh atonement. In essence, the spear acts as the will of Dagna quantifying a target's sins and using the accumulated "weight" of those sins to punish the sinner. Upon its use, the target is then absolved of those sins being essentially born again. Those who take the brunt of this miracle rarely ever survive to reach such a state, however.

While this ability is quite powerful against the likes of demons or heretics this spear possesses a flaw. A fatal flaw; it drains the very lifeforce of its user to enact its miracle. To wield the Spear of Selection is to one day die by it. The Church had counteracted this by sharing the cost among many members of the clergy when using the spear in rituals. Even with that measure in place The Church eventually abandoned the Holy Spear as a mere holy object kept within its deepest vaults. Strangely The Church, the Seventh Sacrament in particular, has changed its approach and has since granted the spear to Aurélin. For unknown reasons. Its origins are shrouded in mystery, there is no doubt as to its power but it is whispered and hypothesized that the spear was not always like this. That at one point in time, its purpose had once been “Salvation” rather than “Judgement”. What could have led to its corruption is unknown, but a feeling of regret and sadness is felt by those who use its power.

Stats:
- Ferocity: \\
- Faith: \\
- Intellect:
- Agility:
- Presence: \

Abilities:

  • Executor - Presence / - Inquisitors who carve a bloody path. Granted independence by The Church of Dagna to annihilate heretics and demons as they see fit. They are not Knights or Exorcists, but first-rate murderers who have passed brutal and pious training to become "Executors". Their presence is a reminder that nothing is being saved, only punished. As a member of this group, Aurélin is just as brutal as the stories and rumors say. Just being around him evokes a feeling of dread and paranoia as the people wonder if they will be his next target. Intimidation and fear-mongering come easily to him whether he wishes it to or not.
  • Theology Major - Presence / Faith / - As a member of the Dagnian Orthodoxy Aurélin has an in-depth knowledge of their faith and teachings. He can recite scripture as well as any Clergyman. He knows how the Church works and its hierarchy, including names of key members, and the general descriptions of their Holy Relics. Along with a passing general knowledge of the various religions and cults outside of Dagnia.
  • Burial Rite - Faith / - The holy words spoken by olden priests when interring the deceased. Normally that is all they are, a couple of phrases with some power to ease the minds of those left behind in the wake of death. When used by those with sufficient skill in Holy Magic and Faith the Burial Rite comes into its true power and original use. An anti-spirit miracle meant to purify wandering souls. After the words are spoken it is effective immediately. Aurélin as an Executor has used the Burial Rite to banish vengeful ghosts and remnants of demons. Due to their inherently spiritual nature, the words are weak against anything with a physical anchor such as a flesh and blood body, but against spiritual entities, their power is theoretically absolute. However, its effectiveness is dependent upon the faith of the user and their talent with Holy Magic. Meaning only the most powerful of Saints could use the Burial Rite to its full potential.
  • Sacred Armament - Faith // - An ability that denotes Aurélin as the wielder of the Spear of Selection, manifested due to the bond between the Holy Relic and its wielder. Proof that the connection to the Spear remains even when far away. The Spear of Selection can return to the hands of its wielder from up to a quarter of a mile in distance according to The Church's records. The travel time is nearly instant as the Spear warps space to reach Aurélin. The power comes from the Spear itself rather than Aurélin's own capabilities, meaning it is only the will of the Spear which enacts this magic.
  • Radiant Striking Limbs - Faith // Ferocity / - A martial art passed down the Bochier line from the time when they were Holy Warriors. It had been lost for some time due to neglect until Aurélin reclaimed the lost art. Records indicate the style may have originated from dissidents in old Ao for the purpose of swiftly killing mages. Aurélin's ancestors have adapted the style for their own purpose of heretic hunting as they tend to rely on dark magic and demonic influence. The martial art is meant to take the shortest route with minimal movement to damage the inside of a target rather than the outside. Executors are expected to be skilled both with and without a weapon. Aurélin's traditional martial art makes him uniquely suited to fighting hand-to-hand, perhaps even more skillfully than with the Spear.
  • Multi Rapid Thrusts - Ferocity / - A relatively simple move where Aurélin rains a multitude of attacks onto his opponent. Meant to neutralize his foe quickly with an overwhelming offense.
  • Impacting Spear - Ferocity // - Aurélin tenses his body like a coiled spring and upon releasing he throws his Spear with all his might. Piercing his opponent from range.
  • The Battle Continues - Ferocity // - Aurélin's body has gone through rigorous training and weathered many blows on his path to becoming an Executor. His resilience is extraordinary allowing him to ignore pain entirely in a fight, so long as his will remains unbroken he will not stop. Meaning a battle of attrition with him is the worst choice for the average opponent. Nothing short of disabling him entirely or delivering a fatal strike will defeat him. However, decapitation would be the most preferable to crushing his heart or collapsing his lungs as those may allow him to commit one final counterattack before death claims him. He may prefer to wear little if any armor but Aurélin's body is not to be underestimated. This is what it means to be a weapon for mankind against demonic entities.
 
