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Fantasy The Calm After War Forum (OOC)

wait, was the wraith always able to change into a child? and, and perhaps I'm simply reading it wrong, but did the wraith autohit Noam?
 
wait, was the wraith always able to change into a child? and, and perhaps I'm simply reading it wrong, but did the wraith autohit Noam?
The child was a possession of the wraith kinda like a body that he controlled. Once he or the child dies he will no longer be able to use the child.
 
hmmm... I fancy another character, but I haven't really decided what yet. would anyone like to create characters that are important/relevant to each other in some way?
 
hmmm... I fancy another character, but I haven't really decided what yet. would anyone like to create characters that are important/relevant to each other in some way?
I've been tinkering with a character who's a swashbuckler (class). She quick and uses a rapier with no physical defenses, not even armor. Her attacks are dynamic and she aims for them to look as flashy and as grandiose as possible

Another is an old man who's the aforementioned girl's mentor, and a beast of a swordsman, knowing only basic spells honed to perfections. He's known as the Old Dawn General, and led the Army Tyr was in to victory

Another is a magical girl just out to fight crime and dark creatures, just like every other magical girl. She uses multiple weaponry and is a bit of a clueless airhead
 
I've been tinkering with a character who's a swashbuckler (class). She quick and uses a rapier with no physical defenses, not even armor. Her attacks are dynamic and she aims for them to look as flashy and as grandiose as possible

I like this one - she's a swashbuckler class, but is she a pirate?
 
My character is open for interactions! Feel free to tag me! At this point, this is how far I can go.
 
BASIC INFORMATION
Name: Theseus Balder
Aliases: Someone, No one, Nobody, Watcher, Theo (by his friends)
Age: 100 (only looks to be in his 20s)
Gender: Male
Race: Aether: The aether are a race from another plane of existence called Thera. They look nearly identical to humans except for the Feathery Wings on their back and their unusual hair color which can be either Snow White or coal black. They almost always have pale skin and their physiology is more or less the same as humans (with the addition of wings of course). Aether are sometimes referred to as angels but this is incorrect. Angels are divine beings created by some divine creator or other while Aether are more or less humans with wings and an extended life span (the oldest Aether is 20,000). Aether tend to send scouts out into the world of humans to observe it. These scouts are called watchers. Aether seem to have an affinity for illusionary magic and watchers often use it to blend in with human society.
Class: Watcher

PERSONAL
Sexuality: Aesexual
High Concept: observer from another dimension.
Character Alignment: Neutral Good
Relatives: Anna Balder (Mother), Alder Balder (Father), Sylvie Blader (sister)
Organizations\Affiliations: Watchers Council
Personality: Theseus is a loyal person who is fiercely protective of those close to him. That's not always a good thing however as he tends leap into action before considering things. He enjoys company when it's good company but he's okay alone as well. He also likes reading. He does not like Jerks. Or potatoes. Potatoes are the worst. He enjoys jokes and making jokes and puns.
Bio: Theseus had always been fascinated by the other world (as earth is called). Thera had always seemed so boring to him. So as soon as he was old enough he got a job as a Watcher so he could observe the human world. After that he quickly rose up the ranks of watchers taking on even more dangerous assignments. His most dangerous assignment involved monitoring a growing evil. That ended when the evil was defeated by a group of ragtag heroes. After that Theo got time off. He got to spend it with his family. It actually got to the point where Theo was sad when it ended. Now, however, Theo must take on his most dangerous mission yet: make a living in earth society.

PHYSICAL
Appearance: Theseus Balder is a tall pale man. While he is not muscular he is not in bad shape either. His hair is snowy white and his eyes are deep blue. On his back are a pair of feathered wings that he hides under his clothes (it's mostly feathers so it compacts very easily). For clothes he wears a white tunic and brown pants. He wears brown, sensible boots and a black cloak.
Weapons & Armor:

Short sword: a basic sword. It's not meant to be used as watchers are supposed to avoid conflict.

Items & Personal Belongings:

Books (x5): books that he has to read.

Map: a map. So he can find his way.

Satchel: it carries stuff.

Family photo: a family photo of him and his family.

Skills & Abilities:

Observation skills: Theo is very observant. As a watched He is trained to observe everything.

Intelligent: Theo is very intelligent which, hopefully, makes up for his lack of combat skills.

Flight: this goes here because it's a natural ability. Theo can tire out after a while of flying. The wings are tied with the legs as the most worked muscular area of the Aether.

Spells & Magic:

Minor Illusionary magic: Theo can project small believable illusions. He cannot make talking illusions but hiding a small group of people is no problem.

Weaknesses:

Bad at combat: it's not his job to fight. It's his job to observe. Thus he is not good at combat and could possibly get himself killed.

Reckless and brash: Theo tends to leap before he looks and make brash decisionS.

FLUFF (Optional)
Hobbies: reading, observing
Quote\s: “I'm nobody of importance.” “For your information I am not an angel.”
Theme:
Other:


BASIC INFORMATION
Name
: Katherine Rose Auscent

Aliases:
The Unnamed, Unknown, Nightingale, Katerina, Red

Age:
28

Gender: Female

Race: Human

Class: The Assassin


PERSONAL
Sexuality
:
Heterosexual

High Concept:
A strong, fiery and passionate young woman finally catching her breath for once.

Character Alignment: Chaotic Neutral

Relatives:
Cross Auscent - Husband
Siegbert Auscent - Son

Organizations\Affiliations:
Former Spymaster for King
The Adventurers

Personality:
Katherine has been shaped by tragedy, betrayal, and love. Katherine is a very passionate, stubborn young woman. She’s strong, and doesn’t like to show weakness. She can act recklessly on her emotions. She is hardened from past experiences, and is a very clever girl. Years of running has turned her mind sharp and calculating, generally always trying to be one step ahead of her enemies. She’s also very supportive and understanding of others emotions, and loves deeply. She’d do anything for them, even risking her own life. Katherine also has a very sharp fiery temper, she’s quick to anger, and when she’s angry she’s a force to be reckoned with. Katherine has also seen her fair share of political court intrigue, and can be very sly when she wants to be. Even after settling down, Katherine still longs for an adventure every now and then.

Bio:
Katherine would be on the run for most of her life. When she was just a child, her mother and father were murdered one night by and old and powerful resurrected necromancer seeking revenge by the name of Somiss. It is the reason Katherine is unamed in books of the Adventurers, because she couldn’t be found.

Katherine was separated from Lysette, her sister, the same night of her parents murder and believed her dead. Somiss hunted her down, never allowing her to settle in one place for too long. She had no idea she was a main key in a sacrifice that would raise an undead army. Katherine came to this land and began her work as a healer. She joined up with The Adventurers at a young age.

However, after their victory against Amos, Katherine was bitten by a werewolf and became one herself, she fled The Adventurers, unable to control her transformations. She fled to a foreign land, and worked and trained as an assassin as her heart became darker, and eventually a spymaster for a king, but when Somiss found her again four years later, she fled back here once more. Katherine was spotted a year later in a tavern by Arabelle and the group, and rejoined the Adventurers to put an end to corruption once again, and indeed they succeeded. But when she lost-or thought she lost Cross, her lover, in the final battle she disappeared again.

After Cross was revealed to have lived, Somiss found Katherine once again, but this time she couldn’t escape, and both her and Cross were captured. The two embarked on another adventure once again, where Katherine was reunited with her sister, and they escaped from Somiss’s grip, only to end up killing him once and for all. Katherine married Cross, the two settling down and had Siegbert, their son. But one morning, Katherine woke up to find a letter from Cross, announcing his departure, she’s been caring for Siegbert on her own since.

