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Fantasy The Guardians of Gerhard CS thread

Elysium

Nuts
Roleplay Availability
Roleplay Type(s)
This is the Character Thread for the Guardians of Gerhard RP. If you have not been accepted into the RP, please do not post a CS here. DM a CS to me, and once it is all accepted, it can be posted here, for the sake keeping this thread clean and tidy. Thank you all for your interest in this RP.

= = = The Guardians = = =

The Arcanist ( Zearea Zearea ) - a innately talented spellcaster that gets their strength from sheer strength of will, or hubris as a formally trained mage would say. A charismatic force of arcane strength that is better on our side, than on our enemies

The Archer (@Humble Shipper) - a survivalist that's as comfortable being on their own, as they are providing cover fire on a team. A skilled tracker that's a crack shot when recon becomes battle.

The Leader - a mid-ranked officer in the main corps, chosen to be commander for this mission. A capable combatant with years of experience, although they may not be quite completely hardened yet.

The Mage (@Noivian) - a mage that dabbles in all types of magic, and knows their stuff when it comes to all things magical, and is well read in general. Have a question, ask the Mage.

The Noble - a youngest child of a large noble family, far removed from being an heir, and promised to the Guardians in return for favor from the royal family. Formally educated in magic, combat, and general knowledge, but short on real experience.

The Priest(ess) - A goodly cleric who found revelation and joined the Guardians as a healer and source of divine knowledge. A source of wisdom and guidance for the mercenaries.

The Rogue - a smooth talking, light fingered, shady scoundrel with a quick wit and a hidden dagger. A fine friend, but keep an eye on your coin purse in their presence.

The Smith (@magic is science) - a veteran warrior who retired from the front lines to build armor and weapons for the military. Took up arms once again when times became tough.

The Soldier - a new talent that impressed all their higher ups during training, and was accepted by the Guardians very early into their career. Untested but shown to be capable during training and early missions.

The Vagabond ( Elysium Elysium ) - a proven combatant that constantly looks for new ways to challenge themselves, sometimes leading to headaches. Despite this, their skill and luck has proven them dependable time and time again.

= = = The Hand of Nocturne = = =

The Assassin ( Hard Boiled Hard Boiled ) - a deadly killer-for-hire that's feared and respected in the underworld. Their blade never misses its mark, and their soul is tainted with innumerable kills.

The Bandit ( TobiornotTobi TobiornotTobi ) - The leader of the Gondar bandit clan, with designs on their own Gerhardic throne. Savage and hateful, this merciless beast in mortal skin is a prime suspect in recent events.

The Lich (@Zariah Turner)
- a long dead wizard with a powerful ability in darker magics. Seems like they just want to watch the world burn, but could they have a clever ulterior motive lurking in that sadistic, seemingly insane rotted mind?

The Oathbreaker - a former paladin that lost their path after a traumatic life event. A powerful warrior with few remaining morals and a warped sense of honor.

The Warlock (@Stern LuLuLu) - a ruthless spell sword that sold their soul to an abyssal entity for greater power. Enough of a fiend in their own right, this vengeance seeker wields both hellfire and steel.​
 
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Role: Arcanist
Name: Ashlia
Age: 29
Height: 5"2'
Weight: 40kg​

Armor and weaponry: Enchanted cloth robes, wands/staves, enchanted jewelry

Personality: (Chaotic good) Ashlia is a conflicted individual, overwhelmed by intense emotions that effect the fabric of her world. Reserved and introverted, she prefers to spend time alone, lost in thought. However, her sensitivity to the moods and energies of those around her causes her to adapt herself to fit, demeanor changing to match the situation. This is further amplified by a deep seated fear of abandonment and rejection, stemming from her childhood memories and time spent with the villains.

Background: Before she was an arcanist, Ashlia was just a child with strange, dangerous powers that she could barely control. Beholden to them, and ostracized by her family, and everyone that lived in the village she resided in because of them, she grew to fear and resent herself. Eventually, she was driven out of the village and forced to wander to other towns, looking for a way to survive. It was in this extreme low that a villain, seeing 'potential' in the destructive wake of her 'fits', offered a place at their side.

