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Fantasy The Great Games CS Thread

Main
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Jet

Uncultured
Coding is allowed, but for basic people like me here is the bare-bones character sheet. You can delete everything in brackets, those are just directions.

[Insert name here]
[FC goes here]

Age | [Minimum age of 15]

Build | [Physical build & height]

Marks & Piercings | [Scarring, tattoos, markings, freckles etc]

Profession | [Adventurer, wanderer, beggar, blacksmith etc.]

Elemental Power |

Combat class |
[Might not apply to your character, so this is optional. Here are two examples: "Defensive Earth Mage" and "Aerial Wind Archer."
Weapons & Gear |

Familiar

[Picture goes here, you can also describe your familiar.]

Familiar Attunement Level | [Attunement level ranfes from 1-10. Your level cannot exceed 4 at the beginning of the RP. There is an attunement level guide on discord.]

Familiar Mutations | [What mutations does your character get when they merge with their familiar?]

Origin | [Region and/or specific city. You may create your hometown and its immediate surroundings, along with local lore, leaders, government and history.]

Reason For Joining the Games | [You can ignore this if its a secret, or you can lie.]

Background | [Character history, cover what you want from just the basics to an epic story]

Personality | [Optional, as much or as little as you want to reveal. I don't require a personality section.]

Training & Experience | [Qualifications, stuff they're good at, education etc].

Random Facts | [Optional, random things, quirks, stuff that didn't fit elsewhere]

Theme song

 
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Ordained Crusader

  • I fight for my God and my people.
    Ivan Berg
    e1706fe461f74dd210f7963396e683d3.jpg

 
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The Mad Mercenary [Relegated to NPC status]


  • It's not safe until it's half dissolved.
    Plague
    99950341786f118bd0f317c2ba0f1fc0.jpg

    27019ee31b7e15c60e97cc81e1cf44a7.jpg

 
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Elriel Whitlock


Age | 20

Hair Color | White

Eye Color | Purple

Build | Lean with a good amount of muscle, this is not only to keep up appearance but to stay in top shape. Elriel is 6’2” with long white hair that is often pulled up.

Marks & Piercings | Nothing notable in terms of scarring. And Elriel wouldn’t get a tattoo as his family views flawless skin as ideal.

Origin | Valencia, in the capital city of Obra. Obra is separated by walls in the shape of rings that display status. His family lives in the inner circle, surrounded by those also possessing noble status.

Profession | Lead actor in popular plays throughout the Valencia empire (think Shakespeare)

Elemental Power | Ice

Combat class | Ice Warrior

Weapons & Gear | Elriel carries a jug of water on his hip at all time so he doesn’t have to waste time conjuring ice from nothing.

Magical Weapon | Dual Tennsen Fans. These fans are bladed down the ribs. They channel his ice powers and allow Elriel to do a mariage of attacks such as throwing ice shards at increased speeds. The flat surface also can become fully encased in ice allowing him to deflects or redirect attacks


Reason For Joining the Games |
In the Whitlock family, a distant relative won the great games of Nye 250 years ago and became a Centurion. This created a tradition which when the men of the family reach the age of 20 they are expected to participate as well. It is viewed as the final step to reach adulthood. They don’t need to win, the intent is to bring honor and class to the family by displaying their abilities.

Training & Experience |
Martial Arts - 6 years :
Elriel’s father paid a retired Centurion to privately train him from the age of 13 on. She was strict and cold. At the beginning she often used a wooden sword to hit different locations on his body to correct his form for hours a day and gave him work out regimes that he was almost certain he wouldn’t be able to complete. It wasn’t quick but Elriel’s dedication paid off. His skills flourished under her guidance. And he credits her for making it into the great games.
___________________________________________
Familiar

Snow Leopard - Pardus

Familiar Attunement Level | Level 4

Familiar Mutations |
  • Enhanced jumping, speed, and strength
  • A long tail improves his balance which assists with agility
  • Ability to withstand extreme cold temperatures
  • Snow leopards have a well-developed deep nasal cavity and a large chest which helps the animal breath at the cold high altitudes. This means Elriel can also hold his breathe for a long period of time.
  • Perfect vision, both during the day and can see in the dark of night as well.
  • Well developed hearing and sense of smell
  • Sharp teeth and claws
___________________________________________
Background

Elriel was born to one of the four noble families of Valencia, living a lavish lifestyle. He rather enjoyed his upbringing though it was studious and strict, it was also a warm loving home. In a normal week the Whitlock family would be at theatrical plays, orchestra performances, or lavish balls. His parents, along with society, viewed the fine arts and outward appearance above all.

Thus Elriel had privative lessons to perfect these attributes such as etiquette, calligraphy, formal dancing, learning to play musical instruments, and acting. Intellect was also important for the status of the Valencia people. Elriel had a vast library of different books ranging from history and science and was expected to read daily. Once of age he attended a small private school to continue with his education.

But when the leaves on the trees started to change, like clockwork his parents friends from the Country of Zuànshí would come and stay for a few months time. They didn’t speak or act like them. A vastly different perspective on life and beliefs. And Elriel often wondered where his parents had met the family and when. A child, who was around the same age as him, came as well. Over time they developed a close bond. It was almost like having a sibling, since neither of them had one by blood.

This occurred up until he was 12. That year, Elrieal sat at the gate of their home waiting, for days, weeks, until the season changed again and yet they still didn’t come. He asked his parents but they didn’t know anything, so Elriel thought maybe they had been too busy. Plus it had been a wet year so maybe traveling had been too difficult. The next year he waited again but with the same results. Elriel finally decided to give up on ever seeing his childhood friend again.

As he reached 13, he started practicing martial arts per his fathers request. The flowing, purposeful movements almost dance like fit him well. He prepared for the day his familiar stabilized, training for the ice element that swirled the half formed leopard. At 15, he was ready, his powers flowed through his veins, petting the head of the familiar that was now his, naming her. From then his training changed to develop his element and he worked hard trying to learn to synergize with his familiar as one cohesive being. In his late teen years he took up acting, landing major roles in some of the most well established plays once again bettering the Whitlock name throughout Valencia.

___________________________________________
Personality

| Positive Traits |

1. Creative - Elriel had nurturing, creative parents who pushed him into a multitude of different artistic outlets. He has a desire to know people's stories and what makes them who they are. Elriel is self-disciplined when it comes to his arts, especially his favorite one, being able to perform a character on stage correctly.

2. Courteous - Elriel is mannerly and considerate of others as he was brought up in an environment where politeness was seen as a virtue. He is intuitive of the needs of others, treating people fairly. He has a gentle manner and is soft spoken, often quiet saying few words. Outwardly, people sometimes perceive him as pompous or judgmental due to his wealthy appearance.

| Neutral Traits |

1. Cautious - He gives prudent forethought before acting. Elriel prefers to investigate and research before making decisions. But because of this he is always confident in his decisions, knowing that ample thought was put into them.

2. Respectful - Elriel does not cuss or talk badly about people. In his household such things are seen as a major taboo. He likes to be considerate and honor the feelings, opinions, and property of others. He doesn’t lose his temper, scream, yell or strike out against others.

| Negative Traits |

1. Evasive - Due to growing up noble, with closed-off adults apart from his parents, Elriel learned it was important to keep opinions to oneself. He had to always hold his emotions in check even if that meant telling half-truths or lies to tell others what they want to hear.

2. Skeptical - Due to his distrusting nature Elriel doesn’t take things at face value. He likes to look for the story behind the story to find out what's really going on. He can ask a lot of questions and will follow up on any answers that he doesn’t understand or which don't seem quite right. He is open-minded, but evidence guides him for the most part.

MBTI | INFJ

Random Facts |
  • Men in the Whitlock family do no cut there hair, it is a source of pride for Elriel
  • Exceptional at playing the flute, it’s his favorite instrument and he often plays it at night under the stars


 
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WIP


[Insert name here]
[FC goes here]
Age | 15
Build | [Physical build & height]
Marks & Piercings | [Scarring, tattoos, markings, freckles etc]
Profession | Professional Dancer -:- Performer
Elemental Power | Light
Combat class | [Might not apply to your character, so this is optional. Here are two examples: "Defensive Earth Mage" and "Aerial Wind Archer."
Weapons & Gear |

28Tliob.gif

Familiar
[Picture goes here, you can also describe your familiar.]
Familiar Attunement Level | [Attunement level ranfes from 1-10. Your level cannot exceed 4 at the beginning of the RP. There is an attunement level guide on discord.]
Familiar Mutations | [What mutations does your character get when they merge with their familiar?]
Origin | [Region and/or specific city. You may create your hometown and its immediate surroundings, along with local lore, leaders, government and history.]
Reason For Joining the Games | [You can ignore this if its a secret, or you can lie.]
Background | [Character history, cover what you want from just the basics to an epic story]
Personality | [Optional, as much or as little as you want to reveal. I don't require a personality section.]
Training & Experience | [Qualifications, stuff they're good at, education etc].
Random Facts | [Optional, random things, quirks, stuff that didn't fit elsewhere]


Theme song
(Optional)

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Adamaris Devimet

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If I have to edit this so be it​

Age | 19

Build | A lean yet finely built individual with wavy brown hair with pale blond streaks. 5'11"

Marks & Piercings | Three large and jagged scars over their face and multiple piercings in their ears.

Profession | Engineer

Elemental Power | Earth

Combat class |
Defensive Earth User

Weapons & Gear | Two clawed Gauntlets, wears light armor and tends to keep very little on them


Familiar | Chameleon aka Nueto, he has an abnormally long tail for a chameleon.

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Familiar Attunement Level | 4

Familiar Mutations | Their hands become more like a chameleon's- and when together they're capable of blending in just as a chameleon does.

Origin | Zuànshí to United Eastern Kingdoms

Reason For Joining the Games | Seeking out the ability to gain access to more funds for their engineering & keep others safe from losing their family just as they had.

Background |

Adamaris Originally hailed from Zuànshí with his family- Wealthier in terms of individuals in the country and relatively well known in certain circles. Troubles in life were close to none- and they were able to live and become well learned. In the past and growing up, his family had close friends located within Valencia where they would often be able to play with a boy their age, and the two were able to enjoy the time together when they would take their trips. They would do this for many years, and Ada never thought much of their life, and they certainly never had to.

Coming to the age of twelve, the young family had just left from their most recent visit with their family friends. Their return home was cut short by being attacked for their status and wealth, earning them a large and deep wound over their face and killing their parents. They were left, barely alive until they were taken up by kind strangers that managed to save them. After days, weeks of recovering, they found themselves able to summon up their familiar- and Nueto became the one being they had left. They knew that going home, would be hard, and thus they were left to wander on their own with only Nueto at their side.

They took to traveling, and eventually, they found themselves coming to the United Eastern Kingdoms. Finding themselves some easy work as an apprentice under an engineer with the help of their higher end schooling from their home. They found themselves interested in the future of technology- fascinated with the country as they lived and worked there. Years working alongside their master had finally earned them the chance to be able to join in the games- and thus they had. Over this time, and doing their best to survive on their own, they had become in tune with their element in defense... And most importantly, to Nueto, their Chameleon as their source of family aside from their Master.

Personality |

| Positive Traits |


Hard worker - Ada is a hard working individual who doesn't know when to call it quits. You'll find them working through the night if they think it would do better for their team as a whole- or for that last touch they just need to be finished. Promise!

Intelligent - Ada has a bright mind, open to taking in the knowledge of the world around them. They're well capable of thinking in numbers and figuring out plans where they may need it. It helps them on the battlefield when using their element and fusing with their familiar, as well.

| Neutral Traits |

Pragmatic - Ada is extremely pragmatic, they're one to go into any situation with a plan. Their first thought is keeping themselves and the people they care about- safe. They won't just jump into any situation without looking first.