PHYSICAL
Appearance
:
6817-2-1483126875.jpg

Weapons & Armor:
ydyha8as.jpg

ff70ccb9ff6d01d43b60b2ae2373ba78--concept-weapons-fantasy-weapons.jpg
She uses both daggers for her duel-wielding combat. Other than that she keeps a few hidden knives on her at all times.
Items & Personal Belongings:
• Wedding Ring
• Lute
• Journal
• Family heirloom - silver necklace
• Lockpicks

Skills & Abilities:
+ Lying
+ Acting
+ Manipulating
+ Stealth
+ Agile
+ Acrobatic
+ Duel-wielding
+ Stealing
+ Healing (Herbs, potions, tea, etc)

Spells & Magic:
She has uncontrollable dark magic, but that power has been locked away so she is unable to reach it, no matter how hard she tries she’ll never have access to it.

Weaknesses:
- Pure strength
- People mentioning her assault from Somiss
- The subject of her parents death
- Has a hard time trusting people
- People mentioning Cross (pisses her off)

FLUFF
Hobbies
:
Katherine is a very talented singer, and when not caring for Siegbert or playing with him, she goes to the local tavern and sings with her lute for a break and a little extra coin.


BASIC INFORMATION

Name: Holasta Crusoe

Aliases:

- Redknife: A pseudonym he assumed when he used to work with the thieves' guild.
- Pax: A name he is currently bearing.
- Jester: The name was given for the motley clothes he wore for a time, in distant lands, for little a reason than fancy whims.

Age: 32

Gender: Male

Race: Human

Class: Rogue


PERSONAL

High Concept: A bloody arse who likes being up to no good

Character Alignment: Chaotic Neutral

Relatives:

- Luthier: His elder brother, a cowardly and nervous pawnbroker, who lives in Toron.
- Aro: His younger sister, who also lives in
Toron, with her parents.
- Brinfer: His father. Grumpy and old.
- Yari: His mother. Not so grumpy and old as his father.
- Lous: His uncle, who owns half of Luthier's pawn shop, and is just as much a coward as him.

Organizations\Affiliations:

- Liq's guild (former): He used to work here, before it dissolved into nothingness, due to his ignorant machinations, of course. He's mostly freelancing now.

Personality: Holasta is a man of scarce facets, never quite complex, never thinking deeper than what his own will commands him to do — and in such ways, he may appear impulsive, a man who doesn't let the impact of his emotions seep gradually, but rather, forces them into reality, devoid of solemnity or poignancy, except in the few times the weight of the world strikes him blind. He is the kind of man who wears his heart on his sleeve, free of inner conflicts —or so he likes to think — and of the binding a responsible life forces on all bodies.

His formerly juvenile thinking — just as obnoxious as you're thinking it to be — used to stand out exceptional in its boldness, in his heyday, though this stunted trait, in tone and rhythm, have both died and matured to a level of stoic pragmatism and guarded optimism, after he led Liq and his friends to their moral demise — slip of character he fails to simply turn over, and which haunts him however he may deny. True, he holds fellowship strongly, as might be evident in his gravitas whenever it comes to it, but also knows enough to regard it as a tool — and, thusly, he appears as both a drifter and a steadfast companion or guardian, but only depending on the eyes that try to perceive him.

While Holasta lacks intelligence, or any ethical superiority over his greater kin, he makes up for it with dexterous mind, quick eyes, and the biting edge of his wits. He's cruel, sometimes, and even hard, but only to his adversaries, and only as much as necessity demands, and, to make up for it, also tries to be caring to his compatriots and family. Holasta, despite his failings, tries to be true to his words and promises — a steadfast will, while not titanic in proportions and superhuman, at least keeps his direction and compass to the right point, even at times when he succumbs to his vices. He, also, tries to be humorous, at the very least, and be outward too, but as usual, he fails in such social prospects. However, impulses are impulses, which are something he seldom restrains — at times, mostly during triumphs and defeats, he may act arrogantly, prideful, submitting to the inner pang of hubris that ever refuses to go away, serving as a mask deeper beneath his face. Never over his face, never.

Bio: Holasta, from birth, was a simple man of piercing ambitions and a nimble body, which he further enhanced through his apprenticeship to a tinkerer — Horux, a man of cogs and gears whose keen eyes and careful hands taught Holasta the ways a man could reach technology, and of course, refined his fingers to a point of heavy reflex and astute grace. His elder brother got along with his uncle, and him with his father, who, while grumpy, taught him the uses of a sword. Nevertheless, Holasta, upon reaching the prime of his youth, dight in the colours of a vigorous mind, started meddling with the wrong kids. None too wrong, only a dabble of grit and criminality steeped in a rose-shaded perspective of the young world. And said boldness, intermingling with his ambition and quick eyes, soon led to him joining a recently found thieves' guild, by none other than a good friend, Liq, whom he saw as a second brother — not one bound by blood, but by dirt and sweat.

Thusly, his achievements rose from the petty to the daring, when he ventured to the far noble quarters, and dared the guards more often than anyone would like; and, soon, he started practicing the art of murder. Mind you, he was never an assassin, nor did he like tang of blood or the grip of cold steel, but rather, he was a victim of circumstances — their guild rose, and soon, thieves were inducted and conducted. Like the gears in a clock, albeit a rusty one. They were hired often, and often more, and at its peak, killing was an inevitability. Nonetheless, their success never reached a profound height, always bound by the wary Liq himself, which irritated the bolder Holasta. So, the somewhat grandly-named Redknife, for his quick hands and prowess with a dagger, began to gradually disobey Liq, growing distant from him, and embarking on several solo missions — of ridiculous span, and which everyone associated with the guild itself. Then, the bubble burst. Liq's guild came under heavy pressure from the watch, due to which, it soon crumbled, though the true reason stemmed from when Holasta stole the heirloom of the governor's wife, and as a result, incurring the greater man's wrath — Liq became embittered, blaming Redknife for the problem. And, in its anti-climax, Holasta's weird glory ended.

But, that means nothing to him. He went away for a good few decades to distant lands, throwing his trade and attempting to acquire fame and fortune, which eventually resulted in nothing. That means nothing to him, too, as Holasta came back to Toron as he could, under a thin guise, poorly built, and an absurd pseudonym.


PHYSICAL

Appearance: He is a man with a wide mouth, a toothy smile and thin lips, fitting for a person of good humour, complemented with modest wrinkles coming from his tendency to grin frequently. His eyes are tired, buried underneath a fair amount of wrinkles and wear, yet they shimmer with a determinate and energetic fire. His nose is uniquely hooked, large and distinct in appearance, making his face, while not necessarily handsome, at the very least decent and exceptional. His skin is a ruddy copper, in shade, and his hair a cool black, pulled into a ponytail, with the top front slicked back. His physique, at best, is slim, with the lean, wiry muscles of a man accustomed to testing his endurance, further accented by his height, though not great but an inch or two taller than the average man.

Weapons & Armor:

- A long cloak of proportioned length, so as to not hinder locomotion, but still serve enough span to use as a weapon.
- A dagger of fine quality.
- A messier, with a proper sword-hilt.

Items & Personal Belongings:

- A pair of goggles with smoked and tinted glasses.
- A pouch of herbs, bandages, and medical necessities.
- A satchel of assorted explosives.
- A fake moustache, adhesive, hair dye, skin powder, and kohl. Just in case.
- A set of dark, mottled-grey clothing, slim and tough.
- Belts and scabbards for weaponry.
- Tools for lockpicking

Skills & Abilities:

- Holasta is dexterous. His hands grips easily, and his feet drives quickly.
- Holasta is careful with shadows, and is wary enough to let not a single sliver of him flee unhindered to naked, unaware eyes. And, he's careful as equally with a knife too.
- Holasta is a very good jumper.
- He can handle explosives and other volatile armaments.
- He can lockpick
- He can pickpocket
- He has a very good stamina.

Spells & Magic:

- Holasta only wishes he had magic.
- If you count a magical, fantastical way of thinking, then, yes.
- Believe me, he knows nothing.

Weaknesses:

- Sometimes, he's indecisive, and despite being smarter than the average man, still suffers from flaws.
- He's not the most strongest man around, and while he can keep his ground with a sword and dirty tactics, expect little from him when it comes to brute force.
- Despite his boasting and reputation, on the contrary, he's quite irresponsible and clumsy when it comes to analysis, and thus, may miss details that are much obvious to a careful eye and two.
- He's reckless, sometimes, and quite crazy.
- Did I mention he's mad? Fulsome gambits that rely more on its shock factor than orderly dismantling is his specialty, and it's not always useful.


