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Fantasy The Darkest Shadow - CS

Characters
Here
Lore
Here
Other
Here
Faceclaim/Description: (faceclaims highly preferred, 1 paragraph minimum for written description)

Name:
Age: (13-16 for novice, 16-19 for veterans)
Gender:
Species: (your starting animal)
Starting role: (Novice or Veteran)

Personality:
Backstory:

Signature weapon:
Signature ability: (you start out with 1 ability at 'Secondary' level. Also - generally speaking each ability should do only one or two thing. Keep it reasonable.)
Patron Deity: (Note that 'none' is also an option here)

--------------------------------------------------erase this dotted line and everything below---------------------------------------------------
The above is what I need at minimum, you are free to add more info like strengths/weaknesses, likes/dislikes, etc.
You are more than welcome to decorate the CS however you like.

RULES:
1) One post per week, minimum.
2) For combat - you can kill off weaker enemies, but for boss fights just say what you'll do and I'll calculate the results.
3) All RPN rules apply. All 'common courtesy' rules also apply.
4) Having fun is mandatory xD
 
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Deep purple eyes. Long, dark-brown unkempt hair. Wears a long robe with tunic underneath, with silver brooch featuring a knot design tying the robe together in the middle. The robe is long enough to drop down to his heels. In human form, he often has his left wing out.

"Things will be better in the end... because I will make it so!"

Name: Revni
Age: 13
Gender: Boy
Species: Raven
Starting role: Novice

Likes: Shiny things, puzzles
Dislikes: People who are mean to others, rainy day

Personality: Kind and generous, he is often the one who brings hope in darkness. He is the one who reaches out first to those in need, and does the right thing to do. He can be quite introverted at times. He is careful, sometimes almost timid, never diving headfirst into situations without taking things into account. Because he almost always believes that people are ultimately good, he can be quite naive at times, and is prone to getting tricked or taken advantage of. He is imaginative, and often slips into daydreams.

Backstory: When he was just a hatchling, a thunder struck down his nest. He survived, but the event killed all of his brothers and sisters and rendered his right wing useless. He has been since learning how to live without his right wing, which is a difficult feat for a common raven. His mother and father, both wonderful parents, takes care of him and brings him food to eat, but worries about what will happen to him when they are gone (a valid concern, as both of them are growing older).
Revni often feels great guilt at being the only survivor and burdening his parents so much. Sometimes he wonders just why Thor has chosen to strike down his siblings in that rainy day. However, in most days, he believes that ultimately, Gods' motives are beyond his comprehension, and that there must be a reason in the end. His kindness is driven partly by his survivor guilt.

Signature weapon: Carolingian sword inlaid with silver knotted design
Signature ability: Telekinesis. He can lift and control objects without touching them.
Patron Deity: Odin​
 
Name: Bo.
Age: 16.
Gender: Male.
Species: Wild dog.
Starting role: Veteran.

Appearance: WIP

Personality: A cheerful, overeager soul who's too nosey for his own good, Bo loves making friends and roughhousing. Despite the horror's he's seen since becoming a krigere, he does his best to keep a lighthearted air. It's easy to think Bo is a bit of a moron; he wears his heart on his sleeve and doesn't think before diving into the deep-end headfirst. He charges into battle with a smile and laugh and never seems to feel down for long. In truth, he plays up a bit of his airheaded nature to conceal how he truly feels: that this job is terrifying and many krigere don't make it. Bo's more than happy to play the part of the idiot if it makes those around him laugh and takes whatever chance he can to lighten the mood, especially if the circumstances are dire. He easily forms attachment to the others and treasures them as his friends, who he would do anything for if it means they survive.

Backstory: Born into a litter of mongrel pups in a viking village, Bo's earliest memories are of roughhousing with his siblings. He and his family got by by scavenging for scraps, and Bo would consider his childhood to be fairly normal. Though he didn't necessary belong to any of the families in the village, he did consider it to be his home and cared for those within it, especially the children who were more inclined to toss him tasty morsels to snack on and bones to chew. After a darkling attack devastated his village and family, Bo was recruited to become a krigere when he was scarcely a pup, the equivalent of an 11-12 year old human. Beneath his bubbly exterior he's a warrior with keen senses and the desire to see everyone survive to see the next day.