Perceptive - Adamaris is someone who is very keen on keeping an eye on their surroundings- they're always watching and perceiving the people and the events happening. They're always on edge, and they never want to be caught off guard again.


| Negative Traits |

Hard headed - Ada is extremely hard headed sometimes- when they have their mind set to do something, they don't want to change their course not for anything or anyone- well maybe for one person, but that's for them to know.

Disconnected - Ada has a hard time connecting to new individuals aside from old companions, their familiar or their master. They don't like to make connections they're likely just going to lose later, anyway.

Training & Experience |

Adamaris is extremely in tune with their familiar, it's the one being that they have left and they have a very strong bond. They have good, defensive combat from being on their own and have an understanding of how to use their element to their advantage in a fight if it so comes to it.

Random Facts | Adamaris will often hold quiet conversations to their familiar, they often said they would rather speak to Nueto rather than anyone else- because at least Nueto has some sense.

Their master's name is Ion, and he is the one person that Adamaris looks up to and appreciates the most.
 
Nihal "Nyaall" Laal

1664416554200.png1664416573836.png1664416602010.png
Age |
23

Build |
5'9 with a slim frame

Marks & Piercings |
N/A

Profession |
Musician

Elemental Power |
Light

Combat class |
Illusionist

Weapons & Gear |
Familiar's claws when fused, the most fashionable light armor, a light-based laser gun IOP

Familiar
1664418520838.png
Familiar Attunement Level |
5 (only in terms of illusions and visual effects for performing; would be probably at a 2 in terms of combat)

Familiar Mutations |
Cat ears, cat tail, night vision, quiet steps, claws

Origin |
Kartika, the Outland Island

Reason For Joining the Games |
Forced to by management for the sake of publicity

Background |
Everyone knows about Outland Idol, the hit competition/talent show in which talented performers from the outland islands compete for a record deal. Well, seven years ago, Nihal, stage name Nyaall (yes, it's because of the cat familiar), won! The young man came from humble beginnings in the impoverished island of Kartika with talent, charisma, and a dream to escape the Kartikan slums he called home. The nation and eventually the world fell in love with his humble demeanor and were eager for yet another rags to riches story a la Outland Idol.

After he won, he thought his life would be made. He imagined he'd get to live a life of luxury doing what many only dreamed of. Well, it was partially true. After winning is when the fine print kicked in. Much like life before fame, he was still in bondage. The Kartikan officials who sponsored him were like the brothel who used to handle him. The fans worldwide also started seeming eeriely similar to the clients who had a thing for cat ears and tails which he served.

Still, there was some silver lining. If he was expected to dance on command, he didn't lose as much of himself with this type of performing, many of the fans seemed like they genuinely care, and in order to hide the truth about Outland Idol, Nihal is afforded quite a bit of luxuries. It seems freedom isn't one of them, though.

About a year ago, after the previous Great Games concluded, his management decided it would be good publicity for him to take part in the next ones. They have put him in training for combat and using his magic for fighting, but it will be a far cry from the level of the other competitors.

Personality |
Nihal is a generally kind, friendly, and easygoing person. It is often remarked among fans that the fame hasn't gone to his head, and he is the same Nyaall that he was from his early days on Outland Idol. That may not be completely true though, as he tends to be quite impatient with his management for obvious reasons. Whenever this was televised though, the media reported it as him running a tight ship to give his best for his fans. It could have been spun this way by the same management he was lashing out as, but Nihal is neither sure about that, nor does he care. He enjoys the luxuries and privilege that his position has brought him, but the enjoyment is always hollow. The things he can indulge in are not actually his, after all, just as the choice to indulge itself isn't, either. He's pretty depressed about his situation, but he keeps it inside. His contractually obligated to, after all. On the rare chance he expresses his feelings, it's usually presented in a humorous way, with the source of his distress being left vague.

Training & Experience |
Not much that's relevant to the Great Games lmao.
Expertise with illusions, though mostly for special effects while performing. Charisma, stage presence, a decent ability to get along with others. His looks could possibly provide him an advantage against some?
His management has pushed him into training for combat, strength, endurance, etc. for about a year now, but it probably won't help him measure up all that much against the competition.

Random Facts |
- Loves puns, especially cat puns
- He's known for taking on the role of men, women, and everything in between in his performances
- Even beyond the stage, his attire and appearance lean more towards the androgynous
- His familiar's name is Apawllo​
 
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Ava Marco
1664925887091.png
Age | 22

Build
| thicc, muscular stands about 6'75

Marks & Piercings | tattoos on either of her shoulders

Profession | blacksmith

Elemental Power | Rock

Combat class | defensive mage

Weapons & Gear |usually carries a large broadsword

Familiar: "slicks"

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Familiar Attunement Level | 3


Familiar Mutations | large reptilian claws and scale structures

Origin | Anarchist States of Macragge

Reason For Joining the Games | more or less a family always gave it a shoot at the game she had no reason not to throw some hands

Background | there isn't much special about ava frankly aside from her insane figure tho that's something hereditary from her father's side, so it wasn't too much of a surprise last for her, traditionally they'd always been blacksmiths and Ava never really bucked the trend she'd gotten pretty damn good at it and using weapons that they often produced because someone needed to test em right, tho she has tried to get her younger sister involved but she is way too shy to actually, like.. join in with weapons testing much to her chagrin.

Personality | surprisingly kind woman for her massive size, very optimistic in most situations even in a fight, generally speaking, it's difficult to get Ava in a bad mood but when that does happen luckily for most it's surprisingly without collateral damage, usually finding some rock or the ground to punch until she's feeling better about the situation. overall she is generally chill to be around because the world is already a mess no point in getting stressed about it frankly, so she thinks on her feet most of the time not necessary a dumb person Ava is very reactionary to solutions tho.. leading to some short sightedness in terms of goals

Training & Experience | well-versed blacksmith and half-decent fighter purely due to testing out the various weaponry she's ended up working with over the years

Random Facts |
[Optional, random things, quirks, stuff that didn't fit elsewhere]
 
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Kilderkin

f4d08a26833ffb00c585fd6e2684f09f.jpg

Age | 34

Build | Slim, short, and muscled

Marks & Piercings | Assorted scars from a life at sea and in the sky, and a large, ornate compass tattoo that emanates from her right shoulder and onto her back, chest and arm. May signify something, to those who recognize it.

Profession | Sailor/Sky-Pirate/Quartermaster

Elemental Power | Water

Combat class | Water Mage Scrapper

Weapons & Gear | Old Cutlass, a pair of knives, always has a length of rope, pocket watch, rain gear, The Remora; her personal ship and its small crew, Magic Item is a water powered grappling hook, both to move her from place to place, and grapple enemies out of her reach.

Familiar
Joshua, the Moray Eel.
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Familiar Attunement Level | 4

Familiar Mutations | Sharp teeth, powerful jaws, slick, poisonous skin and gills, sinuous, dexterous limbs.

Origin | Albion, in the port town of Graham, allegedly

Reason For Joining the Games | Kilderkin has a reason or two.

Background | Kilderkin claims that she comes from Albion, but rarely elaborates except to say that she was happy to have escaped from that backwards place. To anyone interested, though, her life begins, or at least the first time her name comes up on an official docket of any sort, on a ship named the Eyetaker. A simple trading ship, it nevertheless always seemed to have more money and cargo than the auditors of Byzantium could account for. When it was eventually discovered that it was dabbling in piracy on the side, the entire crew was hanged.

Kilderkin however had, conveniently, left the crew mere days before. After the captain and her had a falling out.

From there she jumped from ship to ship, all of which, strangely, seemed to turn pirate after a while. Burning and looting towns from the skies and the seas, making a nuisance of themselves. Not long after they began operating outside the law, Kilderkin would leave, for all intents and purposes acting like someone avoiding the pirate life. It seemed a plague of pirates in the air and sea arose, unluckily, during her tenure as a sailor. Eventually, she found herself in Byzantine, and anyone trying to follow her progress there would lose her, as she did something odd. She left the sea and skies for a time. When she cropped up again a year or two later, it was as a sailor in Zuanshi. Here she became more obviously active in the already extant pirate activities in Zuanshi, and soon became quartermaster for the infamous pirate admiral Bataar Keremun, on his water and sky ship The Tianlong. While she was serving, Bataar became less like a pirate, and more like the ruler of his disparate pirate crews. He even reached out to the rebel king in Byzantine, and together they pledged mutual aid for one another in their struggles against their respective governments.

Her whole career she never really came to anyone's attention, always standing behind someone bigger, more interesting, and records of her were scarce to none. Not, at least, until she arrived at Nye with her personal sky ship, The Remora, with the intention of participating in the games.



Personality | “Power is a bauble. Any thug can have power. The real prize is control, and control starts with the self.” Are the words that Kilderkin lives by. Ever since she was a girl she prized the strength of her mind over her instincts or feelings. She feels all the same emotions as everyone else. Anger, fear, grief, and she feels them just as deeply. She just doesn’t believe in letting them take the wheel. Any emotion Kilderkin feels is excised and inspected, the only question that matters ‘Can I use this?’. And if the answer is no, the emotion is set aside and stored for later when it might be. This mindset can strike people as cold, and in many ways Kilderkin is. But she’s also an idealist, she believes that humanity could be so much better than it is, and works to help those she comes in contact with achieve their full potential. The only problem is that the ‘full potential’ she hastens them towards is usually a potential that she’s decided on, and, more often than not, those who heed her advice seem to find themselves serving Kilderkin's enigmatic goals as well as their own.

Training & Experience | Kilderkin has sailed the seas and skies for, she claims, seventeen years. She’s an expert when it comes to all things nautical and aerial, especially ropes, and handy with a sword. Swordsmanship is always a useful skill when helping repel a boarding party, or when you’re a part of one. For eight of those years she was a quartermaster, second in command of a ship, in charge of the crew and the supplies. This has gifted her with a quick tongue and a sharp mind for numbers. She has a surprising amount of book smarts for a simple sailor...

Random Facts | Kilderkin is terrified of heights. She forced herself to become a sky-sailor to conquer that fear.

Theme song

 
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hair (3).png
Name: Ren Shimamoto

Age: 16

Build | lean muscles built for speed and agility. 5'8

Profession | Engineer/Blacksmith/Metal Worker

Elemental Power | Water

Combat class | Flexible Counter-Heavy Out Fighter

Weapons & Gear | Katar-Shields: Two Cerulean Round Shields with retractable Katar Blades.

Familiar
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An aquatic Cheetah with sharp caudal fins on the end of his tail as well as some of similar sharp fins on his front and hind legs near the joints.

Familiar Attunement Level | 3

Familiar Mutations |

  • Sharp fins going up the forearm and elbows, accompanied by some fur
  • Sharp fins perturbing from the back of his calves
  • Enhanced speed/agility
  • A cheetah's black markings running down the tear ducts to his chin
  • fiery markings on his arms and neck like his familiar

Origin | Gem City- A place of hardworking individuals among the Outlands. Hellbent on innovation, Gem city is industrial and fairly well off.

Reason For Joining the Games | "I just want to be someone, y'know? Do something with my life... other than sitting here in a shop."

Background | Ren's story is nothing special. Born and raised in Gem City, he was a somewhat introverted kid, often times completely alone with no other kids his age to play with. His one and only passion in his young life was exploration. He always dreamed of one day going to Nye, a magical place that all the adults talked about as if it was heaven. To satiate himself, Ren climbed and explored the upper levels of the industrial cityscape. All sorts of pipes and smokestacks.

He was often scolded for doing this by his grandfather, who by the time Ren was 5, was his only guardian. He was never deterred from exploring, but there was one place he was to never go. His grandfather made the tracks leading to Nye seem like the scariest, most dangerous place, and for good reason. With no safe way across, walking along them was practically a death wish. With high winds constantly on you, the chance of falling is high.