FLUFF

Hobbies:

- Travelling, adventuring, just damn exploring etc
- Collecting banners, crests, and flags

Quotes:

“Alas, I am undone.”

“Woe is me.”

Theme:


Name: Uriko
Aliases: Wild Child, Wolfboy, pup
Age: 7
Gender: Male
Race: Fae/Human(Lycanthropy)
Class: Beast/ Berserker

PERSONAL
Sexuality
: Aesexual
High Concept: Ball of energy who has to see it all.
Character Alignment: Chaos Good
Relatives: Finik-ko(Dad), Su-ko(S), Korako(S), Den-ko(B), Raiko(B), Dainko(B), Harako(S), Linko(S), Eric-ko(B), Susanko(S), Esmereldako(S), Josiko(S), Jamko(B), Ferako(S)
Organizations\Affiliations: None
Personality: Uriko is extremely trusting due to his naivete and lack of experience. He acts on impulse and instincts without putting much thought into his actions. He also has an unhealthy optimistic view on life; He fails to grasp the concept of dangerous situations.

Bio
: Uriko was born in a land across the sea to a man cursed with lycanthropy and a fae of the forest. Uriko was the youngest of the man's thirteen children and was the only child to be born half fae and with the lycanthropy affliction. One day while his father was gathering and his siblings packing up their campsite Uriko decided to go explore the elven ruins they had passed on their journey.

At the ruins Uriko found himself standing on a pedestal with ancient Elven runs craved into it. Before he knew it the horn on his forehead sparked and he was standing in a grassy meadow. The surroundings were much different than the thick canopies and rain forest that he was used to.

PHYSICAL
Appearance
: Uriko stands at 4'2". His bronze skin is darkened by the sun. His unkempt pink hair reaches five feet in length; it has locked and dreaded in several places. The edge of his eyelids are black, as if he were wearing eyeliner. His piercing amber eyes give off an aggressive look that betrays his playful nature. His small frame is dense with lean muscle that most children his age lack outside of labor slaves. While awake he has wolf ears that protrude from the top of his head replacing his human ears. He appears most human when he's asleep and all of his wolf features have receded. Such as his wolf ears and black lining of his eyes; the three inch horn in his forehead remains.
View attachment 372629

As a lycan Uriko's fur is crimson red with a lion like mane. He has spikes running down his back from his forehead to the midsection of his back. He stands 5"3'.
Weapons & Armor: None
Items & Personal Belongings:
-A lizard head necklace.
Skills & Abilities:
-Bilingual
-Great hunter
-Heightened senses (hearing, smell, night vision)

Spells & Magic:
-Lycanthropy (Genetic)
-Samson Hair: The longer his hair the stronger he is.(Each foot is a 2x multiplier. 1ft = x2. 3ft = x6. etc..)
-Nature's luck (Mother's protection): Nature tends to act in a way to prevent Uriko from taking serious damage from nature. Example: If drowning the current will carry him to shore. If he falls out a tree the earth would be softer than normal upon impact. On hot days the leaves of the forest would happen to be in just the right spot to protect him from the suns rays.

Weaknesses:
Constitution
-Easily Knocked out.
-Has no immunity to this part of the worlds sicknesses.
Poor Education
-Illiterate
-Speaks broken common.
Social
-Too trusting and optimistic.
-Culture shock.
Poor Hygiene
-Hair: Length hinders his mobility. Small bugs and parasites live in it. Loses strength when cut.
-Stinks: Only baths when forced to.
Genetics
-Lycanthropy- He transforms into a werewolf when he gets too excited. Sometimes induced by night terrors.
Horn- If broken he loses his "Natures Luck" ability.
Personality
-Over confident; doesn't kno whis limits.
-Overly optimistic and trusting.
-Get's lonely easily.
FLUFF (Optional)
Hobbies: Hunt and explore.
Quote\s: "Gaia is huge, see all we can!!" "LET'S EXPLORE!" "You weak, I strongest" "Winter no here, I take off. Yes?" "Your Parents... BORING!"

Theme:
Other:

keep-singing.regular.png
689414ae3277a9d0ecd30a42274a5da6.jpg

True Name: Valthomir Divante

Alias: Lion De'Tevir

Age: 30

Gender: Male

Race: Human

Class:
- The Wandering Swordsman > Bounty Hunter -
Valthomir, or Lion, is a military veteran who has escaped his home country in search of someone to protect, for it is the only way he can redeem himself. In the process, he has begun hunting bounties to get by, also hoping to rid as many wretched men of the world.

Sexuality: Heterosexual

High Concept:
A strong veteran looking to forgive himself and the sins he has committed by protecting the innocent around him and taking out the evils that cross his path.

Character Alignment: (Lawful Good no longer X) True Neutral

Relatives:
- Mother - Valeria Divante (Deceased)

- Father - Eustass Divante (Deceased)

- Wife - Maiya Divante (Deceased)

- Daughter - Liza Divante (Deceased)

- Daughter - Emma Divante (Deceased)

Organizations/Affiliations:
- Armageddon Army -
A strong country. Armageddon has earned its name from its many triumphs amongst wars fought on its own soil, neighboring the great nation of Rivinia. The Armageddon Army is known to the world as one of the strongest and most ruthless forces. Men of this army appear demonic and without empathy of any sort. They kill, never batting an eye, and destroy, never a feeling of remorse.
You would think that the men and women of a country's army were looked upon as great heroes... but no, not of this country. Not of Armageddon. The people of the land held only fear towards the Queen, Commander, and their soldiers. So many innocent lives taken... So many young lives cut short...

Personality:
Valthomir was a man raised to treat women like gold, as he once did his now deceased wife. He is honest, faithful, and to an extent, he is deadly. Quiet, the man speaks only when spoken to... for the most part, that is. He does for others as he wishes them to do for him. Valthomir is a man of his word, once serving in an army where disobedience resulted in the worst. He used to do what he thought was right... but to this day, he questions the said word's definition. Valthomir is no longer in his prime. In fact, he has met crisis, and is currently living in the meaning itself, wondering when someone will put him out of the misery that engulfs his being.
(Can be altered throughout the RP as people and things influence the way he acts and feels! Keep in touch with the CS!)

Backstory:
Valthomir was born and raised in the country of Armageddon, as were his mother and father. His father, much like himself after he came of age, served in the Armageddon Army as the strongest. Valthomir worked under the Queen, herself, as a personal guard when war was away. However, when hard times struck, Valthomir was called to battle, his mind wiped under a hidden spell that not even the Army Commander knew of. This spell made Valthomir unable to turn down any order. He did what he was told, and he did it as soon as he was told to. There was no turning it down.

Come the day that the Army Commander felt that Valthomir had informed his family of government secrecy, weapons they were building, plans they were drawing, and wars they were planning, he commanded that Valthomir murder his wife and children. Valthomir did as he was ordered. He slit the throat of his woman, and gutted the stomachs of his two daughters, presenting the three of their heads to the Queen with a smile on his face.

Come the day of the Queen's passing, where her only son poisoned her wine out of the desire for his crowning, Valthomir's spell was lifted. He stood in the royal garden beside two of his fellow soldiers. His memories returned. His actions and their influences fell upon his conscience, and the man dropped to his knees in a pit of horror. An ocean of tears drenched him and his armor while, in his hand, he held the blades which murdered his family. He was destroyed. His heart broken into uncountable pieces. A part of him that sought the better justice disappeared, and he desired a revenge that could never truly be since the Queen was already dead.

However, the Commander of Armageddon's army still stood. Knowing this, Valthomir took the man's life a thousand times. He mutilated his body as many times as he had taken an innocent life since joining the army. Since the spell was placed. Valthomir became lost. He abandoned the army and ran away. His head is now wanted for the murder of Commander Jax and the Royal Queen (he was blamed), but none may ever find him... he hopes. Valthomir escaped to the country of Rivinia, and began a life as a bounty hunter. He wishes only to redeem himself. He wishes for the memories gone... and hopes that one day he'll find someone else to protect, because with that, he may finally forgive himself.