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Brunhilde

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Age:
19

Gender:
Female

Race:
Human (Graft of The Ram)

Profession:
Boxer - Barbarian

Background:
Bandit Tribesman

Backstory:
Hilde grew up in a bandit tribe known as Gilgresh Hill; a merciless band of mountain bandits who scoured their set of three hills like an empire of trees. She was the daughter of Chieftain Rayleigh, and was trained under him from birth. He only held back when it came to nurturing and affecting; refusing any terms of endearment other than 'Chieftain'.

She was brought along their raids and forced to partake in their destruction of innocent villages; doing her best to only break furniture and feign swings at runner bys. A hatred for her people welling up like nothing else as she learned to play his game, learning all the savagery he had to offer. It was an awful feeling to loathe trained strength that was meant only to take and destroy. She believed she could use it one day to liberate herself from this hell.

That day came in an unexpected manner, as all life does. Brunhilde awoke bound with rope, and being carted in a covered wagon. Rayleigh' motives far more sinister than merely molding an heir; He wanted to create a warlord that would change the future of his clan. A deal being struck with Rigor Mortis. A process being known only as 'grafting' being forced on the girl, making her stronger than any human could dream of. A deal being struck between a splinter group of this cult and The Chieftain. She was put through a hell of surgeries, a pressure mounting that she could no longer take. The newly grafted muscles and ram horns being this splinter groups undoing.

Personality:
Hilde is abrasive and often quiet, but enjoys festivals and bright colors. She has a tough time breaking out of her shell and worries her anger will push the world away

Stats:
  • Ferocity: /////
  • Faith:
  • Intellect:
  • Agility:
  • Presence:
Abilities:
  • Avalanche Flurry: [Ferocity]- She gets in close before leaping into the air and raining fists and kicks down on an area.
  • Battle Ram: [Ferocity]- Hilde lowers her head and charges on all fours into an opponent in attempt to damage and throw them off their feet.
  • Cross Armguard: [Ferocity]- In response to an attack, Brunhilde will throw up her arms and flex all her muscle to block an incoming attack.
  • Khantorian Fray: [Ferocity]- Brunhilde sprints forward and lashes out with trained moves consisting of clinching, punches, kicks, and grapples.
 

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Alnaja Atli

Age: 24

Gender: Female

Sexuality: Omnisexual

Race: Human

Profession: Shay-khah - Aurumancer

Background: Ruler of a Leisure Estate

Backstory: The child of wealthy parents Alnaja, went through life without wanting for anything. Food, shelter, clothing, friends, education, anything she could ask for was handed to her. She developed a taste for finer living and began to demand more and more, searching for the next thing to sate her desire. But when her parents suddenly disappeared in a storm at sea, she learned that everything they had, all their wealth, had been loaned by Dagna. With her parents gone, she inherited their colossal debt. The realization that she could never pay it all off broke her. With all hope extinguished, she decided to enjoy the ride. She opened a Leisure Resort and took further loans to make it as lavish as she could, boasting wild parties and unique experiences. She earns enough to keep the tax collectors at bay, but the knowledge that when she dies she will be a thrall always lingers on the edge of her mind. So... she just plans on never dying.