The reward? That she would learn absolute control, and become worthy of respect.

While this was something she desperately wanted for herself, she could not reconcile with their methods and ideologies. She could fight to defend herself, or someone else, but as soon as it came to deliberate, unprovoked, pre-planned acts of violence, she couldn't do it. All in all, she made a pretty pathetic and easily manipulated villain. Which was exactly what happened the first time the guardian's turned up, thwarting the villain's plans.

Reason: The guardians, after capturing her, realized pretty quickly she was unwillingly dragged into the villain's plot and had no intention of doing evil. After explaining her plight with her family and magic, it was decided that she could work under the Mage, who had been their longer, and was much more knowledgeable and in control of their magic. Now, after five years of being an apprentice of sorts, the mage, after getting her thoughts, convinced the rest of the guardian's that she was fit for missions.
 
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"What's mine is mine, and what's yours is mine!"


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Cnut Svartrson

Role: The Bandit
Name: Cnut Svartrson
Age: 35
Height: 6'3
Weight: 218 lbs.
Physical Description: Cnut is a Caucasian male with a head of jet black hair he keeps tied in a man bun atop his head. A bushy beard adorns his face and his brown eyes are topped with thick eyebrows that resemble caterpillars. His nose is narrow in shape and if you look closely enough, pink lips can be seen inside the sea of facial hair that is his beard. The first words that come to mind when describing Cnut's physique are 'hulking' and 'imposing'. Standing at a tall 6'3 and weighting 220 lbs, he is a towering predator with muscles to match his above average height. When outside of combat, Cnut tends to slouch when standing and walking about, but stands at full height when in battle. Cnut wears a mishmash assortment of armor on his body. Each piece looks as if it was taken from a different set of armor entirely, which is true. Any and every fallen foe has the potential to have their garbs, gear and accessories looted from their corpse, becoming a part of Cnut's wardrobe. There isn't a single article of clothing on Cnut's body that wasn't procured from someone he or his horde of bandits killed. The black fur cloak he wears over his shoulders was claimed from a noble who wandered into the clutches of Cnut and his highwaymen. His silver chestplate, from a guard escorting foreign dignitary into Gerhard. His black pants and brown boots were taken off a drunkard who made the fatal mistake of scuffing Cnut's original pair, which he then used to stomp a mudhole in his butt. But the accessory Cnut values the most is his belt. It was the championship belt from a jousting tournament, 'reclaimed' by Cnut when its champion Cedric Vanderdash refused to take a dive so Cnut could win big in the betting ring. It is large and black with a centerpiece the size of two hands joined together by their fingertips.

Armor and Weaponry:

Armor​

Cnut prefers to keep his armor usage as light as possible to maximize his movement speed and flexibility. To this end, he wears shoulder pauldrons, metal gauntlets, a chestplate and metal greaves.

Weaponry​

  • Swords, knives, axes, Cnut can and will wield any weapon he can get his hands on. His primary arsenal consists of two elongated machetes, a bandolier of throwing knives, and throwing axes he keeps on his belt.
  • A lifetime of physical activity, ranging from military service to outrunning the law have granted Cnut a fast and strong body. He's not just muscular, he's also quick as a snake.
  • Cnut is also in possession of a myriad of pets bought, bred and stolen over the years. He deploys them into battle whenever available, the most active of these being his two wild mongrel dogs named Cook-Cook and Bronzie.
  • A legion of bandits at his disposal! Low in quality, high in quantity!