Appearance:
Valthomir is a tall man, standing around six-foot-three, and is of firm posture. He holds his head high, shoulders back, and walks with a confident step. Never a smile on his face, he appears angry or stern. He seems to dislike anything around him. His hair is as black as the darkness in the mid of night, and his skin as pale as a snowy morning. Valthomir was born with a firm jaw like his father and golden eyes like his mother. His teeth are perfect thanks to royal treatment at the Armageddon Queen's side, and he keeps himself clean shaven. On the left of his head, his dark hair is brushed back behind his ear, while the right side drapes his face. His body lives covered in scars from battles after battles, and many from simple training as well. However, never has a weapon met with the skin on his face.

Weapons & Armor:
- Liza -
Valthomir's first sword, the one he uses most, is red and white at the hilt, its sheath black and wrapped in red ribbons.

- Emma -
Valthomir's second sword, the next one he ever pulls out in a fight, is red and black at the hilt. Its sheath is like Liza's, wrapped in red ribbons.

His armor is what you see in his picture. At first glance, you will notice his black robe, held closed by a decorative waistband and red sash. This sash is made of the same material from two dresses worn by his two daughters before they passed. You may also notice the two arm-guards that he is wearing. They are of the colors black, gold, and are marked with red emblems of great significance to him. These emblems represent an old story his wife once told his children about a boy who became unable to tell the truth no matter how hard he tried. They mean "A truth untold". Valthomir also wears a waist-hanger, made of leather, around him to carry his swords. They are both held only on his right hip because he is left-handed, but he has been trained to fight using his right hand as well. Underneath all of this black, Valthomir wears a white robe (it is slightly shorter than the first robe), the collar of it red, and a pair of black hammer pants. His pants begin to tighten around his knees and down, where they eventually tuck into a pair of black, steel-toed combat boots which reach the mid of his shins. Red dyes the laces of these boots to match the rest of the outfit. And that completes his look!

Personal Items:
- Rose Necklace -
Valthomir wears a bright red, women's necklace around his neck. It was a gift given to his wife before he joined the Armageddon Army... before he ruined her.

- Sash -
The red sash worn around Valthomir's waist, holding his top closed, is made from two red dresses that his twin girls used to wear. He sewed them together himself, telling himself to always remember to terrible things he's done.

- His Swords -
Valthomir always keeps his swords at his side. It doesn't matter the occasion or what he is wearing, he always makes sure to keep them near.

- Satchel -
This satchel is something he casually bought for himself at a store within the town of Loudwater before he headed out on a hunt. He uses it to carry simple things like coin, snacks, antiques that interest him, and other small things.

- Leather Canteen -
This is to carry whatever drink Valthomir desires when filling it up. Most of the time it's water, but as a veteran, he enjoys a good liquor every now and then. The only downside to this canteen it that it leaks over time.

Skills/Abilities:
- The Flute -
Valthomir can play any song he wishes to play on a flute. While he doesn't have one of his own, he used to as a child, and he would practice it every day. All it takes is to hear a new song once or twice, and he'll have it down.

- Swordsmanship -
Valthomir is a skilled swordsman in many ways. He can wield only one, or he can wield two. To be honest, he could probably do more than that, but it would look sloppy. His swing is deadly, shown in the multiples of beheaded men from his past and cleared bounties.

- Speed/Physical Strength -
Valthomir was trained for many years to be one of the strongest soldiers within the Armageddon Army. Days upon nights of exercise are required to be the best. Five hours out of a week, the men were allowed relaxation, but during this time they were forced to study tactical advantages.

- Prediction -
He can almost know exactly what his opponent will do next, allowing him to act first. This comes from keen observation and a strong sense of focus. If one looks hard enough, they can see a muscle react before any moves are made, and this is how Valthomir does it. Of course, under clothing it's hard to see, but that is where his speed comes in. As soon as his opponent moves, Valthomir does, too.

Spells/Magic:
- Razor Wind -
With a swing of his sword or swords, Valthomir can cut something from a distance using a blade of wind that is drawn by the swing. This wind is just as deadly as contact with the direct steel of the swords, but it can only reach so far before dying out.

- A Delayed Cut -
Only using his razor wind ability, Valthomir can slice a person across the chest without hurting them immediately. The damage is delayed until he sheathes his sword, and when this is done, the cut may appear.

- Dulled Blades -
Using his ki, Valthomir can command his swords not to cut, but he must touch them to do it. If the swords are taken from him during this time, they will remain dull even in the hands of others. Until Valthomir touches them again, commanding that they cut, the swords will not work. However, if the sword are taken in their natural state, they will work no matter who wields them.

- Vertigo -
With his voice, Valthomir can induce vertigo in anyone around him within a thirty-foot radius. Vertigo is the sensation of dizziness, whirling, a loss of balance, and nausea. It may even cause one to lose consciousness if exposed to it for long enough. This ability may only work, though, if it can be heard. So, depending on how loud he is speaking, someone may not hear him. One can cover their ears or place a magical barrier around themselves to avoid this power. Or they could just be deaf...

- Absolute Cut -
No matter what may cross his path or stand in his way, Valthomir can cut it. Even the strongest steels are but a leaf at the ends of his blades. He can slice diamond if need be, but it plays a hard part on the swords. It isn't impossible for them to break from such daring feats.

Weaknesses:
- Loyalty -
Valthomir, once pledging his honor to someone, will go to the utmost extents to protect this person. No matter what the cause or outcome, he will do what is necessary to keep someone out of harms way, even if it costs him his life. He will do as he is told, never stepping down unless it proves entirely necessary. He fights only for the good of others, not their evil.

- Vertigo -
Valthomir's vertigo only works if it can be heard. It will not work on someone who is deaf. If someone shields their ears, he can get louder and it still work, but if they cannot hear him whatsoever, the ability is a dud. This also only works within a thirty-foot radius.

- Rose Necklace -
Taking this necklace from him may send him into distress, for it is the only thing he has left of the wife he murdered. The same goes for the sash around his waist, but he would live without it. Valthomir would even surrender a fight just to have this necklace returned to him, for his pride means so little compared to the sins he has committed.

- Razor Wind -
The wind produced by his blades may only reach so far before dying out, but they are capable of cutting through nearly anything, even steel and diamond. However, even with this attempt, the swords can break. Just because it isn't direct contact on the blades, it is the power in the swing that does it.

- Dulled Blades -
While the swords cannot cut in this state, they may still stab. Picture they've been turned into a bamboo sword. You can still beat someone to death with them, but you won't be able to cut them in half... maybe.

Hobbies:
- Playing the flute
- Training
- Meditation
- Walking through fields

Quote: "Even as a former soldier, I cannot answer your questions of war. I have met the tops of the world's highest mountains, and still know not where the sky begins. I have swam as deep into the ocean as God, himself, would allow, but continue to question where it ends. I have killed a thousand men and have regretted every life... but continue to do it again. I do it for good, but it always feels wrong... so why? Why do we fight?... I ask you this, but you cannot answer. All I can do it thank you. Thank you for the evils you've committed. It eases me to know that I rid another of your kind from this earth. Maybe one day... I, too, will be rid of." - Valthomir as he beheaded a wretched assassin

Theme:


Kylesar1 Kylesar1 @Paint The Wind
BASIC INFORMATION
Name
: Uriel
Aliases:
  • Golem
  • Pebble
Age: Half a Year
Gender: Genderless
Race: Beta-Golem: This kind of Golem is very similar to other ones in appearance but the difference is that the Beta's were given a human soul, whether through a sacrifice of another human or the master wanting to reach a form of immortality the golems themselves don't know how they got the human soul. For Beta-Golem's they awake fully formed life before they were gifted a human soul is lost to them all they remember is the name of the soul that was placed in them as it is embedded in their body somewhere, because betas are objects of magic and can only be made with powerful magic they have an easy understanding of most nature magic, although they don't know any high level spells most of their magic involves mostly innocent spells and tricks.
Class: Golem: Carries the burden and objects of their master, like a pack mule but stronger and faster.