Signature weapon: An atgeir with a silver-tipped blade. The length of the polearm is sturdy and knotted, like it was fashioned right from a tree. There's a carving of a horn that wraps around the glaive, from base to tip.
Signature ability: Barrier/shield manipulation. In it's current secondary stage, Bo must physically touch what he wants to protect in order to summon a barrier, but afterwards can manipulate the existing barrier as he pleases within a certain range. Is capable of creating half-barriers, but his go-to barriers tend to take on the appearance of a dome or bubble.
Patron Deity: Heimdall.

Other 1: Depending if it's allowed, would Bo be able to tend to an area that memorializes the fallen krigere? I don't know if the krigere themselves move around a lot, or have a camp that they come back too, but I think it would be nice if he could have some place to remember his past friends who have fallen in battle or to corruption.
Other 2: The song I couldn't stop listening too while making this form. Not sure if it's his theme, or if I just like it, kekeke.

(Please let me know if I presumed too much! Since there's an option to start out as a veteran, I assumed that the darklings aren't a new-new threat and that the veteran krigere have faced them before (and lost people to them.) Let me know if this isn't the case!)
 
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Faceclaim:
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(This but with white hair. I could not for the life of me find a better FC.)
Name: Meriam
Age: 17
Gender: F
Species: Orchid Mantis
Starting role: Veteran

Personality: Meriam at the surface level keeps up an impossibly impassive visage. Even in intense combat, her expression stays without emotion. In times of rest, she keeps an unreadable expression and speaks in a deadpan tone. She speaks with brutal honesty, and despite her strangely unreadable visage, speaks exclusively the truth, even if that would get her into trouble. A deeper dive into Meriam's psyche reveals she is nothing more than a creature of habit. Just as she did in her life as a mantis she spends a majority of her time in wait, ever perceptive of her surroundings, then strikes at her prey in one singular motion. Even if that strike is literally just walking up and asking a question. She also tends to stick next to people with loud personalities or people who dress in bright colors.
Backstory: WIP

Signature weapon: A pair of kama whos metal glitters with a light pink sheen. The shafts are ornately carved woodwork. The bottom of the blades has a serrated edge, but even still the blade keeps an impeccable sharpness.
Signature ability:
Make it Count-

Meriam pumps an immense amount of her mane into her blades for one singular strike in an attempt to force her essence into the inflicted wound upon contact. This ability can be used to cause massive internal damage in a target. This does not work on injured targets as the mane flows in through the blade then safely out through the secondary injury, wasting a large amount of mane.
Out of Sight, Out of Mind- Meriam is covered in a shroud made of mane that makes it so that she is entirely invisible to most people unless they explicitly focus their gaze on her. While this ability does work on other Krigere, she appears more as a hazy, pink blob rather than being invisible. Due to the nature of this skill, Meriam has less mane in her reserves than the average Krigere, meaning she has less mane to dedicate to defense and purification.
Patron Deity: None
 
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Faceclaim/Description:
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Name: Petturi
Age: 15 (real age: 4 months)
Gender: F
Species: Rat
Starting role: Novice

Personality: Like all her kind, Petturi is a survivor. What she lacks in power she makes up for in cunning and ruthlessness. Cats, dogs, hawks, and owls all see her as a meal, while the humans view her kind as thieves – with so many enemies by virtue of her birth, no scruples were worth the trouble. That being said, she's not malicious, just selfish – and as long as she's currently safe and has a full belly, she's entirely capable of kindness. Even in crisis, she's just as protective of her allies as she is of her own wellbeing – after all, their survival improves her own chances.

Backstory: What is there to say of a rat's life? Born blind, bald, tiny, surrounded by others just as pathetic; crawling, kicking, biting in a struggle for milk, then scraps, until the brood was too large for the den and they set out on their own. Of her litter of nine, she knows three are already dead. The others? By and large, fuck 'em. Not out of dislike, just disinterest; wherever they are, they're neither threats nor aides.

Mostly, Petturi's stayed warm and safe by hiding in granaries and root cellars – not only do the humans hide their food there, but the bugs come hunting too, and they're good eating in their own right. She leaves when other rats show up or the residents get wise to her, though, preferring an empty belly to a threat to her life. Her non-confrontational approach has pushed her out of den after den, but it's kept her safe – most rats her age have more, and nastier, battle scars. And that doesn't count the ones busy filling a predator's belly. No, the nomadic, cowardly lifestyle suits her just fine, thank you – she can't think of much worse than being forced to actually, literally fight for survival.