Personality: Brains, brawn, brutality! Cnut is the unholy trinity of these three aspects. And when you add bottomless ambition and a thirst for money, power and glory, you have a serious threat to everyone around. He is a brute of a man with no lack of self-worth. Cnut knows what he wants, and more importantly, that he has the strength to take it. And he doesn't care how many people have to get hurt in the process. Life, like leftover herring, is cheap to him. He won't hesitate to kill and at time takes great pleasure in the deed, along with stealing their goods. To compliment his primitive way of thinking, Cnut also has a twisted sense of humor. He finds just as much amusement in celebrating his victory as he does in the heat of battle, fighting for survival. Revelry is a big part of his life as well. He has a jovial spirit and can be a goofball during low stress situations or when he's in a good mood. But when his temper rises, it's difficult to calm him down. His fury can sometimes burn until everything around him is cinder. However, Cnut is more than just an axe-wielding meathead. Years served in the Gerhard military before his dishonorable expulsion blesses him with cunning very few in his line of work possess. His time as a soldier gave him hands-on lessons in organization, planning and guerilla tactics, which he now employs in his subsequent line of work as the leader of the Gondar Bandit Clan.

Background: Cnut was born on a frozen island disconnected from the hustle and bustle of the mainland continent and Gerhard. His parents were fishers who emigrated from the island to seek better opportunities for themselves and their son. They didn't have a lot of money, but Cnut never went to bed hungry. When he was old enough, he began attending school, where he was belittled for his short stature by the other children. As he grew older, Cnut noticed other discrepancies and inequalities in his life. Why did he have to wear patched together rags while others wore bright colored robes. Why did his parents have to leave early in the morning and return late, too tired to play while other parents walked around town with no cares at all? Young Cnut spend his days wondering why everyone had more than him and he had so little. His disposition changed as he got older, however. It was at this age that he realized that if he wanted the finer things in life, he would have to reach out and grab them. Over the span of his 20th year of life, he underwent a growth spurt, expanding horizontally and vertically in mass. Rejecting the quiet life of a fishmonger expected of him by his parents, Cnut enlisted in the military, lured by the promises of good pay and the chance to build your own path.

The young man started at the bottom as a grunt and worked his way to the point where he was assigned to a team that conducted special assignments under a commanding officer. The team specialized in covert operations such as tactically breaching enemy territory, spying, and ambushes. Which was when he developed a habit for looting the dead and making money on the side selling the goods. His CO turned a blind eye to his men's dirty work, until their looting moved to living targets who weren't on the military's radar. Before they could be detained and arrested, Cnut and his accomplices evaded capture and fled until they encountered the Gondar Bandit Clan. In need of protection, the former soldiers swore fealty to the clan. Once more, Cnut started from the bottom and worked to rise to the top. This time, his ascent was streamlined by his experience as a soldier. It also help that he knew how to do basic math, a skill other bandits lacked. Eventually a turn of events resulted in the death of the clan's leader at the time and after a brief power struggle between differing factions, Cnut emerged victorious. And his ambitions didn't stop there. Cnut didn't just want to be the leader of bandits, he wanted to be the King of Bandits. And every king needs a throne and subjects to rule over. But there are some within his ranks who see the volatile and overly ambitious Norseman as a liability and therefore an ineffective leader...
 
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Wolf is a massive example of a half elf. Very long, graying brown hair usually twisted into a loose braid frames a chiseled, scarred face. While still relatively young for an elf, even half of one, wrinkles adorn his forehead and the corners of his amber eyes. His powerfully built body towers over all but the tallest humans. Starting from his chest downward, Wolf’s body is tattooed all over his body, intricate drawings and draconic runes that explain the story of his many exploits, as does the roadmap of scar tissues that covers him everywhere. His clothing, outside his armor, is usually just simple tunics or jerkins. Wolf cares little for fashion or the like, keeping his wardrobe small, casual, and cheap.