PERSONAL
Sexuality
: Asexual
High Concept: A 3-foot tall teddy bear.
Character Alignment: True Neutral
Relatives: N/a
Organizations\Affiliations: Merchants Association
Personality: Uriel is very bland as they don't truly know why or what they are, Uriel itself is filled with flaws and questions but lacks the ability and knowhow to seek the answers. While Uriel is very inquisitive they still have the mind of a child and often times act as one being very immature despite its appearance. As it stands now Uriel is dependent on other people for shelter and to learn how to act around other people. Despite all of this Uriel stays very friendly around humans as it sees no difference between itself and a human, elves and other races scare it often times causing Uriel to run away in fear.
Bio: Uriel awoke half a year ago next to a burning down cottage in the woods, it new not why the cottage was burning down but a deep fear of fire slowly edged him away from the burning malice. Uriel wandered until they came to a nearby town the people weren't scared of it but instead acted like Uriel was just another golem, they ordered it to get back to the golem hut there they stayed for a week until Uriel was sold off to some merchants. There Uriel wandered with them acting as a pack mule carrying their cargo, eventually, the merchants noticed that were ever Uriel stood the grass and trees would slowly start to point towards it, almost as if nature itself was reaching forward trying to grab Uriel. Slowly vines started to grow out of the ground wrapping themselves around Uriel's ankle before they stepped out of them confused about why the grass was trying to trap it.

A month after that Uriel was off nearby the tree side one night while the merchants were resting, in the distance the merchants were talking about the town where they originally bought Uriel, apparently, it had all burned down not a week after they left with the golem. Uriel, not paying attention to them raised its boulder hand touching a tree the leaves swayed back and forth as the tree slowly started to crunch and morph into a humanlike appearance the leaves making long flowing hair upon a female body. Uriel looked up at the tree removing its hand wondering if it had parents starting to think more about where it came from Uriel heard an explosion back at the camp looking back it saw nothing but fire and flames of the merchants camp. Filled with fear of the eternal flame ever following Uriel it ran away from the camp trying to stay off of the main roads.

PHYSICAL
Appearance
:
garden_golem_by_andrewmcintoshart-d8agbqw.jpg

Weapons & Armor: Stone Exterior: Uriel's body is made of condensed stone making it like armor around its body.
Items & Personal Belongings: A couple of animals that like to Follow Uriel around religiously.
Skills & Abilities:
  • +Knock Knock!: Uriel can break through most wooden doors if need be, often times it will try to knock on the door as humans do but instead its fist will slam straight through.
  • +Roll Out!: The rocks, rocks, and vines that makeup Uriels body morph and shape itself into one giant rock, with this he can roll at twice its walking speed.
  • -Good Luck!: Uriel runs from most combat situations.
Spells & Magic:
  • +Nature Magic: Uriel has a natural gift with nature magic although it hasn't actually studied magic so it has a lot to learn.
  • +Animal Communication: Uriel cant talk and say actual words but it can communicate with most small animals, but anything bigger than a small dog it loses its effect, will improve with training and time.
  • +Evolution: If Uriel likes something they can magically attach it to there body the object will then stay there until Uriel removes it.
Weaknesses:
  • -Fear of Fire
  • -Thinks a lot about what they are
  • -No Combat Experience
  • -Not Tall
  • -Big Child
  • -Wants a Parent Figure similar to itself

FLUFF
Theme
:
CRUSADER MUSIC :3


Name: Quinn Iscariot
Aliases: The Bedtime Killer
Age: 4 years
Gender: Genderless (Female form)
Race: Shadow. A shadow is a being created out of the shadow of a powerful, mostly dark, magic user and the soul or souls of any number of people. They act as companions, servants, minions, or mediums. The shadow's form, powers, personality, and skills are a reflection of their creator, for obvious reasons. The only unique aspect of a shadow is their physical aesthetic and form which can be changed upon request of their creator. The shadow is, most plainly put, a shadow of their creator. Upon the death of their creator a shadow is freed unless the creator decides the shadow is to die with them for whatever reason. A freed shadow begins to develop their own identity within the day of their creator's death, but feel a longing to belong to someone over time. They can attach themselves to a new humanoid host, developing attributes and obtaining similarities in powers and skills, becoming the new host's shadow. A shadow without a host will fade into nothingness after a few decades depending on the number of souls used to create the shadow.
Class: Sorcerer

PERSONAL
Sexuality
: Asexual. Shadows will only do the do if commanded by their host.
High Concept: A lost soul looking for someone to love and some place to call home.
Character Alignment: Lawful Neutral. All shadows are inherently Lawful since they live only to serve their hosts. Their alignment changes depending on their experiences during the time they are freed.
Relatives: Lily Iscariot (Host/Mother - Deceased)
Organizations\Affiliations: None
Personality: Quinn is a very simple creature. The only things they enjoy are singing, bathing, and serving their host. They have no conscience or sense of right or wrong since they've never been taught such things. Quinn rarely gets angry and normally just has mild temper tantrums like a child if they run into a problem they can't easily solve. They are extremely ignorant, having learned nothing but how to be a servant. Quinn is very curious and wants to see and touch and taste and smell as much as she can to figure out the world. Quinn acts very much like a child more often than not in almost every situation because of their age. They are very quiet, rarely speaking of their own accord. Quinn has a fondness for cute things and children because of their first host's fondness for such things.
Bio: Quinn was created by Lily, a powerful elf sorceress, in a ritual by accident in an attempt to bring Lily's dead child back to life using a unique mixture of light and dark magics. Quinn spent many years in isolation with Lily quite happily despite the apparent failure of the ritual's intended meaning. Lily held in her a hidden sadness that led to Quinn watching their creator die slowly of depression due to the lack of the child Lily always wanted. Quinn, holding the connection to Lily's souls, felt her pain and spent Lily's last days alive by her side in a futile attempt to fill the hole in their creator's life.

With Lily's dying breath she told Quinn to keep the book that held the forbidden knowledge that created Quinn and make sure it didn't fall into the wrong hands. Quinn, seeing their creator lying dead, left the protection of their home for the first time ever after 2 years and found themselves in the snowy city Lathbora Viran. With great, but sadly futile, determination, Quinn set off, moving through the shadows to look for the child Lily never had the chance to have. Over the next two years Quinn moved from city to city across the lands, targeting children with dark hair or blue eyes similar to how Lily's lost child looked, singing hypnotically beautiful lullabies to put children into a sleep deep enough for Quinn to attempt to link themselves to children in the middle of the night.

As a result, few but enough children began dying for rumors of The Bedtime Killer to scatter across both the elven and human lands. Quinn's singing being one of the biggest indicators and fears talked about in the stories of The Bedtime Killer.