Signature weapon: A plain knife of the sort a poor farmer might use to cut vegetables.
Signature ability: Plaguebearer - Injuries Petturi inflicts become infected in a matter of moments, and she can poison food with a touch. Neither effect has the power to kill, but both cause pain, weakness, and delirium, which grow with repeated injuries/more food consumed.
Patron Deity: Loki

Strengths: Agility, perceptiveness, improvisation
Weaknesses: Brute force, direct confrontation, showing courage

Theme Song: Gojam Province 1968, The Mountain Goats
 

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Name: Venus Valentine
Age: 19
Gender: Female
Species: Dove
Starting role: Veteran

Personality: Charming and manipulative, she'll do what's required to complete her objectives and serve her patron. In combat she's calm and strategic, always keeping her distance while causing as much damage as possible.

Backstory: WIP (I'll mostly work on it through the rp)

Signature weapon: Heartseeker Crossbow: An enchanted crossbow that doesn't need manual reloading as it creates it's own ammo of magical arrows.


Signature ability: Love is a Battlefield: Her arrows aren't just beautiful, they also serve to mark her prey. After her targets are hurt by one of her magical arrows their hearts are open to her, as a tertiary ability this just gave her an edge in combat as the empathy allowed her to guess her opponent's next move. However, it was upgraded to a secondary ability and now allows her to also control their hearts (and thus, their minds). It doesn't work on fellow magical girls/boys unless they attack her first. Boss type monsters can't be controlled yet but they will only focus on attacking her and ignore other magical girls/boys.

Patron Deity: Freyja.
 
(WIP)

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Name: Yrsa
Age: 18
Gender: Female
Species: Bear
Starting role: Veteran

Personality:
Backstory:

Signature weapon: A simple looking two-handed axe, carved with intricate runes on the axe head but otherwise constructed with a simple leather grip and no ornamentation on the shaft. The axe is much heavier than it would otherwise appear, requiring the enhanced strength of a Mag-Krigere to lift, and even then the weight of it making it unwieldy for most people other than Yrsa to wield.
Signature ability: Berserker Rage - Yrsa can activate her ability to enter a state in which her strength, speed and endurance are greatly enhanced. This comes at the cost of her being incredibly single-minded in this state and it being difficult to stop fighting or strategize at all. This state also drains a large amount of Mane over time and so can leave her at risk of corruption.
Patron Deity: Odin
 
Name: Maria
Age: 15
Gender: Female
Species: Cat
Starting role: Novice

Personality: Despite being quite eager to use her abilities, and test the capabilities and limitations of her new form, she nonetheless tends towards caution over heroism, considering herself to be of no use to anyone corrupted or dead. She tries to remain quiet unless she has something to say, but will insist to be listened to when she does want to speak, without much thought for whether this would lead to butting heads or not. Maria generally has a tendency to do her own thing in a given situation, though she'll avoid heading off on her own unless necessary, and dislikes being ordered around. Her judgement of a situation may somewhat be lacking, an area which her patron hopes she'll improve in.

Backstory: While Maria has lived the relatively sheltered life of a cat kept by humans, there was no doubt she kept her 'duties' as a housecat well, hunting rats without mercy or remorse. Despite that, even with her more simplistic animal instincts, there was a craving for more, to hunt, to fight, to survive. She wasn't foolish enough to go out and pursue it to the point she would lose the shelter of humanity, only a few hours at a time, or a day at most, but if the opportunity to pursue that arose...

Signature weapon: With a handle of hard, dark oak, her weapon is somewhat reminiscent of a splitting maul, a golden head with the sharpened shape of a battleaxe on one end, and the hard, flat end of a hammer on the other. A large rune is emblazoned on each side of the head, that of ᛇ, or Eihwaz, a symbol of her mission.

Signature ability: Presiding Voice. A simple ability with wide versatility, Maria can channel her mane into her voice, allowing it to act as 'law', capable of commanding beasts, people darklings, or even allies. In the latter case, the results of the action will be enhanced by Maria's own mane, but the compulsion is also weaker due to her allies own mane. The more complex a command is, the more draining it is, and the more mane it consumes, and generally instinct will override her if the two conflict. For instance, commanding a darkling to grovel would be more successful than commanding it to stab itself in the chest. These 'laws' can apply to an individual, or a wider area, but in the latter case, she is currently unable to distinguish between groups with her commands. Best used with single words or ideas, but quite costly if she sustains it over an area.
Passively, her voice is minorly tinged with this ability, making her just slightly easier to listen to.