Ren learned this the hard way unfortunately. He knew in the next year or so, he would be shackled to his Grandfather's shop. He had to enjoy his freedom while he could, and decided to go to the tracks. He desperately wanted to see Nye from within, looking out on the horizon to see it's beautiful spires just wasn't enough. He figured it would take no more than an hour walk to make it there. All he needed was a rope to tie himself if he fell. And so, the boy found himself walking the tracks with a rope tied around his waist, retying the knot every 10 feet to another piece of the track.

It was when he made it a couple miles away from Gem city that fear set in. A reasonable response for a boy his age. It was when he decided he should turn back that panic set in, turning around to see just how far out he had gone. He was in over his head, and stuck all alone on a narrow platform. That's when a rickety board gave way, dropping the boy underneath where he hung by his rope. This was it he thought, he was going to fall to his death. The rope snapped, and Ren to fall to the clouds below where he lost consciousness.

Ren then woke up laying on the outskirts of Gem city where he was before. He was confused, looking around to see how he got here. He then looked at Nye in the distance, believing it was all a dream. It had to have been, but he could have sworn something big emerging from the clouds. Accompanying him when he awoke was a big crystal ball, a deep blue color that resonated with him as he reached a hand out. That's when it began to crack open for his familiar to emerge from the brilliant light within.

Personality | Optimistic, Ambitious

Training & Experience | His profession is what he knows, but when he began to attune to his familiar, he also learned how to fight with Katars.

Random Facts |
  • Everything seen in his arsenal from his armor to his custom weapons he made himself.
  • His shields cerulean color comes from the outermost layer being a crystal eggshell. This helps him channel his magic and makes his shields extremely durable.
  • Likes to play chess but his play is inconsistent
  • Voiced by Johnny Yong Bosch

Theme song


Name: Ilana Hartfella2e946aa82971421f4f461c1b369f785.jpg

Age | 18

Build | Toned and light. 5'8

Marks & Piercings | Large gash-like scars on her arm and hip that get filled in with crocodile hide when merged.

Profession | Manuel Laborer

Elemental Power | Earth

Combat class | Deceptive Rush-Down Swarmer

Weapons & Gear | Two Leather Whips

Familiar
wardscale-crocodile-ANA-55-art-mtga (1).png

A ferocious 16 foot long navy blue crocodile

Familiar Attunement Level | 4

Familiar Mutations |

  • A powerful, serrated tail
  • Sharp teeth with greater bite strength
  • Sharp claws
  • Enhanced strength/speed
  • Durable hide
  • Able to hold their breath for well over an hour
Origin | No Man's Land | The Outland Islands

Reason For Joining the Games | "Nye is a false utopia... We're just the support beams that keep it from toppling over."

Background | Born in the wretched land known as the Forbidden West, Ilana would have lived a life leading nowhere had they stayed. It wasn't very long after she was born that her family made an attempt to escape the harsh world they had lived in for so long, if only for her sake. That's when they were caught by a patrol, where things quickly became messy, leaving a dying, begging woman with the infant Ilana. A guilt ridden Centurion took her as Ilana's mother succumbed to her grizzly injuries.

Rather than killing the baby or taking her in, the Warrior could only leave them somewhere to be adopted, and as an undesirable, that place was the outland isles. That's where Ilana spent her days where the mystery man left her, a cruel place with no happy ending. At the very least, it wasn't the West, but that didn't mean danger ever left her. Ilana was forced to fight to survive, which left her to seek out a teacher who could help her defend herself.

As life went on, she began to resent the idea of Nye, a city that sucked the life out of places like her new unforgiving home. She just wanted a life of peace, but couldn't have that because of her circumstances. And all her problem were inadvertently the cause of Nye. Her constant fight for survival pushed her beyond what she thought was possible, and set her on a path leading to the great games, where she planned a viscous display to claw her way to victory.

Personality | Kind and Gentle to their friends, but Cold and Resentful to their enemies.

Training & Experience | Parkour, Attunement, and Martial Arts to name a few. They also have learned meditation to balance their ki and "rid darkness within them."

Random Facts |
  • Her item of power is a belt that she wears around her hips
  • Loves cooking
  • Voiced by Cherami Leigh
 
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Adrian Valeris

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Age | 20

Build | Skinny but muscular, 6'0"

Marks & Piercings | His torso is dotted with scars from many battles with magic beats.

Profession | Monster Hunter, serving the Order of Matoména Livádia (Bloody Meadows). They are a group of monster hunters serving the DMZ.

Elemental Power |  Fire

Combat class | Aerial swordsman.

Weapons & Gear | Adrian carries twin swords that channel his elemental power. They heat up enough to burn opponents on contact, and can release bursts of fire from their tips. They have enough charge for 5 minutes of consecutive use, but using fire blasts drains the charge faster than that.

Familiar

Black and White Eagle-Hawk


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Black and white Hawk Eagle.jpeg.jpg

Elemental form

Black and white Hawk Eagle.jpeg.jpg
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Familiar Attunement Level | 4

Familiar Mutations | Adrian receives talons, superhuman eyesight and wings, allowing him to fly. He also gets enhanced arm and hand strength, with more focus on the latter. Birds of prey can grip things with 10X the strength of humans, and they can lift animals twice their weight with their arms.

Origin | Adrian is from a city within the DMZ. It was thoroughly damaged during the war twenty years ago, but the citizens have come together and rebuilt to a degree. The town still shows signs of warfare, streets are cracked and some buildings are in disrepair, but there's a certain homey charm to it. It's a peaceful place outside of monster attacks, which take place at a troubling rate, but The Order of Matoména Livádia valiantly defends the citizenry.

Reason For Joining the Games | His official story is riches and glory, common selfish desires echoed by many contestants. The reality is much different. He's looking for his western descendants and his father, desiring a Centurion spot to access No Man's Land.

Background | Adrian is an only child who grew up lonely in DMZs backwaters. There were few other children and his parents were constantly predisposed, focusing on secretive "work" instead of raising their child. He found companionship among the monster hunters nearby, and spent inordinate amounts of time with Matoména Livádia's valiant men.

They took him under their wing at the age of ten, teaching him how to use elemental magic, his familiar and a sword. At first they gave him menial tasks around the castle, but soon he accompanied them on small missions for meager pay. His mother worried about his adventures and often argued with the Knights, throwing kitchen appliances at them on more than one occasion, but his father was quite supportive. He was an experienced soldier from another land, a man who valued strength above all else. He pushed Adrian to train harder and take harder and harder missions, proudly celebrating Adrian's victories, even when his son returned in thick layers of gauze and bandages.

By 15 Adrian was a sworn member of Matoména Livádia. They traveled the DMZ taking contracts on dangerous creatures, partied hard with their earnings and lived as heroes. Adrian was their younger brother, a beacon of hope among his old, grizzled comrades. It was a swell arrangement, but losses piled up over time.

Verin fell against a Lechen. Marten died to a mutant hound larger than a house. Jovian and Persephone died next, and soon the order was filled with new recruits. Adrian became a mentor for the young bucks, but he felt distant from them. He'd lost the familial atmosphere that sustained him for years.

He was lonely once again.

That's when tragedy struck his family. His father suddenly disappeared during a routine supply run. Adrian gathered a dozen hunters and searched far and wide, but there were no tracks to follow, no witnesses to pinpoint his location. Without any leads Adrian searched his family home for clues, but there was nothing below the beds or behind the bookshelf. There were no safes behind pictures or mysterious letters in the dresser. Adrian was about to give up when his mother stomped the floor and said, "Stop searching for the bastard! He never gave a shit so why should you?"

"Do that again." Adrian said, staring at the kitchen floor.

"Do what? Pay attention you ninny!"

"Mom stomp the floor!"

"When did you become the boss of my house!" She stomped again and a hollow sound answered her boot. "You happy?"

"Mom you're a genius!" Adrian ran over and ripped up floorboards until a crawlspace materialized. He reached down and heaved and hoed, grunted and strained until he pulled up a locked chest. He blew off dust and pulled at the rusty padlock on the front. He sighed with frustration before flames erupted from his hands, melting the lock within a minute.

He prepared to open the crate, glaring at his mom who lurked over his shoulder. "Personal space please?"

"Oh stop being a baby. I never complained when you were in my stomach."

"That was your choice not mine."

"Shut up and open the damn thing!"

Adrian sighed and slowly opened the crate, revealing old papers, dozens of polaroid pictures, decomposing books and a pair of swords. The documents showed a connection between Adrian's dad and a place in No Man's Land. The pictures showed him with family in the wasteland, ruins dotting the background as they stood together. The books were of ancient, untold history, but the words were barely legible — some parts were completely destroyed.

Adrian concluded his father had returned home. He decided to track him down, to find his forgotten family in the west, to find the truth behind vague words in decrepit books. To do that he'd need access to the west, and nobody had more than Centurion Guards.

Personality | I don't like writing these kek.

Training & Experience | Adrian is a talented swordsman with experience against monsters. He knows strategies for defeating most magic creatures, though some are beyond his abilities and knowledge. He's also a trained survivalist who can make due in the wilderness. He knows many medicinal herbs, edible barks, roots, mushrooms, fruits and more. This was taught to him by Matoména Livádia during his training.

Random Facts | I might add some later

Theme song
I'll add one later​
 
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Bryndwr Protheroe

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AGE: 25
DATE OF BIRTH: 13/08
SEX/GENDER: Female (she/her)
SEXUALITY: Bisexual (female leaning)
HEIGHT: 5’8
ORIGIN: Geltydd, Albion
BUILD: Athletic
PROFESSION: Magic Knight
HAIR COLOUR: Platinum Blonde
COMBAT CLASS: Offensive Lightning Combatant
EYE COLOUR: Hazel
ELEMENTAL POWER: Lightning
MARKS/PIERCINGS: Ear pierced, light white scars across her body, large lance scar on her left shoulder
FAMILIAR: Cleonard the Lion

WEAPONRY/GEAR:
| Longsword |
| Shield |
| Light Armour (leather) |
| Medium Armour (Cuisse/Gauntlets) |
| Glass Eye |
| Electric Gauntlet (left arm) - that shoots out a lightning bolt when charged |
TRAINING/EXPERIENCE
| 16 years military experience as a knight (6 as a squire, 10 as a fledged knight) |
| Weaponry - longsword, rapier, shield, lance, axes, daggers, mace, flail |
| Horseback |
| Strong attunement to her familiar, Cleonard |


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FAMILIAR ATTUNEMENT LEVEL:
4

FAMILIAR MUTATIONS:

Enhanced strength, stamina, and durability.
Enhanced speed (lions can run at 50-60mph - but this is far less compared to lighter, faster mammals).
Enhanced vision, sense of smell, and night vision.
Enhanced leap and pounce.
Fang and claw development (including retraction).

PERSONA:

Protective
Loyal
Aggressive and intimidating towards strangers
Playful (with Bryn)
Very lazy on his downtime


WEAPONRY/GEAR:
| Longsword |
| Shield |
| Light Armour (leather) |
| Medium Armour (Cuisse/Gauntlets) |
| Glass Eye |
| Electric Gauntlet (left arm) - that shoots out a lightning bolt when charged |
TRAINING/EXPERIENCE
| 16 years military experience as a knight (6 as a squire, 10 as a fledged knight) |
| Weaponry - longsword, rapier, shield, lance, axes, daggers, mace, flail |
| Horseback |
| Strong attunement to her familiar, Cleonard |

BIOGRAPHY

GELTYDD, ALBION
(INCOMPLETE AND ONGOING)

X



You would expect in such a strict, traditional province such as this, that social constructs of patriarchy and roles for those were based on gender would be prevalent. However, in this corner of the world, it is not as such. Geltydd has no time to segregate roles for certain people - other than by class. If you have the strength to till the fields or handle livestock, you would be put to good use. Children are often all regarded equally in terms of inheritance - and it is not unusual for them to be pitted against one another to see who is more worthy to inherit.