PHYSICAL
Appearance:
nocturne_by_loish-dak2qvj.png

Weapons & Armor
: Their magic.
Items & Personal Belongings: The book containing the steps and process of creating a Shadow
Skills & Abilities:
  • Singing
  • Sneaking
  • Hiding
  • Evading
Spells & Magic:
  • Master of Dark Magic: Quinn can cast powerful dark magic.
  • Master of Light Magic: Quinn can cast powerful light magic.
  • Adaptive Mimic: Quinn will obtain and retain the powers of their host after a period of time, and they can change their physical appearance according to their host's request.
  • Incorporeal Pouch: Quinn can store one item of average size at a time within themselves for safe keeping
  • Shadow Walk: Quinn can travel through shadows and darkness, becoming incorporeal during this time.
  • Soul Link: Quinn holds a soul bonding link to their host granting the host unique powers through them which include: Quinn's host can link to Quinn's five senses at any point in time, the two hold a telepathic bond, Quinn can infuse themselves with their host granting them empowered magic. Quinn must be within 100 yards of their host for the powers to work.
  • Soul Tether: Quinn may attempt to connect to a new humanoid host at anytime if they are not already claimed or if the potential host allows them.
  • Siren's Song: Quinn's songs and harmonizing can lure single individuals at a time, lowering their guard and drawing them towards her or putting them into a deep peaceful slumber. The older the target, the greater able the target can resist if they are aware of the spell.
Weaknesses:
  • Skilled But Not Experienced: Quinn's magic is extremely potent and strong but lack of proper training and any experience using it has left them able to use only the most basic of spells.
  • Chains And Whips Excite Me: Being a Shadow, Quinn must obey their host and cannot actively do anything without approval.
  • Till Death Do Us Part: Quinn cannot leave their host for a new one and will go so far as to sacrifice themselves if need be to protect their host, or if commanded.
  • Close Enough: Quinn has an innate desire to serve and, until they have a host, will obey most commands given to them by others.
  • Glass Jaw, Trick Knee, And Weak Link: Quinn is highly sensitive to physical trauma.
  • Yielding To All: Quinn will immediately yield or surrender in any situation if they find no other way to avoid being physically harmed.
  • Real Enough: Quinn becomes tangible if detected while shadow walking.
  • Curiosity Killed The Cat: Quinn's curious nature can lead her to making less than smart decisions which often end up getting her in trouble.
  • It's Not Me, It's You: Quinn must break their connection to their host upon command.
  • What Consent Looks Like: Anyone can reject Quinn's Soul Tethering attempts if they so desire.
  • Not So Good With Kids: Quinn's Soul Tethering can potentially kill children, babies, and adolescents.
  • Mamma's Girl: Quinn isn't very good with learning unless they have a host metaphorically holding their hand.

FLUFF
Hobbies
:
  • Singing
  • Bathing
Quote\s: "I love the way little ones look when they sleep. So peaceful, so delicate."
Other: Quinn enjoys bathing in the fountains of cities and towns.


BASIC INFORMATION

Name: El Zafiro Riviera.
Aliases: A man like him needs no nicknames for he is El Zafiro, the man of every woman's dream! Although, some men try to make a mockery of him by calling him 'The Riviera Kid' as a why of trying to make him seem more immature and undesirable to women - not that it works, of course.
Age: 23.
Gender: My gods is he a male. He is the male-iest male that ever maled.
Race: Human.
Class: Spellsword, technically.

PERSONAL
Sexuality: Lucky for all the ladies, heterosexual.
High Concept: The most handsome, interesting and lovable guy that ever lived. At least, to the ladies.
Character Alignment: Chaotic Good.
Relatives: He is an only child, who's mother died while very young, and who's father is an old 'loony' scientist.
Organizations\Affiliations: No one, really.
Personality: Zafiro is a very confident guy. He doesn't believe himself to be the best man to ever live, but he certainly believes that he is on the higher scale of it. While he radiates masculinity and power, he does display more delicate and subtle traits too. He, despite what first appearances may hold, isn't really big headed or snobbish - he often acts out of charity or to help people out. He is respecting of women as he wants women to love him for who he is. So far, he has not found a woman that he finds attractive, as he prefers beauty of the mind and soul over the beauty of the body (not that he would refuse a beautiful woman, of course). He does flatter and flirt a lot, yes, but it doesn't tend to be very serious. He is also surprisingly intellectual and while he couldn't rub shoulders with the smartest and wisest of mages, he knows how to open a book and interpret its meaning - no matter how complex. In any case, he could probably convince someone to help him anyhow.

In short, a surprisingly pleasant man.

Backstory: Zafiro was born under fortunate circumstances. He was born to a wealthy and successful family, with all the amenities that a king would enjoy. While his mother died due to sickness while Zafiro was very young, he was fortunate enough to be so young as to not remember any of it. Despite his father's grief, he worked diligently to take care of his son with the wealth he had built up from his years of magical research and thaumaturgy advances. While his father was a master in his field, however, in his older years he could not explore as many places as he could and as a result his latter theories could not be proven, or he himself could not disprove them while others could. As a result, he became known across the field as a doddering old fool who was losing it in his latter years. With one final sigh, Zafiro's father hung up his hat as his latest theory of the origins of elemental magic was simply labelled as 'a lunatic's ramblings'.

This upset Zafiro, as he knew that he was still as sane as any other man his age. Therefore, one night, he took his father's sword, a small portion of wealth and his father's latest research notes and left a note saying that he will prove everyone wrong for him. Within just a few years, his research was already proving to be accurate as he managed to track down what the ancient books referred to as 'the embodiment of water magic' - a beautiful water Primordial named Deja. Zafiro found the water woman fascinating, but not as fascinating as the water woman found him - she had never seen a human male before. The pair got to talking, first starting off with confirmation of theories and other more academic questioning, but soon got into more...private conversation. Zafiro soon worked out what Deja wanted and politely shut her down, simply stating that 'it could never work between a human and a Primordial'. Deja agreed, to which Zafiro felt guilty, but as he left she gave him one last gift - the gift of water mastery.

Now, with his father's name clear once again, he journeys to find the other three Primordials to...well, he hasn't figured it out yet. He is, however, enjoying some time off...at least, that's what he intended. Who knows what will really happen!

PHYSICAL
Weapons & Armor: Under his illustrious uniform he wears a special mail made from the scales of a quicksilver dragon. Not only do the scales look beautiful in the light, further amplifying his own beauty, the armour provides Zafiro with a comfortable, unrestricting suit of average defense with a nice bonus that is helps provide resistance against magic in general - useful when you want to get close to the mage of the group to stop them attacking everyone. However, the armour itself also cannot be enchanted or magically buffed in any way.

He also owns a beautiful sword, brutish in nature yet elegant and intricate in its own way, named the Eversword. Originally his father's, the sword was rune enchanted, which glow green in combat, to be completely unfazed by any sort of magic that could alter it, like telekinesis, heat metal, magnetism or anything like that while also being indestructible. The blade itself is made from a very rare steel made from meteoric iron, giving it a strange sheen like no other sword has, with the hilt itself being made of an otherworldly astral silver, used by beings from the Astral Plane such as githyanki and so on. The sword itself, including the enchantment, is easily worth a good 50,000-100,000 gold pieces from a collector's point of view. Zafiro believes it to be so beautiful that no scabbard in the world could match its beauty and as a result he usually keeps it on display on his belt - which he has no worries about as it glows green and makes even the most adept of thieves clumsy as sh*t if they touch it (the effect of which is provided by the githyanki silver hilt).


Items & Personal Belongings: He owns several coin pouches, more likely to be filled with gold or even platinum pieces than coppers or silvers - heck, he even has a pouch dedicated to gemstones as they are a way of carrying hundreds of gold pieces worth easily. He is rich, in other words. However, he also owns a tatty old journal, of his dad, that contains odd ramblings about theories of magic and the like, and is often seen with books cross checking the information from it. Of course, he also owns the standard backpack of adventurers.

Skills & Abilities: He is fairly adept at swordplay, not at a master level but definitely better than the average bandit, but his real skill is in charisma - it's how he makes so much money these days. He is an expert in the fields of barter, talking to women (and men if he really has to) and can adapt his own personality to suit another's to make quick friends. He also knows everything there needs to be known about water magic, even if he cannot apply the knowledge himself.

Spells & Magic: Zafiro has basic elemental manipulation (as of writing this, he has just water) and as a result can control it, produce it and even reflect it in an area around him. He cannot change the properties of the element (at least, not at the time of writing this) but can manipulate it as he pleases.

Weaknesses: He can sometimes underestimate foes a bit and is somewhat weakened if the foe is a man. I think you can work out why.

FLUFF
Hobbies: Preening, chatting up the ladies, etcetera. However, he does have a secret academic side and can be often seen late at night in the local library doing research.
Quote\s: "You are attracted by the appearance, but you fall in love with the detail.", "A wise man says little, for a wise man knows what to say." and his personal favourite - "You must be an amazing thief - I did not even feel you steal my heart."