Patron Deity: Forseti
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WIP
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Name: Tarek Johanssen
Age: 18
Gender: Male
Species: Wolf
Starting role: Veteran

Personality:
Backstory:

Signature weapon: Ygdra’s Sacred Flame - a sword modeled after Surtr’s own flaming sword, it takes the shape of a curved, single-edged broadsword. The blade is hot to the touch and is extremely sharp, it can slice through tough objects like butter.

Signature ability: Flame Body
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Tarek can heat up his body to otherworldly temperatures, such that his touch can melt rock or ignite flammable objects. This state also grants him a limited range of manipulation over fire and heat, specifically the fire and lava he generates with his body and his touch—he can breathe fire, cause a fiery blast around him, etc., however, each of these actions cost extra mane. The flame body also grants him minor regenerative properties, as the flames instantly cauterize what wounds he may receive.

Patron Deity: Surtr
 
Name: Saja
Age: 15
Gender: Female
Species: Owl
Starting role: Novice

Personality: Despite wanting to be a wise owl, Saja currently... most certainly isn't. She tends to be a bit ditsy at times, and is often quite eager to do things rather than think them through properly. She's often quite cheerful and friendly during the night, but slower and less active during the day.

Backstory: As an owl, Saja spends most of her life hunting smaller animals in order to not starve. A simple life, but the only life she knows. She's become pretty good at hunting, and occasionally dreams of hunting bigger prey.

Signature weapon: A rather ornate spear, those injured by it tend to suffer bad luck. Injuries they suffer tend to be worse, they get ill more often, and other mostly-minor effects.

Signature ability: Blink. Saja can 'teleport' a short distance, vanishing and reappearing in a flurry of feathers. She can only teleport to locations she can see, and they can be no more than 15 meters away from her. After a blink, she needs to wait one second per meter blinked before she can do it again.

Patron Deity: Hel

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Faceclaim/Description:
A tall young woman with a lean build, yellow eyes and a fair skin tone. Her hair is a mix of dark brown hair and feathers, which vary between a similar color and white. In human form, typically wears a white tunic and dark brown pants with a waist-length brown cloak.

Often spends time in her original form: an eagle a bit smaller than a human’s torso with mottled dark brown and white feathers.

Name: Fjell
Age: 19
Gender: Female
Species: Golden Eagle
Starting role: Veteran

Personality: Serious, focused, cautious, patient. Quite straightforward.

Backstory: Fjell was born in lands to the south, on the border of a corrupted area. Even normal animals can tell that darklings are hostile to natural life, and typically react by fleeing or attempting to attack any in their territory. Aquila chose the latter. Surprisingly, she wasn’t immediately killed. Mimir happened to be observing the area she was in at the time and, figuring that an animal that already was fighting would make a decent Mag-Krigere, bugged Odin to transformed her. The area she was in eventually grew corrupt and she had to flee north.

Signature weapon: Feather fan, made of Fjell’s feathers. Can send gusts of gale-force wind lasting a handful of seconds and can release a good number of sharpened feathers when swung. Swings of the fan are generally enough to knock over a handful of unaware humans, and severely hamper the movement of those prepared. Control of the wind is limited to only providing an initial direction under normal use. The feathers don’t do much damage, but they can cover a wide area.

Signature ability: Aerokinesis. Control of wind similar to her normal use of her fan, but with more flexibility and strength. For example, she can take hold of a larger amount of wind, or move a smaller amount with more force. Unlike the normal winds from her fan, Fjell can retain control of the air for about half a minute instead of being limited to providing an initial direction.

Parton Deity: Mimir
 
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A semi-short, curvy woman with a strong, muscled build, dark brown eyes, and pale skin. Her hair is short and thick, a wavy medium-brown with a reddish cut to about ear-length, and often mussed up and messy, as she cares very little about her appearance. Wears rather simple clothing, with gloves and arm bracers for her bow, along with an arrow sheath and several small packs containing useful items. Underneath her clothing, she's largely covered by scars from fighting-- at least one can be seen on almost every part of her body, except likely her neck and ankles/feet. And yes, she does have buckteeth, which can be widely regarded as adorable by everyone except herself.