X


PERSONA:
Bryndwr, for coming from a very traditional abode with chivalric codes held high above her head, is curious and excited about what’s beyond her borders. She likes to have plenty to challenge both her mind and body as she believes stagnation as a knight is the worst thing that knights could experience. It is one such reason she joined the games - to better herself and to put her skills to good use.

This knight is well-prepared. She has plans in place and finds herself incredibly organised for the days and weeks ahead. She is constantly thinking of her position and how that affects others around her. Though her impulses are usually in check, there have been moments where she has broken the mould - most obvious with her desire to go to Nye and participate in the Great Games. She desires a rush that she felt from her near-death experience at 16, and has been quietly looking for it ever since. She hopes the Games can provide it.

It is no lie, Bryndwr enjoys being the centre of attention. She likes to have her skills and feats acknowledged by others, and if it means extra publicity for Albion and herself, she will take it. ‘Bad’ publicity is not an option for Bryndwr, as she understands is highly dangerous for herself and her country should she slip. She enjoys the company of others and has little trouble blending with those of different backgrounds. She has a soft spot for those considered ‘beneath’ her in terms of social standing.

Bryndwr has been known to be charitable and helpful to others in need as a knight and has been happy to do so. Most in Geltydd have a good word to say about her if they were to be asked. Though, to say she is without criticism and judgement towards others, like anyone in this world, would be telling a lie.

As a knight, Bryndwr has learned to steel herself from a young age. Events such as her mother’s death have ultimately contributed to her emotional resilience. She is calm, can step back from situations to analyse them from another perspective, and often deals with high-charged and stressful situations well. Knights are trained not to reflect on their personal feelings on most things.

BACKGROUND:
Bryndwr is most commonly known due to her parentage - her mother was Olwynna Protheroe, a knight serving the House Clough. Olwynna herself had acquired a small piece of land as part of the feudal system, kindly given to her by Lord Cecil Clough. Bryndwr lived relatively peacefully with her mother when she wasn’t off doing her knightly duties - she often found herself playing with the other children who lived on her land or spent time among the livestock.

A goal of hers had been to rise to the same station as her mother as a knight. She would not inherit the titles, not like the fancy nobles did off their lordly parents, and so with her mother’s recommendation, she began as a squire under her ‘uncle’ Ser Jeston Keeland, an old friend of her mother’s at 9 years old. She spent much of her time living with Jeston and his wife, Penelope, training and learning the ropes, as well as learning a little something called humility and chivalry, to which her uncle lectured her to no-end. She visited her mother and kept in contact when it was possible.

Olwynna would never see her daughter knighted. She succumbed to illness only a couple of years before Bryndwr would come into her own as a knight. It only made her daughter more determined to finish her training and follow in her mother’s footsteps. By the time she was 15, she had been fully knighted.

At 16, she had entered one of Geltydd’s many jousting tournaments, an opportunity for knights to find service, win wealth, and perhaps more should their desires run deeper. Bryndwr had been involved in a jousting accident - knocked off her horse, though also fatally injured by the jousting lance in turn, which had pierced through her right shoulder. The accident had left her unconscious for some days, and left a scar on her left shoulder. It took some time for her shoulder to heal and recover mostly to its former capabilities. Bryndwr, however, has joused since, more determined to build her strength and merit up. She felt a certain rush from that moment, a moment she has not been able to replicate since.

By the time she was 18, she found herself under the service of Lady Gwyndoline Howell, just like her uncle. Bryndwr had landed on her feet. Her Lady had provided enough land for her, plenty of souls to manage the land and to do the hard labour that Bryn need not worry about. All in return to settle disputes, to keep the peace, and more.

But was that all it really was? She supposed there was a reason why they never showed anything beyond the fairytales of knights riding off into the sunset. If it was anything with what Bryndwr did on the daily, there would be an outcry from readers.

Settling disputes over who infringed on whose land, or fighting other knights on behalf of the Lords and Ladies who didn’t want to get their hands dirty and settle their own disputes, were coming occurrences. Even facing up against other knights became less of a challenge. Sure, others vied for her services, promised her wealth well beyond her means, but it all seemed too peaceful. Too…boring? She was stuck. There was bound to be more than just all of this.

There was the Great Games, hosted in Nye. Though she had never been there herself, she heard plenty of stories, knew they differed incredibly to Albion. To think she had never gone. It had been food for thought for some time, wondering whether she could really leave her post and travel to participate in the Games she had heard passing tales about.

Apparently, she could go. Nothing like a noble Lady sending her knight to participate in such games, for glory and honour and prestige. Bryndwr did not mind a spectacle being made out of it - it was what Albion had always done best. Plenty have their misgivings - these Games could get violent, and they let any old common rabble into them.

Bryndwr, regardless, would not let the opportunity pass by her. Perhaps it is the rush of adrenaline she misses from her near-death experience all those years ago.


REASON FOR JOINING THE GAMES:
Bryndwr believes that she could put her skills to further use and represent Albion in these Great Games.

OTHER:
| Art lover | Lover of finery such as dresses |
| Ambidextrous | Thrill-seeker |


NOTABLE RELATIONS:

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Olwynna Protheroe ✝
Dutiful Knight of House Clough
Mother to Brynwyn

Previously a knight of House Clough, she was known for her dutiful and kind-hearted ways, even as a knight who would pass swift judgement. Brynwyn was close with her mother, sharing her love of art and painting. She always lost sword matches against her and often liked to follow her into towns to see her at her work. Olwynna died at the age of 43, when Bryn was just 14. Bryn had been at her side, tending to her while she was ill when she peacefully passed away.

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Ser Jeston Keeland
53
'Uncle'/Mentor to Brynwyn
Knight of House Howell

Having also taught and mentored Brynwyn from a young age, the woman has come to consider Jeston fondly as family, often calling him 'uncle'. Before Olwynna's death, he had been close to her as both trained together and rose from less prominent backgrounds. He was devastated by her death and took Brynwyn under his wing, always remaining steadfast in his support for her. Even in her decision to travel to Nye, even if he has his own misgivings regarding the Games.

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Rhys Keeland
18
'Cousin' to Brynwyn
Aspiring Academic

Jeston's youngest son, he holds much respect for his father and Brynwyn, though, clearly not enough some would joke as he turned his eyes to his books and shunned the sword. He accompanies Brynwyn's entourage to give his support to her during the games - but also out of his own selfish curiosity.

Alongside her uncle and cousin, Brynwyn has her own retinue of fellow knights and assistants sent by her Lady to keep her comfortable. Her uncle and cousin take precedence though, and therefore will be seen most often at the Games.
 
Anya

Age | 17

Build | Ectomorph
3-3-.jpg
((It's totally possible the picture will change again))
Marks & Piercings | scarring around her leg stumps

Profession | Lab rat tech | Mechanic

Elemental Power | Electricity

Combat class |

Weapons & Gear | Big sword; crazy legs

Familiar | Kallos; secretary bird
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Familiar Attunement Level | Elemental: Level 3 | Physical: Level 4

Familiar Mutations | Crane Legs and feet, able to stomp with great force; sharp claws; have heavy scales to protect them
Wings replacing arms, used both for flight (short distances usually) and distraction while on the ground
Improved vision

Origin |
Peirama was an Outland Island about an hour’s rail ride from Nye. Any scientist or mage whose experiments the population of Nye doesn’t want to know about end up there. It’s not that they’re unsanctioned though, Nye is happy to use any results and products created. They just don’t need to see the mess. From time to time experiments that are less than moral are conducted, with people disappearing. If they never break past rumors, then Nye ignores them.

Many parents are too busy with science to take the time to raise kids. (Those who don't sell them.) Most end up unclaimed in the streets to raise themselves. They don't o a terrible job, with the older ones caring for the tots (those who have yet to manifest their familiars.) In between the toxic chemicals and human rights violations, they come out more or less in one piece. There is no organized schooling, but often enough a scientist will get the children together to teach about their subject (and occasionally math.) After getting their familiars, many will enter into agreements as lab assistants/interns for protection and shelter. These just can go wrong if that person needs a lab rat more than an assistant.


Reason For Joining the Games | A friend of hers has disappeared; she believes the lab's sanctioned by Nye. As a centurion, she could find them.

Background |
Born on Peirama, she grew up like any other unclaimed child did: running wild, helping with experiments if asked, being a test subject if caught, etc. She did not know who her father was, though her mother occasionally claimed her as a lab assistant as she got older. But most of her years were carefree, the dangers surrounding her were the norm and thus unimportant. She was just a tot, learning and playing each day.

She grew up in a day. Making the jump from one building to another, the eaves of the second building collapsed, causing her to fall into the runoff of a nearby factory. The damage was obvious and intense. She remembers staring at her bone standing out about the running water and toxins. The other children with her (once they made it down from the rooftops) pulled her out of the sewer while one ran off to find one of the adults whose experiments included fleshy parts. Her familiar manifested between one blink and the next, and she was protected, the crane’s great wings encircled above her, and Kallos’s legs pressed against her back. It took another child to convince the bird to let the scientist in to see the damage.

The scientist loomed over her small form, wearing a mask like a bird. Mad Plague was known throughout the island, for being a newcomer, having arrived not long before. He tried to save her legs, but within weeks an infection grew, forcing him to amputate them. She protested, preferring death to uselessness, which would cause a slower one, but at his suggestion of crane legs, she assented.

And thus, to her, she entered an agreement. You see, she was late to present, nearing 11 before the accident. So it made sense that a scientist would develop an experiment to increase the rate of attunement. By behind forced to use the crane legs to walk, she’d use her familiar much more than the average person. Neither she nor Kallos particularly liked it, but she did it. The pain from the amputation would be pushed to the back of her mind when merged, still there, but easily ignored if she kept busy.

So she did. She was under the scientist’s protection, but he did not stay year-round on Peirama. Only once a year would he return. So in secret, as she believed she was messing up his experiment, she began to form fake legs to be able to wander around with her familiar. She did get a chair out of necessity, but the infrastructure was not important in Peirama, and therefore much of the terrain was too rough for one. Though they started out as mere tubes, barely able to bend at the knee, her skill improved to the point she was building better legs. Ones that imitated the crane legs she was so used to walking on. Ones that sparked with her element, creating a plume of electricity when she slammed her foot into the ground. She began to fix other things, getting a reputation as a mechanic throughout the island.

Life continued on, as it is wont to do, until to her surprise she met a man waiting for repairs on his airship. It was not the Mad Plague’s usual time to arrive, so Anya was wearing her legs, Kallos beside her. Much to her surprise, she recognized his voice--and especially his huge gun.

Some clarity was gained that day. She was not a test subject, but instead, he returned out of concern. He was pleased with her inventions, and slowly while the repairs were made, the two because something like friends before he returned to his wanderings.

She returned to her life, upgrading her legs and machines found throughout the island. She still wandered the streets, keeping an eye on the other orphans. It was one of these that went missing. Having agreed to assist a group of scientists. Anya and her friends attempted to find her, but after breaking into the lab, they realized Nye was directly funding it. Now, she’s trying for Centurion. If she does not win, her goal is to befriend one of them who would be willing to look around the lab. If only Hannah can hold on for the month.

Personality |

  • Determined and desperate.
  • Not aware of the rules of polite society
  • Prefers to keep busy

Training & Experience | As fighting is a way to increase attunement, the scientist had her fighting as soon as she could walk on Kallos’s legs. Her style is a mishmash of what she’s found effective, a lot of kicks and stomps.