Personality: Wants to have fun and enjoy the finer things, while making them available to others... for a cost. When things turn serious, she ends the interruption as swiftly as she can and as coldly as she needs to to get the fun going again.

Items/Gear: A lavish and opulent house of leisure, an abundance of wealth, lots of gold clothes and jewelry

Stats
  • Ferocity
  • Faith //
  • Intellect
  • Agility
  • Presence ///
Abilities
  • Crushing Opulence - Faith - Alnaja calls forth two massive dripping hands of molten gold that pummel or smash opponents between them.
  • Glistening in the Sun - Presence - Alnaja puts on an air of allure, planting thoughts in the mind of her adversary.
  • Unchained Avarice - Faith, Presence - Alnaja gains a form of flowing molten gold that can be shaped and twisted to her needs.
 
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Albero
35710845fdb5c25267f38c9ba25127018f81171b.jpgGender: Male

Race: Fae

Profession: Bard - Storyteller

Background: Veridian Vale Minstrel

Backstory: After wandering most of the Veridian Vale and making a name for himself as a poet, bard, and troublemaker. Albero left to explore the wider world seeking fulfillment; meeting people and having fun with new friends is crucial! Leaving behind debt collectors and those with a bone to pick back in the Vale is just a coincidence of his incredible journey.

Personality: A Fairy with the look of a young boyish man. A relative pacifist who’d sooner play a ditty on his lute than fight. While possessing a fun-loving and aloof countenance he is actually rather thoughtful and even cautious of his actions, but his lack of hesitation when he feels the iron is hot makes him seem impulsive at first glance. This manifests even when he does rather minor things such as pulling pranks or making jokes and seemingly not thinking about the consequences of his actions. In truth, any hijinks or jabs he makes are done only when he has the full confidence he can get away with it, and most things fall into this purview.

Despite his youthful demeanor, Albero is still an adult who is quite in touch with his inner child and the very model of your average Fairy. To him the effort to be angry or unhappy is just too much of a bother; happiness comes naturally to him. Joy might as well be necessary for Albero’s survival as food and water is to humans. As a pacifist he dislikes fighting, but not because of some sense of morality or high-minded ideals. Rather it is because he is weak and Albero himself readily admits such a fact, and as someone who is weak, it only stands to reason his weapons be ones of peace and comradery. Though he is essentially a vagrant he fancies himself something akin to nobility and will act as such taking to higher society like a fish to water. A few lies as to his history to get himself into a party won’t hurt anybody after all~


Items/Gear:
  • A Lute, a Flute, and a Harp
- Ferocity:
- Faith:
- Intellect: /
- Agility: /
- Presence: ///

Abilities:

  • Albero’s Retinue - Intellect / Presence / - Albero can speak to and direct all manner of insects and other types of invertebrates. He considers them his “retainers” and they are never too far. He uses them to collect gossip, scout, and harass anyone he may need to escape the retribution of that day.
  • Fae Eyes - Intellect / - A special type of vision possessed by Fae. Capable of seeing through lies. Among the overly pure Fae where good and ill may be mixed and muddled these eyes don’t mean much but among normal beings, such eyes may be both a boon and a terrible burden.
  • Flawed Fairy Wings - Agility / - His wings are practically useless, they have no capability of granting him true flight. But they can generate gusts of wind to propel Albero. It's far from flying but it can be used to quickly alter his position.
  • Jesters Privilege - Agility / Presence / - Albero’s role as a background character who makes merry and trouble allows him to weasel out of situations. So long as he stays in this role he can be rather slippery. Those who are affected by his hijinks find themselves having a harder time catching this rabble-rouser.
  • Song of Triumph - Presence // - A melody played through Albero’s harp that inspires and invigorates. Those who hear it find themselves possessing the courage and strength they did not once have. Its “enhancement” is an illusion, a trick placed upon the senses that draw out the inner strength of people when morale is low or they struggle at their weakest.
  • Sharp Twang - Presence // - A sudden plucking of a string with no rhythm, beauty, or artistic purpose. An ugly thing any self-respecting musician would consider a mistake. This sound startles and stuns those who hear it, however briefly.
  • G Minor Dissonance - Presence /// - With a playing of Albero’s flute a strange, abrasive, and alluring tune rings out. A bizarre song that boggles the mind and sows only chaos. This song causes those who hear it to lose their reason and inhibitions, what that looks like varies from person to person. Whether that manifests in rage, depression, lust or joy is something that can only be known afterward. Those with a strong will or “anchor” can resist most of the effects, at worst they’ll experience something like a loose tongue or being a bit more promiscuous.
  • Curtain of Night - Presence /// - The veil falls and the world of dreams beckons, providing a reprieve from reality. This song offers a peaceful sleep to those who accept it. It cannot be forced upon those who have no lofty desires or dreams, but those who do, fall into slumber. While they sleep they heal mentally. Stress is released and sadness is quelled. Those who dream are not constrained by reality...
 