BASIC INFORMATION
Name
: Kondor DeFlakingo
Aliases: Kon, Doredom
Age:18
Gender: Male
Race: High Human - More or less, a slang term when it is known that one of the parents was a different race; however, it is unidentified what. Though the result is a High Human, something that looks and acts like a human.
Class: Broker Theuligist / Fighter

PERSONAL
Sexuality
: Straight
High Concept: Watch out! I think...Yeah, yeah! HAHHAHAA
Character Alignment: Neutral Evil
Relatives: A mother named Ara-bello, and a cousin named Fina.
Organizations\Affiliations: N/A
Personality: Someone who really wants to be a high thinker, humbly, supposedly. Not the best social reader but knows how to and love to work a crowd. A tendency to look at things at worst case, always believing the opposition has the upper hand. He does have a strong emphasis on family values; however, he will see anyone showing them themselves as a threat. He will hate anyone that even tries to be similar to him; he strives to create and bring the world to his greatness.
Bio: Born to a mother who didn't know quite what to do with him. The mother was not known as someone who got around; she had no idea she was pregnant. Luckily, he was born into a wealthy family of magicians. They were great fierce fire magicians that had lived in the same house for years. As quotes and stories were passed on about the glory of the family's past. Kondor felt a bit less comfortable with the knowledge that he couldn't quite do fire magic. The family was understanding and tried to push him to try other forms. Though he felt a need to bring glory to the family with the family's way. The path he would walk can be a bit different, but he needed to keep the blood moving forward proudly. A miracle appeared as an old accountant was visiting the town on some old and broken legs last days. Due to a scuffle of trying to find a math tutor, Kondor was able to learn to some brilliant tricks from the accountant... Which he took as his potential to go on a journey to find an easier way to make fire.

PHYSICAL
Appearance
:
5757769814d742448fea7d5f1c7daa46.jpg

Weapons & Armor: Carbon and Magic Resistant Cloth: A white hood that is able to half the damage of any physical attack and mitigates effects of spells and charmed weapons. The cloth does have the hindrance of spells from wearer needing more energy.
Bandage Appendage: The bandage around his body are made to stretch and condense like steel upon impact. These greatl helps his hand-to-hand combat and extends to a more mid-range. These bandages allow him to be better able to tackle swordsman.
Items & Personal Belongings: Spell Dictionary: A dictionary of all spells. Conversion Table: A book filled with conversion rates of different types of magic written by the accountant.
Skills & Abilities: He is far more than adequate on hand-to-hand combat and an abnormal tolerance to physical pain not caused by magic.
Spells & Magic:
-Loan Magic: He is able to barter for loaning of magic skills from other magicians or craftsman who have made a magical weapon. What he gives away has to be a higher value than what he asks for. Title Loan Exchange - He offers an object he owns for use of magic from other use once. Open-Ended - He can pay back objects and/or energy over any period time to be able to use magic any given time, this form of loaning allows loaning magicians/craftsman to still use their own magic though it can only be used at a higher level than the level he uses at any given time: Example, summoning a flame no bigger than his hand will not allow the other magician to create a flame of equal or lesser size. Bankruptcy - He ends all agreements. All Magicians regain all their magic back. He becomes physically healed and regains all strength.

- Currently has an Open-Ended loan with his cousin Finna who can use fire magic
Weaknesses:
-He feels insecure once a social leader that isn't him arises.
-He is scared of the thought of other families.
- He becomes frazzled at the thought of a child near danger, to the point where he can barely act.
FLUFF

Theme:


Black-Knight-default.png


BASIC INFORMATION
Name
: Areon L. Doomsday
Aliases: General, Captain, Mr. Doomsday, The Black Knight
Age: 37
Gender: Male
Race: Human
Class: Knight
Sexuality: Asexual
High Concept: A knight captain at long last after a grueling ten years service has left and with what he saved over the years, bought a new home. A castle in a forest, fit for a lonely man seeking a peaceful life.
Character Alignment: Lawful Good
Relatives: All dead except his nephew
Organizations\Affiliations: Red Phoenix Army, a companion named Caesar
Personality: Doomsday is quite a lovely man who cares for people and is willing to help his comrades. Apparently, this is not who he used to be, he had changed and turned into a warm-hearted husband-like figure. He's strict and scary when his visitors are breaking the house regulations. He gets mad if his house is greatly ruined and destroyed. Though he is immune to high pressure but weak against annoying pests that disturbs his peace. Plus he is honored and proud of his knight background.
Appearance:

latest

Doomsday's handsome face since his last mission (ten years back).

latest

His back has a phoenix tatoo, resembling the Red Phoenix Army (The RPA).

Bio: Doomsday was a peasant boy back in the days. He has been beaten and ended up with a sore leg. He eventually was unable to walk for the past seven weeks. He kept under a tree which is his hiding spot from the village scums. He eventually met a man in the same position as him. His name was Doomsday. He asked why he isn't a soldier. And his response was "I am weak". The young doomsday and the other doomsday slowly get to know each other by day and day. The young doomsday's real name was "Luis". Luis at some point held a shovel so long as he kept staring at his unfazed smile. His corpse was hanging from the pole. It was horrifying. So he headed back home and dug him into the earth. Where he can never reach the surface.

Five years later, Luis went under the guise of Areon Doomsday. He wants to accomplish his dream and make the name spread around town. In becoming a soldier, he greatly rose his position in becoming a knight captain when he turned 25.

After defeating a terrifying sorcerer, he no longer holds his position. He retired at some point, hiding his reasons behind his agreement. Since then he also no longer fought over two years. He apparently lives in a castle of his dreams. A peaceful life.

Weapons & Armor:
  • Doomsday's sword (current): Found in a chest of the former house owner, never knows its functions despite knowing it's a powerful and legendary weapon. His sword has its own magic properties stored within the hilt. With concentration, the tip of the blade is able to rip space apart, used to trap or transport himself into a pocket dimension, a place where one can live for all eternity without aging or drop of thirst and hunger. Some unexplored functions can be possibly explored by the user.
  • General's Calibur: Kept in his house in a safe closet where it is clean and tidy. Doomsday polish it every day and hates to see a single speck of dust appearing on the shiny blade.
  • Doomsday's (enchanted) cloak: Enchanted by an (unknown) sorcerer which Doomsday killed in his last mission, and it is used to cloak user's presence, even magic to the point making himself untraceable. Only functions at night. During the day, the user is traceable.

Items & Personal Belongings:
  • Ancient Dragon Whistle: With this device allows the user to summon an ancient dragon of the old. Doomsday picked this up in a dungeon, this whistle literally summons a storm dragon that can anger a storm with over a thousand volts. Rain may start, and its properties can control with ease. (Might possibly be a potential threat, this is used in emergencies)
  • Wyvern Whistle: With this device allows the user to summon a tamed wyvern. The wyvern must be properly tamed in order to be summoned. If one may die, Doomsday had to tame another wyvern.
  • Talking Orb (or whatever you call it): With this device allows the user to communicate a network from far distances using magic to fuel the sphere. Both hands must be pressed onto the orb to function, either way, one hand may reach a short distance, and it must require another orb for his communicators. (Already have two, there is one at his house just in case)
  • Water: Doomsday usually carries a sack containing water for his travels.

Skills & Abilities:
  • House Husband: Doomsday's talents are doing the house chores; cleaning the house, cleaning windows, and such. Since he left his position as a general he has very good cooking skills who is able to bake cookies and make tarts that are so delicious to the human tongue.
  • Swordsmanship: As a former knight, Doomsday mastered swordsmanship for twenty years.
  • Charm: As a former knight captain, he has charm in companionship and is able to bring a collapsed army to its former state.
  • Language: Doomsday is able to read and speak almost any language.
  • Strength: Doomsday's strength is at the peak of the human race. He is able to hold a log and a giant rock with ease. No heavier than a dragon. This only applies when he's been greatly provoked.
  • Gardener: Doomsday went to a gardening school to learn how to grow vegetables and plants to raise his skill as a servant. Some additional skills are learned as part of the garden.