A skilled mechanic, she can fix almost anything given enough time

Random Facts |
  • Usually smells like grease/oil
  • Made a battery so she doesn’t constantly have to fuel her legs with her element
  • Loves dancing, even if her style is hilarious.
Relationships |
  • Mark Kemsworth: doctor who saved her life and amputated her legs
  • Wilzemi: Childhood friend; experiment with electricity together
  • Mischa: gets parts from her dad's repair shop
  • Nyaall: fangirl and friend now
  • Blake: Her companion/guest; also there to save Hannah; ram familiar
    0e8e796ededc1070d1481ce9b11e601c.jpg
  • Hannah: Child that agreed to assist a group of scientists and was kidnapped.
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Claire Vesryn
cd7519e6ae72d1a4c643532f78b24171.jpg
Age | 18

Build | 5'6" Lithe and Slim

Marks & Piercings | A salmon colored skin mark on the nape of her neck left over from the disease.

Profession |  Student

Elemental Power |  Water

Combat class | Mobile Water Duelist

Weapons & Gear | Arming Sword

Familiar | Credit to @DAY_Walker1117 on Twitter for the illustration

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Familiar Attunement Level | 4

Familiar Mutations | She gains 2 extra sets of limbs in the form of a spiders legs, which have silvery hydrophobic hairs along them allowing her to both create pockets of air and skim across water. These legs are also able to be used for climbing non-slick surfaces such as brick or concrete.

Origin | Albion, more specifically Graham, a large seaport along the island chain.

Reason For Joining the Games | It's a goal she set for herself. It's also to help pay back the medical costs of her treatment.

Background | Born as the 3rd child to House Vesryn led by Viscount Theodore Vesryn, a noble family occupying the region surrounding Graham. Raised alongside her older brother Tiernan and her older sister Renée, Claire never struggled for anything thanks to her families status as nobility. What most don't know about Claire however is that she was a sickly child, diagnosed with a rare skin disease from an early age which threatened her life. Most of her early years were spent bed ridden and unable to do as she pleased for fear of the disease worsening.

That was, until, a strange man claiming to be from Dewanma showed up on their doorstep, stating that he had the ability to treat Claire's illness. Initially the Viscount and Viscountess were opposed to the idea as the man wanted to transfer her to a facility in Nye in order to monitor her progress after the treatment was administered. The people of Albion have often rejected technology and the Vesryns were no different. Though as Claire's conditions worsened by the day with no remedy in sight, they eventually relented and allowed the procedure to take place.

Over the course of a year she was put through numerous treatments, procedures, and surgeries back and forth between Nye and Dewanma in order to combat her condition, which proved to work exceptionally well, nearly curing it entirely save for a spot on the back of her neck. Her memories of this time are really hazy due to all the medication she was taking at the time. While the treatment had taken its toll on her body, with proper physical therapy and conditioning she could recover back to a normal lifestyle.

After finally making it back home to Graham, Claire set her sights on competing in the Great Games in Nye. It was the perfect opportunity for everything she wanted; Training would help in her recovery, it would give her a goal to look towards, and if she won she'd be able to recuperate the massive cost of medical bills to her parents. With the help of her older sister she was able to convince her parents to allow her to enroll in the Mage's Consevatory in Graham as "part of her recovery". Over the next decade Claire grew stronger and more capable and, alongside her spider familiar Abell, set out for the Great Games.


Personality | Overall Claire is a cheerful person, if not a little naive due to her upbringing. She can come off as a little blunt as well since she didn't have much social interaction growing up outside of her immediate family. She also is impulsive, often acting in the spur of the moment rather than planning things out. Not to say that she can't plan things out, rather, her inexperience in real life situations causes her to act as such.

Training & Experience | Claire has recived proper training in swordplay from her sister Renée over the past decade and has improved her attunment abilities with her familiar at the Mage's Conservatory. Her status as a noble had also led to learning proper etiquette among the nobility in Albion as well as how to present herself inside of most cultures. All of her time alone in her bed when she was younger also sparked an interest in art, which she has pursued for almost the majority of her life.


Random Facts | Nothing right now, but will update later.

Theme song
Nothing for right now. Will update at a later dare though.​
 
Járnströnd
Despite its size, Járnströnd is largely empty. The east island is sparsely populated but considered busy compared to the rest of it, and many use the name of the entire state to refer to only this specific place. Rjúkabær is the capital, perched on the side of the island, and the Yfirjarl here is considered to rule everything from there to the far west, across the ice fields, sheets and floes, the cold black oceans and islands with wind-worn bones of rock, all the way to the wastelands of old America.

Nobody has ever tried to take west Járnströnd. It has little to offer, and only those who live there know how to survive it. Some of it is mild, especially in summer on solid ground, and the communities, though isolated, fare well enough hunting and gathering. Generally speaking though, the further towards No Man's Land one travels, the more nomadic and reckless the people.

There are treasures in the ice, leftovers from the war that made the wasteland. They're difficult to find, especially by those who don't know when or where to look, but those who find them are often nomads who don't care about the potential. Scavengers will break apart whatever they find to use the battery or sell the metal for scrap. There are a few groups of particularly reckless engineers and scientists, often sent by some country or another hoping nobody will notice, who race to beat the natives in the hunt whenever the ice begins to melt. They're not often successful, and it's unclear exactly how much technological prowess has been lost by those who simply don't care.

Not that the nomadic clans are ignorant, just that they care more for strength and survival. Far from Rjúkabær and the villages with their jarls and hearths, there are several groups who embrace the harsh lands and what it shapes them into. These are the berserker clans. True berserkers are rare, if they even exist at all, but the term is used for those who can enter states where they throw away their humanity and embrace the fury granted by their familiar.

Óhræddr
The Óhræddr are one such clan, unarmoured, constantly moving to escape the heavy snows and follow their prey. Unlike the more "civilised" clans and villages, the group is not made up of close family members. Rather it is a mixture of those that have left their original homes in search of embracing the wilderness and themselves. Every part of life is abrasive: arguments are physical fights, romance is a violent whirlwind, drinking parties are wild, children are taught to brace the cold, and the old and weak expect to be left behind if they cannot keep up. Defeat does not mean shame in the same way it does for those that produce better-trained mercenaries, and grudges are rarely held: instead, anger is seen as something useful, productive and powerful.

Most of their familiars are carnivores, and the Óhræddr embrace this too in their hunting, often eating meat raw and finding no shame in it. However they do not always attack other clans or settlements when they visit them: often they will camp up close and merely steal things. Raids are carried out when they're in need of supplies, but refuse to admit it or ask for what they want. Scavenged items are sold or traded, but they will never give an outsider the implication that they are struggling or wanting for anything.

Clans like theirs are also treated as a kind of unofficial guard against the occupants of No Man's Land, though being this far north means that few people live out there. Some foreigners would consider west Járnströnders to be Nolanders themselves, but they reject this concept. For how little they might share with their relatives (literally) in the east, and how varied such groups can be compared to one another, they consider themselves part of Járnströnd and take pride in it.

mood music


Naja Hlátr

Artist link at end of post


NAJA HLÁTR

Gender |
Female
Age | 26

Build| 5'8", with body strength like it's been gained from walking, running and climbing rather than fighting.

Marks & Piercings | A number of tattoos on her limbs and stomach, and deliberate, straight lines of scars across her body and head. All of which is to intimidate both outsiders and her own people, and gain respect with them.

Profession | Scavenger / Hunter / Roamer​



Familiar | "Brash" / Spotted hyena
Elemental Power | Acid

Familiar Attunement Level | Overall, around 3: Attunement with physical/mental characteristics is high, but magical ability is lower.

Familiar Mutations |
Appearance |
Sharp teeth / Claws / Mane of hair down her back / Large, dark spots on her skin
Ability | Strong bite force / Enhanced hearing and night vision / Increased speed, endurance and arm strength​

Artist link at end of post
full


Combat class | Beserker / Fighter
Weapons & Gear | She uses knives for hunting or other practical means, but prefers not to use weapons in combat, as a beserker should not need them.
Fighting style | Naja does not fight fair. She will bite, scratch, go for the eyes, whatever it takes to bring somebody down. Merging with her familiar is a loud, dramatic affair, like for other berserkers, drawing on raw emotion and a harsh, instinctive kind of magic. Rather than controlling it, the purpose is to be controlled *by* it, and trust that her power will let her do what she wants. There is a lot of screaming, scratching, biting, laughing and lunging, but very little discipline.
The adrenaline this gives her means that she can push through all kinds of injuries without being hindered or even necessarily noticing. Of course she's not invincible though, and still has a limit, even if it is above what many would expect. It's easy for a berserker to push themselves too far without noticing, and to shrug off injuries that later will cause trouble and pain, perhaps made worse by continuing to fight.

Origin | Járnströnd. She runs with the Óhræddr clan, a nomadic group whose range covers the west of Járnströnd all the way up to No Man's Land (which they refer to mostly as "No Land" or "Nowhere"). They are used to the cold and sparse environments, embracing it as something that can only make them stronger, though how north they travel depends on the season, and they tend to avoid the snow.
They have no leader, but Naja is one of the higher-ranking members within it. And yet she doesn't seem to have much attachment to the rest of them.

Reason For Joining the Games | The crowd love her.

Background | Naja has been reckless for a long time. She grew up in a static village in the east of what is Greenland in our world. At around the age of twenty she was, naturally, aimless and restless, quick to anger and prone to fights. Most friends and family found her unbearable at the worst of times. When the Óhræddr drifted this far east they camped outside the walls, stole and ate a couple of sheep, drank and brawled and sang. Naja went to investigate these reckless, carefree people, and when they left three days later she went with them. The choices were to learn their ways quickly or perish, and she embraced it.

She made new friends, and found a new family who did not seem frightened of her. She found people she cared about and who cared about her, with whom she could laugh, drink, fight and travel. Naja found this new way of bonding with her familiar intuitive and powerful, something exciting, and it became a bigger part of her, and would spend her life here with the people who taught her this was possible. She fell pregnant and named the child Brynja before it was born, continuing to walk and raid until she was physically unable, as was expected. Her daughter (she was sure the child would be a girl) would love her and be loved, be something to fight for other than herself, somebody to defend and cherish: Naja adored the girl as soon as she knew about her.

It was early spring, the clan still living in the clutches of in winter, and the ice was pink with blood when Naja nearly followed her newborn child into death. She wanted the others to leave her, like the weak were left behind, but they carried her and the little bundle in her arms while she screamed. Her new life had given her purpose twice over, but the second purpose had been taken away before it could begin. She blamed everyone and no-one, but while she pushed the others away she gave herself over fully to her instincts. By now Naja is one of the strongest of the Óhræddr, acting without thinking, willing to take on anyone and anything without care for her own safety. She might not have a death wish, but she certainly doesn't seem to value her own life. As far as she's concerned, she should have died that day, and nothing else matters.

Personality | Like most of the others in the clan, she is loud, rude, reckless, hedonistic and finds pleasure in fighting, drinking and pushing herself. Or at least she used to: it's uncertain if she finds real joy in anything now. Since leaving, she finds that she does like being shocking and strange, getting attention from these odd soft southeners.

Training & Experience | Survival: she can eat a variety of things, survive in cold weather with little protection, chase down, kill and skin wild animals, and has a good memory of where she's been and where she is. Naja has a quick intelligence, but is not exactly wise. Her knowledge of tech is basic, given that she finds most of it unnecessary, and she tends to act first and think on consequences later, if at all.​
character art source / familiar art source
also thanks to EldridSmith for finding art that I was indecisive on :')​
 
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Mischa Antonov

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Age | 20

Build | Slim & athletic.