Role: The Leader
Name: Wolf Harradin
Race: Half Wood Elf
Age: 56
Height: 6’1”
Weight: 205 lbs

Armor and weaponry: Wolf wears dark steel plated armor signifying his status and prowess as one of the Winterhall province’s finest berserker knights. Starting with nothing more than a studded leather jerkin and a fur cloak, each tasset, pauldron, and gauntlet was earned through honorable melee combat. His pride and his name are written on his outer clothes, in the draconic language, just as his exploits are tattooed into his skin. The plated armor is deceptively well made, light, and designed with mobility in mind, allowing Wolf to move better than one would expect, even completely encased in metal, fur, and leather.

His weapon, outside of his hardened body and talent with the unarmed arts, is his claymore, a dragonbone blade mounted to a black iron hilt, nearly as long as he is tall. A pair of daggers balanced for throwing and a pair of throwing spears complete his selection of weaponry.

Wolf is also not above beating someone with a barstool, or throwing a rock at their head. Honor is great and all, but to survive is to win. And survival is the first edict of the Dragonguard and the Mountaineers.

Personality: Wolf is a knight, loyal to a fault, unwavering in his confidence, strong as a troll, and holds five personal tenets that he keeps to with unwavering discipline. However, he is also a berserker, a man fueled by raw adrenaline and the promise of an alway greater test of his skills. He does whatever he feels is right in the moment, and his allies can keep up or get left behind, but he will not hesitate to stop a blade from finding a friend if it is at all within his power, while he’s not battle-drunk.

As his rage builds, the concept of friend-or-foe disappears and his mind narrows into one thought, the thought of crushing whatever is in eyeshot. He shrugs off pain and gets both stronger and faster, destroying his foes with brutal efficiency, for while his conscious thought might start to slip, his muscle memory and disciple are subconscious, and delimiting himself only makes him more threatening to anyone nearby. Wolf can stop his own warpath with time, just as hurricanes take time to stop their destruction. When he’s in the zone, leave him alone, and stick to the pre-made plans, let him do the wildcard work. For your own safety.

Wolf is not necessarily serious, but takes his role very seriously, shouting like a drill sergeant when it’s time to set up camp, tear down camp. He also performs every task in the camp, whether it be cooking, cleaning, chopping firewood, etc, with the same efficiency he slaughters his enemies, usually without the blinding rage.

Background: Wolf was born and raised in the caverns of The Plateau, and spent his childhood underground, until the age of sixteen when he was selected to become a Mountaineer, one of the rangers of the Winterhall province. He spent a decade doing that, fighting barbarians and mountain orcs before his valor and prowess had him selected for the Dragonguard. For the next twenty years, he earned every plate on his armor piece by piece, performing more and more incredible acts of martial prowess. There are many deeds to his story, but the most prominent three, three stories told even outside of his home province;

For his helm, at the age of twenty-nine, he single-handedly slaughtered a goblin tribe, one that was harassing and ambushing nearby foothills villages and ambushing caravans moving through the mountain pass. For this, he earned the title of Goblinfoe.

During this time, Wolf met a woman. However, after four years together, a plague running rampant through the Plateau took her. Wolf took a two year sabbatical, and traveled aimlessly around the land of Gerhard before finding a monastery and gaining entrance. Wolf spent a year meditating and worshipping Solara with the monks, and even learned their martial arts, although he couldn’t quite master the arts of ki usage. Wolf returned home afterwards and returned to duty, his mind and soul clear after his stay away from the world.

For his pauldrons, at the age of thirty four, Wolf was tasked by Vormund to lead a band of Mountaineers slay a young black dragon that had emerged at the swampland base of the Winterhall mountains. Wolf was successful, after many days of playing a game of cat and mouse, with the roles switching constantly. For this, his old blade was retired, and a claymore of dragonbone was forged for him. For this, he earned the name Dragonslayer.

When he was approaching his forties, the war with Mulhorrin started in full force. Vormund was asked, by the royal family, to send a regiment to join and fight for Gerhard’s cause. Wolf and his regiment were selected, and they fought under the Guardian’s orders for the duration of the extreme, bloody conflict. The war took nearly a decade, and Wolf made even more of a name for himself during the long, bloody conflict. Wolf is directly credited with the conquest of what are now the Silver Shores and Eastvale provinces, stripping the land from Mulhorrin, as a living nightmare to the rank and file of the Mulhorrinese army.