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Sade
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Age: 40

Gender: Female

Race: Amazon

Profession: Amazon Veteran/Warrior

Background: Mother, Soldier, Matriarch

Backstory:

A hero of Choran, Sade is the former General of the King's armies, choosing to retire after the king implemented his strict laws on magic and turned a blind eye to the sins of the city. When her desires to clean up Choran and the neighboring villages went ignored, Sade took her Amazon kin and left the city. They would spend years operating as a nomadic tribe and doing mercenary work for The Pact as a way to gain protection from Choran. During this time, Sade would have several children, but her mind was always on the greater good and she gave her offspring the bare minimum.

More than once the tribe of Amazons would fall under attack and eventually Sade would pay the price for thinking should could protect so many people. One of her children would disappear during an attack, taken from their home while her mother fought. It broke Sade's heart and drove her further from her other children, who she then treated more so like soldiers than family. She vowed to never again lose her kin to outsiders and although she does not speak about it, she has missed her lost child dearly and sometimes leads the tribe around in search of her.

Personality: Brave, Protective, Determined, Leader

Items/Gear: N/A

Stats
  • Ferocity: ////
  • Faith:
  • Intellect:
  • Agility:
  • Presence: /
Abilities:
  • Herculean Strength - Ferocity //// - The user summons all of their physical might to their fists and and assails their target with crushing force.
  • Face Me - Presence / - A battle cry rings out and taunts all lesser enemies within earshot, drawing their attention and aggression to the user.
  • Regeneration - Ferocity /// - Stamina in the body is drained to increase the body's self-healing capabilities, rushing the recovery time of the user. All but lethal wounds and missing limbs can be healed by this technique.
  • Amazonian Valor - Presence / - Inspires allies to get back up and continue fighting even when they are afraid.
  • Spear Hand - Ferocity //// - Lunge at target with fingers pointed forward allowing the warrior to pierce through most armor.
 
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Baroness Katriel VIstabull Natterine Pendragon

Age:
Looks 23 (123)

Gender:
Female

Race:
Vampire

Profession:
Baroness - Commander

Background:
Dagnian Noble

Backstory:
Katriel was believed to be born in the slums, using her cunning to survive through a tumultuous childhood. She was attacked in an unseen alley and afflicted with vampirism. A whole struggle tempering her spirit and thirst for over a century, before she ran into a complete stranger and upheavaled her life once more. An agent of The Ghost Council, Krenzul Nel, revealed to her that she was the great granddaughter of a council member, and nobility ran through her veins. Katriel was swept up into Baronhood and forced to sink or swim in a world she had not been born into, let alone prepared for.


Personality:
Katriel is a stern and shrewd business woman with a love of crochet. She has a meticulous mind, but a bleeding heart; using her charisma and charm to mend issues before they ever break out into fights.