Marks & Piercings | She has a mechanical tree tattood on her back, running the length of her spine. The metal trunk has its inner workings exposed, revealing gears and pistons. The artifical elements diminish as you go out from the trunk, with green leaves and natural branches on the outer edges, a hybrid in the middle and a fully mechanical trunk.

Profession | Airship engineer & shipwright. She travels aboard ships and repairs them en-route to their destinations, and between trips she works at her father's workshop named Antonov's Airships.

Elemental Power |  Wind

Combat class | Speed blitzing power puncher.

Weapons & Gear | She wears combat gloves with raised knuckles and steel plates sowed into the fabric. The gloves reach a few inches up her forearms, giving her small metal sheilds to deflect blows.

Familiar

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Picture this but smaller, like an actual dolphin.

Familiar Attunement Level | 4

Familiar Mutations
  • Her skin has built in resistance to bacteria, preventing infections.
  • Enhanced leg strength, as dolphins kick their tails with roughly 5X the power of Olympic swimmers.
  • Enhanced lung capacity. Mischa can hold her breath for about ten minutes when fused with her familiar.
  • Reduced bleeding when cut. Dolphins can shut off blood flow to open wounds, so Mischa takes longer to bleed out when injured.
  • Electro-reception. Mischa can sense the electronic signatures of animals and humans in the surrounding area. The range is about 50 feet. This let's her "see" enemies in the darkness, and track enemies who leave her field of vision.
  • Echolocation. This is a longer range sensory ability, but triggering this requires her to speak loudly, or emit clicks like a dolphin. Mischa prefers words over clicking, because the latter makes her look like an ass. The range is roughly 100 feet.
  • Half-sleep. Mischa can shut down one half of her brain while awake. This let's her "sleep" without losing consciousness, but her personality changes when she does this. When her left side is awake, she's hyper analytical, emotionless and logical, but lacks creativity and her social skills are atrocious. When her right side is awake, she's easily excitable, charismatic, creative and fun to be around, but her decision making suffers. She's made many poor decisions with only her right side active, so she rarely does this when around people, or alcohol.
Origin | Anova of the Outland Islands, famous for ship building, engineering, big factories and bigger scrap yards. Anova builds exceptional small and medium sized ships, leaving air carriers and strato-fortresses to Nye.

Reason For Joining the Games | To find the masterworks of her western ancestors, legendary engineers who'd invented... well... something. The family doesn't know exactly what was lost, some say powered flight, others rocketry, space travel, stasis fields or ships of apocalyptic power. Whatever the case, Antonovs were once prestigious engineers lauded for inventions of world renown, relating specifically to aeronautics. Mischa wants to learn the truth about her family, and the wondrous technology that made them famous long ago.

Background | Mischa was born to Aleksi and Vera Antonov, the owners of Antonov's Airships. The famous shop was opened by Mischa's great grandfather, Vladimir Antonov, a hundred years before her father inherited it. The couple is ill mannered, ill tempered and louder than a locomotive, but they're loving and work brilliantly together. They revitalized the workshop and ushered a golden era of ingenious designs, flawless repairs and lucrative contracts.

Mischa idolized her parents and wanted to follow in their footsteps. She developed a burning passion for airships, steam engines, machinery and design. By age seven she was drawing wild, unrealistic blueprints for hours a day, pitching her "battleship designs" to her laughing parents. They entertained her designs and taught her about aeronautics and the business of shio building and repair, but they wanted more for their daughter. They wanted Mischa to get a real education, to find employment in Nye and live a better life than them. This required a standard education, so they enrolled Mischa in public school and pushed her to succeed.

This was a big mistake. Mischa was endlessly bored in classrooms and rarely paid attention. She wanted to build things and read about steam engines, aerodynamics and buoyancy ratios, not world history and literature. It was a waste of her time, so she refused to attend school, playing hookie as much as humanly possible.

Her parents were understandably frustrated, but Aleksi understood her perspective. He offered her a choice; she could go to school and get a good education, or she could work in his shop. He'd no longer entertain ridiculous "battleship" designs made for laughs alone, and she wouldn't watch hard, backbreaking labor from the sidelines anymore. Her hands would be grimy and calloused when days were done, like every other man and woman in his shop.

She didn't hesitate for a second, agreeing to work before he finished speaking. He laughed until tears ran down his face, clapped her shoulder with his massive, rough hand, met her determined eyes and said, "Go make a hundred bolts, size four, we need em for a sloop that came in yesterday."

The nine year old happily nodded and made the parts. Then she made more parts with the metal press, hauled boxes around the shop and brought workers refreshments when they were thirsty. She tested gears for failure with heavy tools, crawled into a steam engine to remove blockages, polished parts and painted others, and that was all before dawn. Ten hours later she crawled into bed and passed out, thoroughly exhausted, muscles sore and bruised. But despite that, despite her pain and physical exhaustion, Mischa slept with a smile.

Seven years later she was an expert, one of the best workers at Antonov's Airships, but she grew restless. She wanted to see the world after spending her entire life on the island. Her parents were worried, traveling could he dangerous after all, but there was nothing they could do. Mischa was a hard headed, determined woman who did what she wanted, so her father made a compromise. Mischa could travel on well defended, well armed ships as a traveling engineer, but small ships were off limits. She also needed to learn magical combat, for in his words, "Helplessly traveling the skies is suicidal."

So she enrolled in magic classes at a nearby island, became competent after a year and worked on a mercenary ship. They traveled across the globe and back again for the next two years, seeing every civilized nation, and every uncivilized one for that matter. Mischa developed an appreciation for the world, for majestic eastern mountains and northern tundras, southern deserts and vast shores of sand and frothing water.

She also met her extended family in Byzantine. The eccentric inventors showed her documents and drawings from a time before history, telling fantastic tales of lost technology and the family's storied past. She took the stories home with her when she returned to Anova, confronting her dad with what she'd seen and heard.

Aleksi laughed off the stories as nothing more than, "Pointless tales of past glory." He laughed and added, "They can't look forward because their eyes are glued to the past."

Mischa's eyes widened. "Then it's true!"

"Aye, but what's it matter? The shop's been abandoned for five hundred years, and who knows where the hell it is anyway!" The burly man laughed. "Look Mischa, don't worry about our past. Too many Antonovs died looking for it."

"But—

"No! This isn't a debate! The west is no place for a woman with a bright future. Focus on what's here, on what's real."

Mischa begrudgingly agreed at the time, but she secretly planned to go west. Becoming a Centurion is the best way to accomplish that, so she constantly trained to become a powerful warrior. Then she entered the great game with dreams of restoring her family name.

Personality | Nyet

Training & Experience | Mischa is an expert airship engineer, ship designer and handiwoman. In her words, "If it's broke I can fix it." She's also a well trained combat mage, but her practical experience is limited to a single pirate attack two years ago.

Random Facts | She's a talented dancer and a notoriously loud, excitable drunk.

Theme song... not really but dolphins 🐬
 
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Mavior 'Mav'/'Maverick' Booker
(Art done by one Anferyus)
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Age | 18

Build | Built like a lightweight Triathalon athlete, built for speed, stamina, and endurance to keep it up. Is a bit above average for his age, at 6'2

Marks & Piercings | A Lichtenberg figure that crawls from the wrist up to his shoulder on his right arm, and a small scar on the cheek.

Profession | Wanderer, Adventurer, Tinkerer, and Archivest.

Elemental Power | Wind

Combat class | Cooperative Wind Surgeon
Weapons & Gear |

Dagger-Drone IOP-
A personally tinkered project done by Mav, the IOP is no larger than a small to medium-sized rat, shaped like a razer sharp flying dagger or spearhead. Usually inert, the IOP can be activated to engage a supernatural burst of speed, usually activated in staggered approaches to not drain the battery.
Shards- Lightweight shards of sharpened metal, ranging in size similar to hairpins or needles, kunai, or shaped like caltrops.
Collapsable Staff- A simple rod of tungsten-like material, no smaller than a pen which can be extended by undoing the locking mechanism, giving it the size of a bo-staff.
Powder packs- A selection of wrapped and packed powders, kept in a bandolier across his midriff. The powders include a nerve toxin with a paralyzing effect by contracting muscles in a painful fashion that only lasts a few seconds to a minute at best based on someone's constitution, a thick and clinging smoke screen, a combustible mix similar to thermite that is heavily wrapped in a fire-proofed package that takes more than a few moments to free, and a hallucinogenic that lasts no more than two minutes at best, likewise subject to an opponents constitution, and a flash powder.
Scalpel- No more than a simple scalpel with an extremely sharp blade.
Protective goggles- Mavior is almost never seen without a set of goggles on his forehead or over his eyes, specially fitted to avoid dislodging or slipping. He seems quite fond of them.

Familiar
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A large triceratops, the beast is roughly the size of a bull elephant, though it's rather passive for its size without good reason.


Familiar Attunement Level | Level 4

Familiar Mutations |
Mavior develops an extremely thick reptilian hide due to his familiar, his pain tolerance rising, and his muscle mass and bone density increasing beneath the surface a substantial amount. This, in turn, results in an almost 'Juggernaut-esque' transformation that allows the deceptively spry young man to charge through most situations or threats with second-to-none physical feats. Furthermore he's able to sprout a large 'horn' from either forearm to utilize as weapons. (Think Barakka from MK).

Origin | Far...far west.

Reason For Joining the Games | "I decline to answer."

Background |
Mavior comes from out west...far, far out west. A bit of an enigmatic figure, though not offputting, learning more about him leads to more questions than answers half the time...

Personality |Mavior is a thinker, heavily inclined to ponder a question and construct an appropriate answer. Notably, Mav's emotional display somewhat numbed and muted. That's not to say he's unfriendly or robotic, but there is a point of time where one has to warm up to him, and vice versa, to realize he's actually quite friendly, if heavily enigmatic.

Training & Experience | Mavior has no 'formal education' and is entirely self-taught from the plethora of knowledge available to him all his life, libraries, and great spots of knowledge containing what would have once been one of humanities greatest assortments of knowledge the old Northern Coalition could have put together. Thus despite lacking a school setting of education, Mav has a startling level of knowledge.

Mav is experienced in the medical field, not to a severe degree, though he has memorized the human anatomy from medical books and texts. Because of this, he knows when an artery has been struck and when an injury is considered life-threatening, and likewise knows the location of pressure points and nerve strikes, as well as tendons one can damage or sever to limit the usage of one's body to name a few examples.

Mav is an experienced tinkerer and engineer, having designed much of his own gear and equipment. He also has a markable degree of knowledge of esoteric 'Old World' information, though he has no current means to replicate anything he knows of.

Mav, with enough time and effort, can start to mimic a fighting style after a long time of practice and observation.

Mavior is quite skilled at 'compartmentalization', able to push pain off to a limited degree only for it to set in later and floor him.

Mavior is an otherwise notable 'alchemist' able to use Wasteland flora and portions of fauna for his own creation, such as with his powders. The mixes to aforementioned powders are all of wasteland nature, and thus near impossible to recreate.


Random Facts |
If Mav were given a modern-day I.Q test, he'd register as a genius-level intellect with an IQ of roughly 250
Mavior has a total eidetic memory, otherwise known as 'photographic'. He can recall anything to perfection, for better or worse...this includes an opponent's combat style, similar to Taskmaster from Marvel Comics. In simpler cases, this includes the books he's read, a chemical mix, or accidentally walking in on someone changing.
Mavior is more left-brained than right. His emotional expression is limited and very reserved, though not robotic. One could consider his personality type as INTP-T.
Despite being somewhat reserved, Mav is actually quite friendly once he warms up to someone, even if interactions are always of a unique sort.
Mavior is super pale, and has to routinely apply a specially mixed 'sunscreen' when in natural light.
Mavior has superior eyesight, far exceeding a normal human.
Mav's intellect shows high probability of being able to 'grow' if exposed to proper stimuli.