During this time, at the age of forty four, he killed the former leader of the Gondar bandits when they were ambushing caravans within the Winterhall province. Their battle lasted hours, and Wolf still keeps the skull in his tent and a single vertebrae on a necklace. For this, Wolf earned his breastplate, and the name Banditsbane.

The war finally came to an end, shortly after Wolf’s fiftieth year, and his regiment was no longer oathbound to serve Gerhard as a whole. So Wolf sent them home with a letter, and pledged his blade to the Guardians, who were glad to keep such a fearsome ally. And for the last five years, Wolf has been part of the clan and their sometimes wild adventures as the clan master-at-arms. And, this time, with the intel on the location of the Gondar Bandit leader, he was chosen to lead a task force into the heart of enemy territory, as the main clan makes haste towards the capital.

Reason: Vormund ordered him to follow the Guardians into war with Mulhorrin, and Wolf was honor bound to obey. He has since been released from his oath, but Wolf has stayed with the Guardians as he feels at home with the mercenary clan. Plus, he seeks true challenge, constant validation of his prowess. And where better as a mostly unbound mercenary?
 
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1000 PCS GOLD REWARD
FOR THE CAPTURE OF
THE RED MISTRESS
ALIAS OF TIFFANY DELMAR
DEAD OR ALIVE
WANTED
FOR MURDER, THIEVERY, TREASON, ESPIONAGE, ASSAULT, ABDUCTION, SMUGGLING, CONSPIRACY, ESCAPE, VANDALISM, WITCHCRAFT,
DESECRATION OF A CORPSE, HERESY, CORRUPTION, AND GENERAL DISTURBANCE OF PEACE AND ORDER.
Untitled_design__2_-removebg-preview.png
AGE: 36 YEARS | GENDER: F
HEIGHT: 5'6"/168cm | BUILD: SLIM
WEIGHT: 140lb/63kg | HAIR: BLACK, LONG
COMPLEXION: OLIVE | NATIONALITY: MULHORRINESE
EYES: BROWN | OCCUPATION: ASSASSIN
MARKS: DIAGONAL SCAR ACROSS RIGHT FACE--ARTIFICIAL "CLEFT LIP",
PERMANENTLY BLACKENED/BURNT FOREARMS AND HANDS,
ASSORTED INJURIES

CLOTHING: RED CLOAK/TROUSERS REINFORCED WITH LEATHER ACCESSORIES/PADDING
WEAPONRY: BLADES, CROSSBOW, DARTS, POISONS, FISTICUFFS (SKILLED IN MANY COMBAT FORMS)
EQUIPMENT: GRAPPLING HOOK, SMOKE BOMBS, POTIONS, ENCHANTED JEWELRY, ETC.


TIFFANY DELMAR IS A KNOWN CRIMINAL ACROSS GERHARDIAN TERRITORY, PRINCIPALLY IN FORMER MULHORRIN, WHO ENGAGES IN MURDEROUS ACTIVITY FOR PAY. SUBJECT MAY ATTEMPT TO TRICK, SEDUCE, OR OTHERWISE MISLEAD PURSUERS. DO NOT UNDERESTIMATE SUBJECT'S SMALL STATURE. SUBJECT HAS ESCAPED CUSTODY SEVERAL TIMES AND HAS KILLED LAWMEN. RECOMMEND INCAPACITATING SUBJECT WITH MAGIC OR OTHERWISE SUBDUING PRIOR TO MAKING DIRECT CONTACT. DELMAR IS ARMED AND HIGHLY DANGEROUS.

DO NOT APPROACH ALONE OR WITHOUT PROTECTION.