Spells & Magic:
  • Fly: a magic spell to allow the user to fly. This is unlimited since it requires less amount of magic energy to supply.
  • Aura Vine/Chain: a mid-tier magic spell to allow the user to create a size-shifting rope or chains made of orange light. (length may go up to 50 meters) It is used to capture and grasp things and also to bind enemies. Even it has various use and purposes.
  • Aura shield medium: a low-tier magic spell to allow the user to create a fragile barrier to medium to powerful attacks. It is strong enough to shield the user from a strong force or an aftermath of an impact.
  • Double Mirror: a mid-tier magic spell to allow the user to produce a doppelganger of himself. The clone may last for a whole day or after a decisive blow by the enemy. In the process, it may vanish without a trace.

Weaknesses: The inability to kill a person, black magic, hitting a woman, cheap tricks, evil oriented beings, powerful opponents, ruining his reputation/position
Hobbies: Baking cookies, shopping, making the house pretty, making new friends
Quote\s: "Stop interfering my life!"
Other: He has an apron at home, he would wear them when he's baking cookies. Sometimes he left his apron hanging around his armor.

BASIC INFORMATION
Name
: Xonrot
Aliases: Iron horse.
Age: 87 years
Gender: Male
Race: Draconian: The draconian shifter is a species that has formed as the blood of dragons and other species have intertwined over many generations, their blood being what some would call the perfect mixture. As they have the same links to the arcane world as a dragon, while the same ability to function fully in a land barren of energy. They are naturals at magic and commonly take up a class similar to the spellsword. With a slight catch, every once in a while they can turn into their dragon form at will, though it takes time to recover from such a transformation and they must return to their normal form by the end of a four hour period.
Class: Dragon Knight.

PERSONAL
Sexuality
: Straight
High Concept: A giant youngling.
Character Alignment: Chaos good
Relatives: None known
Organizations\Affiliations: No-one.
Personality: His personality is one that is hard to examine. As at times he can be among the most serious people one could know. While other times he could be the largest fool you know. Though he does try to stay neutral at all times. He is also at times curious about the world around him. Especially should he see anywhere he hasn't been before.
Bio: His family was one where few people even heard of them, though rumor has it that they where killed in battle and he was sent to an orphanage that was fairly far away. Where he was slow to grow compared to others, as eventually he was hidden from others until a new person took over the orphanage. Allowing him to surface again as he spent an easy twenty years in the 'backroom'. Looking much alike a mid-teenager...Though he had a few aspects where he would have to wear long sleeve shirts and pants constantly.

PHYSICAL
Appearance
: He stands at about 5'8 currently, his skin being fairly tan as he normally wears a cloak which covers his torso and most of his legs. Falling short at just about the knees where his pants continue on to cover his skin down to his feet. Which are covered by a pair of leather boots that allow for decent maneuverability with decent protection. As his face has a few sharp features that give away his bloodline to anyone well versed in his species. As his ears end in slight points with a few ridges built into them which don't quite look right. Though under his cloak on his arms and torso to his feet are scales which work much like that of a true dragon.
Weapons & Armor: A spear that reaches out to five feet.

His armor is his own scales...They are as strong as iron easily and protect with extreme efficiency against slashing blows.
Items & Personal Belongings: A special stone he holds...Helps to make his transformations easier.
Skills & Abilities: He can surprisingly stalk nearly silently. While he has a slight silver tongue when he wants to use it.
Spells & Magic: Shapeshift: He can transform into the form of his bloodline. A transformation which is normally extremely taxing on his body and has a limit of use being once every few days and only lasts for a few hours.
Fire breath: He can summon forth the flames from his dragon form in his 'true' form once every few minutes. The flames are only hot enough to burn leather and heat iron armor up to the point where it's uncomfortable to hold.
Weaknesses: While he may seem otherwise. He is fairly unexperienced with true combat. Should he fall into a full out battle he may make many mistakes when it starts to 'dragon'.
As his pride is one of a weak stature as well. As should one managed to make him doubt himself it would cause a full decline on his effectiveness.

FLUFF (With peanut butter or naw?)
Hobbies: (to be found out)
Quote\s: (Notable things that the character has said, that may show off their personality or speech type)
Other:

Important Links
IC
OOC
CS
LORE

BASIC INFORMATION
Name
: Alexandra Snow

Aliases: Lex of the Rose, Lex, Alex.
Age: 27
Gender: Female
Race: Succubus
Class: Assassin

PERSONAL
Sexuality
: no preference
High Concept: A silver tongued harlet who gets more out of killing than the life she steals.
Character Alignment: Neutral Evil
Relatives: no living relatives
Organizations\Affiliations: Hidden Petals
Personality: Alexandra is a strong willed individual with a silver laced tongue and strength of mind to kill without batting an eye. While her looks are one part of her natural ability to get in close she is more than skilled with her choice of weapon, as long as she can keep her opponent at a slight distance. Her techniques still rely on her beauty though, what she is willing to do to get to a target but like all assassins there is a point when she is vulnerable, if she is recognized or found at when she is setting a honey trap it leaves her wide open. While being flexible, quick witted and precise she isn’t physically strong.

Bio: Alexandra was taken by the leader of the Hidden pedals out of mercy for killing her parents and was raised by the same man. While being taught everything that he had known she was also taugh how to act in a noble manner as well as how to perform if the need arose to deal with a target. Just as the art of a silent kill was taught to her she was also given normal and advanced schooling to fit in on any assignment. On her twentieth birthday when he training had finished she made her first kill and was given her first tattoo, which was customary in the group. By twenty five she had already killed more than twenty targets, all without leaving a trace that she was even there. Yet upon finishing a mission that year she had received news that their leader had passed away, which upon returning to their hideout left her feeling vulnerable for the first time, no successor had been named yet, a trial and vote had to be held first. In the end of the trial Alexandra had lost to the final opponent and was voted down due to her lack of experience. Nobly accepting the position she was granted the title of second as well as her former master and leaders scythe.

PHYSICAL
Appearance
: View attachment 381611
Weapons & Armor: scythe above as well as leather vambrances and leggings
Items & Personal Belongings: a silver anklet with roses and thorns etched into it.
Skills & Abilities: pickpocketing, lockpicking, sneaking.
Spells & Magic: Crimson Dervish: a volley of red energy slashed sent out from her scythe.
Attract: a spell used to entice, manipulate and loosen up a target through eye contact or a kiss.
Strengthen: a spell used put a barrier on her body to lessen or absorb an attack spells damage based on the strength of the spell.
Summon weapon: just as it says she can summon her scythe regardless of her location.
Gear exchange: she can change her clothing based on what she has the spell bound to back at the base.
Weaknesses: Has a tendency to get emotionally attached to those near the target or the target themselves. Her obsession with blood. Being physically warn out after “tricking” her opponents into bed and draining them, she’s barely able to move.

FLUFF (Optional)
Hobbies: If she isn’t drinking or relaxing in the sun she spends the rest of her time feeding on those she picks up in bars or helping out at orphanages in small and major towns/cities.
Quote\s: (Notable things that the character has said, that may show off their personality or speech type)
Other:​

HEY PEOPLE. First and foremost, Happy New Years.

The thing I'm doing here is Roll Call. I need to know who's in and who's not. With the new year in and Christmas done, I'm planning for this RP to start up Full Steam, and I need to delete any CS of those who are no longer interested.

Also, I'm looking to start up some sideplots unrelated to the main group (and you people should start up some sideplots as well so I can join in on it). With Christmas right there, I didn't get the chance to flesh out any new storylines or sideplots

Whether you're in or not, tag me and tell me
 
I apologize for my absence without a word of notices. I owe you guys that much at least.
there is a lot for me to catch up on, then figure out how to plug Uriko back in.(Which I already have an idea that could work).
 
I apologize for my absence without a word of notices. I owe you guys that much at least.
there is a lot for me to catch up on, then figure out how to plug Uriko back in.(Which I already have an idea that could work).
  • Ari activated his contract
  • A flamboyant gay guy who is in love with Ari and Tyr is Ari's teacher of his magic
  • We're all getting ready for the ball. That's pretty much all you need to know
 

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