Theme song

 
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River 'Rat' Garcia

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IMG SOURCE

Age | 17

Build | A lanky shorter man that stands at 5'7, he has freckles that dot over his skin, he has a few scars from some experiments gone wrong but nothing major.

Marks & Piercings | He has his ears pierced, nothing more.

Profession | Magitech engineeer

Elemental Power | Lightning

Combat class | Lightning Magitech mage

Weapons & Gear | Rat typically doesn't carry much gear on him aside from his tools of his own creation, he has very light armor as he much prefers looser outfits to keep on his feet quickly.

Lightning magitech staff - A staff he can use to excel his magic- he can charge his lighting through the weapon and create a heavy charge when using his staff.

Magitech boots - Expands his lightning magic through his boots when he uses his melee attacks- primarily uses his legs to deliver blows when not using his staff.

Other secondary gadgets TBD


Familiar | Rat, he fondly calls it Remy.

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Familiar Attunement Level | 1

Familiar Mutations | With a level one attunement, Rat can't use the abilities well. Typically, however, he would be able to have good senses. Hearing & smelling is much stronger and he can see better in the dark. With a stronger attunement he would be able to climb even vertical surfaces much like a rat.

Origin | Dewanma

Reason For Joining the Games | He says he has no reason, whether it's true or not has yet to be seen.

Background |

River aka 'Rat' was born in Dewanma and has always had an eye for the furthering technology of his nation- a boy who could see the endless possibilities that sprawled out from every action right ahead of him. Early on his origins were rather uncertain- with nothing but his birth name and too young to remember who his parents were, he had been assumed abandoned and left behind. While on his own, until he was found, he had become sickly and when finally taken in his health had been extremely rocky to where most had not thought he would make it. Most assuming within days the boy would find rest in the afterlife.

Nonetheless, he was able to make a recovery despite the uncertainty. Thus, he was often going to place to place and took to busying himself instead with numbers, technology and magic. Building, tinkering and engineering came easier for his mind, and it was no surprise that he would be taken into the school of magitech to further his talents and groom them out to be something much more. It was a better place for him rather than hopping place to place with such a keen mind. He excelled in being able to make his tests and studies come to life, however when gaining his familiar he never could figure out how to attune and familiarize himself the way that other children would have it despite his familiar coming to him around the age of 5-6. Most assumed it came from his ailments from early age.

Despite this, he didn't let it bother him and shrugged off the idea, he enjoyed his little rat familiar anyway and continued to focus on his elemental magic and of course, his magitech. With his abilities, it has allowed him to become capable enough to join into the games- something encouraged by his elders because of his strong and more keen mind. He seeks out nothing but to expand his knowledge.

Personality |

| Positive Traits |


Intelligent - River is actually a very smart individual, he can understand things rather easily and loves being able to learn new things. He can see solutions easier than most and understand magictech more than most.

Playful - River is a playful person who loves to poke fun and tease and play games. He’s hard to take serious because he isn’t. He likes to see what he can do to make others laugh around them and often uses it to let other individuals not take him seriously.

| Neutral Traits |

Clean Freak - River is a clean freak- every spot of his room or home is cleaned and have not a single mark on them, hardly lived in. He doesn't like to leave anything out or grimey, and will judge others for the way they clean. It wouldn't be the first time he would start to clean someone else's home.

Blunt - River will typically say it like it is, he doesn’t know the whole letting down softly kind of thing and doesn’t get it. He just thinks everyone should be more forward- there's no reason to dodge around something if you mean it.

| Negative Traits |

Stubborn - River can unfortunately be rather stubborn, he’s pretty stuck in his ways unless he’s pretty convinced by you, depending. He knows what he knows, and he's not going to let someone else tell him that he does or doesn't.

Introvert - Despite his charismatic and friendly appearance and nature, River doesn't like to be around other individuals. He would much rather handle things on his own, and be able to have some time to himself where and if he can.

Training & Experience |

Rat may not have a high attunement, but he's not in the games for no reason. He's a lightning mage with a strong proficiency with magitech and building. His skill set is invaluable depending on the individual. While his magic and his familiar abilities are not at the highest- he focuses mainly on using his gear to his advantage and his quick movements. He has a selection of tools and can think quickly in the moment in order to better his chances of survival. He's not a fool.

Random Facts |

River is the youngest out of five siblings- those he has long since been separated from. His parents are alive, and did not wish to have anymore children than they had, hence he was abandoned. They are originally from Nye.

The siblings are;

Fern; a 29 year old man who is the next in line to take over their father's business. He's a very serious and stern individual around most.

Forrest; a 25 year old man who is the more aloof member of their family. He was once in mind to take over the business, but has since found more of a passion for painting and wishing to see more of the world.

Daisy; A 23 year old woman who often helps her mother around where she is able to. She's a high strung mess and often is stressing over the smallest things. She needs a break.

Lavender; A 19 year old woman who is still finding her way in life - much similar to her older brother, she's taken a liking to painting.

With no connection to his family, he takes to having more company of his classmates or those who watched over them. Even so, they're kept at an arm's length.
 
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Narzas Oce
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Age | 29

Build | Average height (5'8"), slim build.

Marks & Piercings | none

Profession | Assassin

Elemental Power | Light

Combat class | Rogue
Weapons & Gear | Daggers, throwing stars, a hand crossbow(tricked out with a reloader), bolts for said crossbow and some jars of poison to dip them in, some rope.

Familiar
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Familiar Attunement Level | 3 - Insect familiar grants bonuses to sight and sensations - bugs are generally very attuned to the world around them and freeze up when they think they're in danger or run away. Also a bonus to climb that will eventually become the ability to scale walls and ceilings because the familiar is a spider. Crab spiders are hunters so they do not leave behind webs, however all spiders still wrap their prey in them so an eventual power may be to sling webs like spider man. Minor camouflage ability due to the variety of spider chosen which will become complete camo later.

Familiar Mutations | Segmented eyes, sticky fingers.

Origin | Zuànshí - In a little village close to the heart of the nation the nobility carefully raises assassins and bodyguards to keep them safe. Every time Nye has one of their tournaments though they send a few of the up and coming newbies that they can spare along. It's as much a test of everything they have learned as anything else is and if they return with glowing recommendations then the nobility feel safer hiring them into their services. Narzas is one such assassin and is thoroughly excited to get this rite of passage over with.

Reason For Joining the Games | Nar has no interest in the games themselves, She's been hired on as security for the games and is not about to pass up her chance to prove she's got what it takes to do her job back home.

Background | Raised from birth as a killing machine, Nar has never experienced such things as: a normal childhood, friends... really anything that could be considered proper social interactions. In her life there has either been mentors or disciplinarians. The fact she manifested a hunter Spider as her familiar is fairly self-explanatory, even if the spider itself spends most of its time perched on one of her ears and looking like a really spooky skin ornament.

Personality | She does not get social norms at all. She knows only two things: Killing and following orders. Conversation tends to be short and to the point, but she's not cruel. She doesn't like doing the torture thing that some of the other students in her class excelled at and she may as well be useless in deception if it's verbal. She instead has honed everything she is into a knife that can cut through any strand of life.

Training & Experience | Really good at killing, being sneaky and following orders, Nar was raised - along with everyone in her village to be a lean mean bodyguarding machine. The best kind of a bodyguard is one that is unobtrusive - basically invisible as a noble person goes about their daily life, and ends potential threats before they become hazardous problems. Real world experience in actually doing the murdering is limited to what missions her mentors were allowed to have her shadow them on and her presence at the games is her true field test. If she passes, then she goes home to be among those chosen for any open bodyguard positions.

Random Facts | She's a sucker for music and art in general, though she hides it fairly well under her usual mask of indifference. Many a night when she was supposed to be sleeping in her assigned quarters she perched near a musician's square and listened to them singing and dancing and generally having a good time.
 
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Euclaire Huilotzin

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Age
24

Build
5’4 Short, lean, with little muscle definition on her arms. Her legs and core are far more toned.

34-25-34

Marks & Piercings
Red/gold ombre tendrils of inky smoke tatts on each hand, trailing upwards to form poppy flowers on her inner wrists. She also has a similar design that spreads on her right side, traveling down her thigh and simultaneously going up her back. Below the decorative markings on her back are old whip scars.

Profession
Dancer/Pickpocket

Elemental Power
Fire

Combat Class
Chaotic Fire Dancer

Weapons & Gear
+Kusarigama

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+Light armor, mostly leather. Usually styled with a dress or robes of some sort that most often leaves her back exposed



Familiar
Gugu
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+About the height of a corgi, four feet long. Prefers to hide away underneath her clothes or in her hair and sticks to six inches length. Lights up when his temper rises.


Familiar Attunement Level
3


Familiar Mutations
(pic not completely accurate but close enough)

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+Forcipules protruding from her neck. They have venom glands that contain a paralyzing Venom that comes with the added bonus of a searing pain that comes in waves. Temporary, not fatal.


+A flattened tail trailing down her spine, legs protruding from every section. Allows for extra mobility/balance/speed when climbing. She can also just sit back and just use them to carry herself around. The legs are strong enough to carry her own weight and then some.


+She can also grow two extra longer sets of centipede legs from her back, two protruding from her shoulder blades, two from her mid back. These limbs are strong but not really sturdy. They can be detached and are capable of regenerating slowly over time.


+Antennae - can pick up and decode vibrations


+Scales (like those on her tail) form over her vital organs, forehead, cheeks, over her arms, and sides of her legs.



Origin
Valencia//Nomadic

Reason For Joining the Games
Fun

Background
Born in the slums outside of the capital city, Euclaire's family was at the bottom of the ladder. She doesn't recall much of either parent, both lost in their addictions until it consumed them completely and took them from her. To most, losing one's parents would be earth shattering but even as a young girl, she felt nothing for them.

After their passing, she and her other siblings were taken in by an uncle temporarily. Seeing himself unfit to raise them, he instead sold them off to anyone who would take them. Some became workers for the nobles, the pretty ones like herself went straight to the brothels to cook and clean for the "entertainers" and trained to become one when she came of age. It was the place where she learned to dance, sing, and establish connections with other human beings.

One of these humans was a woman from Zuànshí named Daiyu who she formed a strong bond with. The two were inseparable and were often behind a lot of mischief and misfortune that befell the rudest clients. Daiyu was mild mannered with a silent strength that erupted at times of necessity. No matter how much chaos Euclaire set in motion, she'd resolve any error with grace and dignity.

After Euclaire's familiar awakened (the result of a kitchen accident gone wrong and a whipping gone too far) Daiyu gifted her her family's Kusarigama and trained her to wield it in conjunction with basic magic training. After much effort, Daiyu managed to convince one of her more loyal clients to secretly tutor her in hopes that Euclaire would be able to protect herself properly in the future.

Under Daiyu and her master's careful guidance, Euclaire adopted her own fighting style that incorporated her dance with the martial art taught to her. Both art forms required discipline and practice. Putting the two together made for an aesthetically pleasing result focused more on speed and precision than power.

The days were long and peaceful then. Until one morning when Daiyu vanished, leaving Euclaire behind to wonder what happened. She had known the older woman wanted to leave and start a life of her own with her beloved. However, leaving was expensive and the madam would never allow it. It was unknown if she was caught planning to escape, if she left without saying goodbye, or if something more worrying happened.

Saddened by Daiyu’s sudden departure, Euclaire took it as her cue to leave as well. Since she was not of age to be part of the merchandise, it was considerably easy to run off when doing chores outside.

At the age of 15, she snuck out of the slums and traveled all around Valencia, making money off of performing various stunts and dancing for any spare change. Meeting street urchins and unsavory individuals out in this new world, she picked up pickpocketing after discovering she had a talent for it.