DELIVER SUBJECT TO GERHARDIAN MINISTRY OF ENFORCEMENT DEAD OR ALIVE TO CLAIM BOUNTY
TURN OVER FOR FURTHER INFORMATION


TIFFANY DELMAR took her first life at the age of thirteen.
The daughter of refugees from Gerhard's territory expansion,
Tiff's family was too poor to put her in school.
Instead, she worked hard hours in factories as a child, earning a paltry sum in exchange for grievous injuries and exposure to toxic substances.
As her starving family failed to meet the cost of living and her father grew ill,
Tiffany's mother desperately sought out the local crime boss for a loan.

The
Delmars regained their footing for a time...until the loan returned with interest.
Tiffany's family was now indebted to the mob, who expected more than a return on their investment.
Since her father couldn't pay off their exorbitant debt,
Tiff would be put to work instead.
At ten years old,
Tiffany Delmar became an associate of a Mulhorrinese gang.
...
Tiff
started small, working as a runner of illicit goods who wouldn't draw attention from the law--a job which, she discovered, paid very well for a ten-year-old.
Just the tips she earned from underground clients were more than either of her parents ever made in an honest day's labor.
When she showed success moving goods, she was promoted to burglarizing businesses, something she had no qualms with.
She got to keep part of whatever she stole, and that was good enough for her.
For the first time, they had full bellies, warm clothes, and shoes without holes. Even if she was taking from people, she needed it more than they did.
She maintained a steady stream of income pulling odd mafia jobs for several years, acting as the breadwinner for her house at twelve years old.

...
One night, when Tiffany was burglarizing a lucrative general store, the owner caught her with her hand in the till.
She
tried to run, but he stood between her and the door, so she took her knife and blindly thrust it forward.
Both paused in disbelief as the knife stuck into the man's gut. They met each other's eyes.
He dropped, and she ran off with the coin.

Despite the immense terror welling within her,
Tiff told her bosses of the disaster...and instead of condemning her, they praised her.
For keeping resolute and finishing the job, her bosses allowed her to keep the whole score--enough to pay off her family's debt, and then some.
As she looked down at the bloodstained gold, it looked right back at her, and they came to a silent agreement.
She immediately spent the money treating her father, who made a full recovery.

...
Though she was no longer indentured to the crime syndicate, Tiffany had found a calling within herself:
A way in which she could reject the system that had abandoned her, keep her family fed, and be recognized for her true value.
Having proven herself capable of violence,
Tiffany was sworn in and began her true career as a mafioso.

The teenager began dishing out beatings for pay, using her small frame to ambush targets with concealed weaponry.
Battery soon evolved to abduction, then trafficking, then sanctioned hits.
By seventeen,
Tiffany had taken as many lives, emerging as a prime enforcer for the mob. Whenever a problem needed to be solved, Tiff was sent.
What she lacked in brawn, she made up for tenfold in brutality. Word of her effectiveness--and ruthlessness--rapidly spread throughout the lands.

...
Tiffany
earned a reputation as a young but capable contractor who would do anything for pay, and demand for her services spread outside of the syndicate.
Valuable--and deadly--enough to be in a position to bargain with the bosses, she agreed to remain on call for special business and parted ways on good terms.
With ten years of experience in her pocket, she started her career as a freelance wetworker;
an instrument of death to the highest bidder, loyal to none but herself and the man on the coin.

...
Now a proficient and renowned killer, Tiffany has remained a stable figure in the Gerhardian underground for decades, outliving nearly all of her former colleagues.
WANTED posters for a mysterious assassin in red can be found in any given town or city, dotting bulletins and Sheriff's offices.

The Red Mistress is a name spoken in taverns and low-down dens across Gerhard, under hushed breath and darting eyes.
Rumors claim she's a gorgeous-but-crazed black widow who sleeps with the men she kills, as revenge for a long-broken heart.
Others say she's class hero, killing and stealing from the rich in a noble crusade against inequality.
Some think she's just legend, made up to sell newspapers and promote the Law.
In all the stories, however, one thing remains constant:
"You never see her," they always say, "just the red mist she leaves behind."


 
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