"Who else will protect them, if not me?"

Name: Ayel
Age: 19 (nearly 20)
Gender: Female
Species: Hare
Starting role: Veteran

Likes: Flowers, safety, candles, honey, clover, running, music and dancing (surprisingly)
Dislikes: Meat, tactical disadvantages, yelling, carnivores (in animal form only), being restrained, enclosed spaces
Fears: Deep water (she can't swim), thunderstorms, godly wrath, being snuck up on, heights, letting people die

Personality: Restless and independent, Ayel, at least in her own opinion, works best alone, and can rarely be seen without something to do. She’s very observant, and can easily tell when she's being watched or followed and by whom, which is a skill developed in her earlier life before she became a krigere. Very protective and can get surprisingly aggressive about it for such a normally skittish person, especialyy so when in close quarters with someone. Strongly opinionated and doesn’t deal well with unfamiliar people or situations, tending to be quite suspicious until they’ve proved for certain they aren’t dangerous. She's very fidgety and flighty, a nervous person at her core, and extremely worried about being crept up on and attacked, even if there's an entire crowd of allies around-- that actually just makes them more of a target, in her opinion, and makes her even more nervous. She feels responsible for the safetey of all the other krigere, especially the younger and newer untrained ones, and is incredibly vehement about it, fending off any threat she can unless she's absolutely certain they can deal with it themself and come to no harm. Additionally, whenever anyone's injured or harmed, she feels incredibly guilty for it, no matter whether she could have done anything to prevent it-- it's the reason she learned what rudimentary healing she knows, to try and make up for what she sees as caused by her wrongdoings.

Backstory: Born as part of the first litter of a mated pair of hares, she was generally unremarkable as a leveret, seeming different from her siblings little, if at all-- except for the fact that she, unlike most of her family, didn't seem afraid of the darklings, like common sense would demand. And so, when the darklings grew closer towards the family, the desicion was made one night to leave and find a new place to live-- only, she wasn't informed of that, and even if she had been, she wouldn't have gone. She was left there when the darklings advanced, still a young leveret and completely alone, and even without the darklings there she would have more likely than not been killed by other predators before the week was through. Ayel was recruited to be a krigere at a surprisingly young age, when she was what would be only ten in human aging; not for any particular reason, only her patron god taking a slight liking to the creature and deciding to save her from the darklings, and was at first a terrible member of the team-- flighty and quiet and frightened, she could hardly fight and had to be trained in everything with no help from the very start. As she grew older, though, witnessing older members of the team fall and be replaced with newer, younger krigere, she began to feel guilty, like it was her fault the others were dying, and started working harder than she had ever before, spending all of her free time training and nights away, pacing back and forth and keeping watch over the others. She continued like this, growing and training, until all her former companions had died and left her alone-- she was the oldest now, had been here the longest, veteran of the veterans, and in the present day.

Signature weapon: Bone Dagger -- A sharp, polished bone dagger with a deadly curved edge, one that most wouldn't recognise as her signature weapon, as it's seen far less often than her more commonly used bow and arrows. A perfect cream colour and always perfectly polished despite years of use, with a handle wrapped in leather and a small, smooth stone of unknown origin embedded in the pommel. It nevers grows dirty, with blood and dirt sliding off the dagger as soon as they touch it, and it's never, not once, broken, or grown dull or worn, or gotten stuck in anything-- it cuts hardwood like butter, and is very surprisingly effective in battle when used with her close-combat fighting style.
Signature ability: Hare Drums -- When using this ability, Ayel can stomp the ground with enough strength to make it shake rather heavily along with a very loud thumping sound, just once or quickly several times in a row. Unfortunately, she can only use the ability when she's energized, and hasn't used it recently-- if she's tired from fighting or training or lack of sleep or anything of the sort and tries to use it, or if she's used it up to as recently as ten minutes ago, the best she can do is make a relatively quiet thump without shaking the ground at all, comparable to about two or three hares thumping simultaneously. She can also direct the stomp at enemies, if any are within a close enough range, which is incredibly powerful in full force; enough to potentially snap someone's spine if she's aimed it right, or at least break some bones.
Patron Deity: Heimdall
 
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