Though she had made attempts to settle down, Euclaire bores easily and decided a mundane life wasn’t for her even if she had the money to do so.


Personality
Euclaire is a carefree spirit who seems to wear her emotions on her sleeve. Thinking is overrated. She isn’t the brightest crayon in the box but is strangely perceptive when it comes to the feelings of those around her. The dancer has a knack for telling when a person isn’t being completely honest. She prides herself in being authentic and honest even when being anything but.

She gives off the vibe of "What you see is usually what you get." and uses her sunny disposition to cover up anything she isn't comfortable showing.

Training & Experience
+Several Dance forms
+Singing
+Housework
+Cooking
+Distraction/Theft
+Kusarigamajutsu


Random Facts
+Nervous around Fire that isn’t her own
+Personal Boundaries? What are those?
+ESFJ, Aquarius
+The type to eat food that's fallen on the ground as long as it wasn't on the ground that long.

Theme song

 
Wilzemi (picture is my oc commission drawn by Skinipik on Fiverr)
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Age | 19

Build | tall with an average width

Marks & Piercings | ear piercings. most frequently wears a small pair of transparent crystals (probably fake) that she uses as a focus for small elemental tasks, such as lighting her way in the dark

Profession | self proclaimed researcher

Elemental Power | Light (Lightning from her artifact)

Combat class | Utility Caster though she is lacking in combat experience

Weapons & Gear | Wilzemi is equipped with an artifact that converts any element into lightning, which she can then cast using her staff

Familiar | an owl named "Shurley"

Familiar Attunement Level | 4 (L5 conjuration, L3 manipulation) due to diminishing returns on her artifact, and extensive experimentation

Familiar Mutations | significantly improved hearing and eyesight, in addition to wings and sharper claws

Origin | Peirama, one of the Outland Isle's

Reason For Joining the Games | as a passionate and avid researcher, Wilzemi believes she will learn many things about her abilities

Background | Wilzemi was born on one of the Outland Isle's. Peirama, an island of misfit scientists, was home to her father, who had been "encouraged" to go there since his madly scientific tendencies in public betrayed the image the main islands government aimed to push. he rarely finished his projects anyways, making him of little value to the state economically. his wife came with him, and on Peirama they started a family. Wilzemi's light owl familiar materialized around 4 years old, and ever since she's been experimenting with it and the light powers she received. she was gifted a unique artifact her dad had found and figured out, one of his few finished projects, but within a week she blew herself up whilst experimenting with lightning. having now learned many odds and ends of her current capabilities, yet still yearning for knowledge, she has decided to join the Great Games. Wilzemi judges it will be safer than searching for a fight in the wild.

Personality | playfully inquisitive and emotionally expressive. scouts the boundaries of anything and everything. though she may seem reckless or otherwise ignorant of the consequences her actions may have, Wilzemi really puts forth the effort to stay within absolute thresholds.
 

Faraji Aguta
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Age | 33

Build | 5"7, slight muscle.

Marks & Piercings | Several body piercings - some visible, such as his septum and ears, and some across his body he leaves to the imagination.

Profession | Games Appraiser

Elemental Power | Ice

Familiar - Lapis, a Hyacinth Macaw

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Familiar Attunement Level | 2
Familiar Mutations |
  • Flight (a very short distance and not very high at all, more of a glide if anything).
  • Slightly better senses such as eyesight and hearing.
  • Ability to mimic other voices/sounds.
  • Ability to grow wings.

Origin | Free States of Africa - Odiegu, one country along the border of Dewanma

Background |

Born within the collective of the Free States of Africa, Faraji grew up in Odiegu, a country bordering along Dewanma. It was oftene welcoming to those who visited or decided to immigrate there, and it was not unusual to see soldiers of Dewanma flitter across the border. Odiegu and Dewanma have a good agreement in place - Dewanma provides the country some of its technology to help with automation and labour, in exchange for the very resources that help to power such technology.

Faraji is well aquainted with this knowledge of its resources and technology - for his father and two brothers were one of many who worked to mine such ores. He, however, was not one for manual labour such as that, as admirable as he found those in his family doing it. His skills lay more in academics and dusty studies written by those who were now bones. He was appreciated for it, not shunned or outcast for taking a different interest and treading a different path. Faraji often sat and supped with them in the mines and exchanged pieces of academic works.

He had ventured to Dewanma in his late teens to study, though, often returned home in between. In his early twenties, he returned to his home town in Odiegu once again to teach the children, though, he found he stagnated in his town as much as he loved his home and the work he did. It was upon the encouragement of his family, and his own desire to search for that something a little more beyond his borders, that he decided to start travelling, and left his comfortable and rather secure, if not quiet, life behind.

Though he travelled much of the Free States, and ventured further beyond, Faraji eventually found himself in Nye. His interest in the Games eventually led him to becoming one of the several staff that keep the Games up and running smoothly. He started from the bottom like most people usually did - cleaning, or checking tickets, or providing food or drink, or the best places to go to or stay in within the Floating City. He was patient if nothing else - he saw plenty leave than stay as long as he did.

Faraji eventually ended up placed on one of several teams scouting for contestants in the Games. Though he was only there to help with transport and keeping the appraisers themselves company, he rather fancied watching out for potential contestants. He would often discuss his opinions on some of the contestants, recall the skill or marvel at the way others held themselves that made them practically perfect for the Games. Most of the time he would have been told to mind his own business, but word travels fast in small appraising groups.

Faraji was eventually challenged to pick out one potential contestant he believed would win from a pool of the ones chosen for a game that took place 7 years ago. He picked his one contestant. For a few weeks, his chosen contestant rose the ranks, making it all the way to the finals themselves!

They didn't win the Game that year. But apparently making it to the final fight was an impressive feat, and Faraji picking one contestant and running with them caught the eye of a few other appraisers.

Faraji has had his standing as a Games Appraiser for 5 years now, and by now has become a recognisable face to many constestants, repeating or new otherwise. Though not an amazing fighter like the contestants he's picked out, he's gained a great breadth of knowledge of fighting styles and cultures globally. Sure, he still gets his torrent of abuse for choosing one contender over another, or that his opinions are far too outlandish or too conservative for a set of entertaining games, but he leads a comfortable, secure life in a role in Nye that he seems to enjoy rather well.

Personality |

It's a rarity that Faraji stays in one spot for too long, though, working for the Great Games of Nye provides enough flavour and twists and turns to get him to stick around. His career offers enough variety for the man that he's always looking out for the next big contestants, whether for entertainment value or based on pure skill. His less than conventional ways of doing his job and his love of adventure, travel, and the unknown has served him well so far, but there is plenty of more knowledge to be discovered in Faraji's opinion!

Faraji knows what he wants, and by God, he knows how he'll get what he wants. It's no surprise how much effort he's put into his career thus far, and he enjoys a rich and lush lifestyle as a result - though, he's always looking for more. Like anyone in Nye, Faraji gets a little carried away - in which most people claim was what blessed him with Casimir, his son - and is known to indulge in life's finer things. It's not to say he doesn't have his paperwork in order - Faraji is as organised as any schoolteacher ready to conduct lessons and appraise students, which is probably why he was such a good fit for his appraising job.

By now, most people recognise the name of Faraji. He's made sure of that, getting involved in as many aspects of the game as he can, keeping up with contestants, Centurions, weaseling his way into higher circles if h can manage it. But most of all, he likes to think himself the life of the party. Charming, flirtatious, and an easy-going manner tends to set others at ease with him - most of the time, if they take to the persona he puts forward. Many joke that he should have been in the games himself if he craves attention so much, but Faraji knows his limits. He describes himself as a lover, not a fighter, and he leaves the bloody work to the contestants and their parties.

Despite his laidback and friendly demeanour with contestants, Games goers, and more, Faraji takes a similar approach to most contestants in these Games - everyone for themselves. It was not anyone else's work that got him to where he was, and so he happily takes the credit. Most of the time if problems from others come up, he doesn't consider it his problem unless it directly involves him. Selfishness is unfortunately a growing problem when paired with status and money, and he's less likely to stick his neck out for somebody unless there's something in it for him.

Faraji has become so accustomed to putting on a mask that people often mistake him for being pleasant and happy all the time. He's become accustomed to regulating his emotions, so very little really gets to him. If it does, expect it to be pretty bad if he's stressed or anxious. For the most part, he puts up the image of a laidback man, who's loving life and having a great time, while also having a calm and soothing composure about him.

Training & Experience |
  • Studied Arts and Cultures in Dewanma. Also has his teaching certificate!
  • Knows everyone, and everyone knows him.
  • Has been working within the games for 8 years, 6 of them appraising. He has a keen eye.
  • Basic combat skills - it helps watching contestants and seeing different fighting styles!
  • Bo staff/polearm skills - basic at best.

Random Facts | He has a son, 3, named Casimir. A ‘surprise’ from a previous few encounters with a woman, Myra Shah some years ago, though, very much a loved boy regardless. He lives with his mother, though Faraji, for all his faults, does make an effort to visit and raise him.

Theme song: Uhhhhh coming soon???
 
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The Dreamer

  • I have nothing, meaning I have nothing to lose fighting for everything.
    Zulan
    7e6e594faeaf8f4f537b965c9aaecdd8.jpg


 
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[Renn, Burning Song. Aka: Reneé Cloîne]
Renn.png

Age | 21

Build | 5', hourglass figure, lightly toned body from health regiments.

Marks & Piercings | none

Profession | Performer, singer

Elemental Power | Fire

Combat class | Support probably. She's good at being a distraction or causing them.
Weapons & Gear | none

Familiar
Phoenix named Noel

Familiar Attunement Level | [ 1-2. Renn hasn't bothered trying to fuse with her familiar much, it's too useful as a mascot. She uses her fire primarily in showy flashy fashions which don't require much power ]
Familiar Mutations | [wings,eagle eyes]

Origin | Born and bred in Nye
Reason For Joining the Games | She's one of the favored songstresses of the upper city. Her presence was specifically requested as well as some other performers to help make the games more fun.
Background | When you live in the big city you either become a commodity, a manipulator, or you become a criminal and get sent down to the bad place. Renn was a talented vocalist from a young age and so she was sheltered and brought up as the first of these options. Sexy and charismatic without effort, the fact she's been called in year after year to hand trophies and medals off to the various victors of the games is no mystery. Neither is the obvious creeping done by pretty much nearly every man with a title in the general vicinity of the arena. Renn never seems to mind the grabby hands that fly her way though, she's well aware of how the game is played.

Personality | Independent, confident and a bit of a prima donna, she nevertheless isn't an idiot and knows how to negotiate in her own defense - though she certainly has a team of managers around exclusively so she shouldn't have to.

Training & Experience | She's had a vocal coach most of her life as well as the usual assortment of personal assistants expected of her position. Someone tells her how to eat, when to exercise and do forth so she can remain in her position as a starlet of the games.
 
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Vixie (Vivian)
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Vulpix by RoCkBaT
Age | 15
Profession | Student
Elemental Power | Fire
Weapons & Gear | bladed knuckles
Familiar | Fox Philos-o-fur
Familiar Attunement Level | 3
Familiar Mutations | Fox ears (improved hearing) and tails (improved balance) Improved sense of smell, improved speed—this is what got her through the preliminaries
Origin | Nye
Reason For Joining the Games | Inspired by Bean
Background | Like a slew of others, Vixie is a young girl inspired by the success of last year’s winner. (Plus Nyaall is supposed to be joining.)
Personality | Always up for a little fun; rarely takes anything seriously…so far
Training & Experience | Schooling on Nye; which includes learning to fight to form stronger ties to your familiar: she's top of her class in attunement
Random Facts | Vixie’s not her real name, she joined under an alias…since her parents don’t know….yet.
 
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