Stats:
  • Ferocity:
  • Faith:
  • Intellect:
  • Agility:
  • Presence: /////
Abilities:
  • Hearts and Minds: [Presence]- Katriel attempts to sway a target with her words and actions, making salient points or impassioned inclinations to win over those she sees as a potential ally
  • Bargain Banshee: [Presence]- She attempts to alter bargains, deals, contracts, and even conversations to benefit her in some way.
  • Embolden: [Presence]- Katriel shouts affirmation and confidence into the hearts of those around in a short radius, increasing a stat by [2] for a short duration
  • Command Superbia: [Presence, Superbia]- Katriels commands her bodyguard to perform a task such as defend, attack, secure; triggering [Embolden] for Superbia's next ability.
 
Kesh
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Age: Mature for Khantor Standards or doesn't matter for Khantor Standards (19 years)

Gender: Female

Race: Beastkin (Ratkin)

Profession: Alchemist/Thief

Background: Fodder for Khantor, similar to being a slave but much worse as Ratkin are constantly slaughtered and pitched into battles with no remorse from the rest of the Khantorian Hierarchy.

Backstory: Kesh was born in the country of Khantor, seeing and living the brutality her people has endured. Nonstop slaughter and terrible treatment of the Ratkin population was a everyday occurrence. It wasn't common for her to lose a few brothers or sisters everyday. It made her sad but eventually she was used to how brutal Khantor was. With the Ratkin people being very weak and not very intelligent made it easy for them to become the punching bag of Khantor.

As Kesh continued to grow up, she eventually met with a alchemist in the Ratkin Hive. A new prospect to the Ratkin people to finally earn their freedom and respect! Although this quickly went belly up when the Ratkin alchemist blew himself and a section of the underground Ratkin Hive up. Although Kesh took to this alchemy and wanted to see if she could do something with it. It looked mesmerizing and cool! So the Ratkin would take what she could that she witnessed in alchemy and snuck onto a boat that lead out of Khantor to pursue her research and findings.

Personality: Kesh has always been a bit unstable and a bit crazy when it comes to

Items/Gear: Ragged clothing, a luscious bag (most likely stolen),

Stats

Ferocity:

Faith:

Intellect: //

Agility: ///

Presence:

Abilities
 
Hortensia
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Age: 19

Gender: Female

Race: Ghoran

Profession: Beast Tamer

Background: Veridian Vale

Backstory: Born under the green canopy of the Veridian Vale, Hortensia has lived in near bliss. The Vale was the perfect place for any Ghoran to call home as it was nestled right between The Pact and the ocean, giving it safety and a beautiful view. Her neighbors were dryads and druids, squirrels and bears, and she couldn't be happier living in the domain of a demi-god. But a lack of family was always a sore subject for Hortensia and no matter how many friends she made there was always that emptiness in her heart. That loneliness made her closer to her neighbors so when creatures from The Fallen Lands attempted to trespass in the Vale, Hortensia answered the call to arms to protect her friends.

Too young to have any real skill in combat, she relied on her magic and command over plants to combat the monsters from the east. Eventually she would go on to create and develop a new flower with pollen that mesmerized dimwitted beasts Through constant incursions she perfected her flower and became an effective beast tamer and warrior of the Vale. But all that gratitude from her friends was still not enough, she needed family.

So Hortensia set out to find her parents, expecting to find two or one Ghoran out galivanting across the world. What she found instead was a sisterhood, one she'd come to love and would do anything for.

Personality: Supportive, Curious, Protective, Short-tempered

Items/Gear: N/A

Stats
  • Ferocity: /
  • Faith:
  • Intellect: ///
  • Agility:
  • Presence: /
Abilities:
  • Thorn Volley - Intellect /// - The caster calls down a hail of thorns from a nearby tree or bush. The small projectiles are capable of puncturing organs on humanoid creatures, but not able to pass through more durable material like wood, stone, or metal.
  • Tame Pollen - Intellect ///. Presence / - Summons Hortensia's Beast Flower, either from nearby soil or from her own body. The flower then releases a cloud of dense pollen that if inhaled by anyone of low intelligence will mesmerize the creature.
  • Bark Weapons - Hortensia is able to manifest a shield and whip made of wood either from her on wooden body or from nearby trees and bushes.
 

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