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Fantasy The Hunters Guild. Characters

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CS for the guild, if you want to know more information in regards to where your character came from etc please ask me in a PM or on the check as I've yet to write up a bunch of lore.

Name:
Gender:
Age:
Appearance:
Class:
Skills:
Preferred weapons/tools:
Magic:
Background:
 
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Work in progress, example character.

Name: Shiki Nazâ
Gender: Male
Age: 25

Appearance:
face.jpgtarka.jpg
Shiki stands at 5ft7 with a strong lean build. A faded scar runs along his face.
Dark hair, dark eyes. Messy beard at most times.

Notable features/traits:
Confident, love of grog, likes to sing
Post trumatic hatred/fear of Wyrms, (whip like tails to be precise)

Class:
Hunter
(Also leader of the guild)

Skills:
Projectile weapons, bow and arrow.. crossbow.. hook-shot.. throwing daggers..spears.. shiki is scary accurate.
Stealth, able to move quickly and undetected. Magic helps alot to...
hook-shot practice/know how
Shiki has spent years testing and practicing the dwarfen hook-shot and it's different modifications. Learning to craft ammo and make minor repairs to any dwarf device similar
Counter attacking/parry
Shiki usually deals with danger from a distance or by landing the first strike, though in a fair fight Shiki prefers a dagger to a sword, or simply fists.
The man’s speed Is what keeps Naza alive.
tracking/gathering
Shiki has been training in all manner of hunting and survival since a toddler. These particular skills blossomed dramatically under the guidance of a fairy.

Gear:
The armour i put above.
Dwarf bow.
Many arrows/bolts.
Various bombs, some able to fire from his...
Hook-shot.
Has a Sword, dagger.
Dark green or brown clothes. Hood's cloaks shirts pants etc.
Leather boots with steel toes and heel.
(In fort stronghold lies five years worth of hoarding weapons tools and equipment, as well as what was hidden or left in the derelict fort)
View attachment 588725
View attachment 588726
(The hook-shot I reference is basically from this. Awesome dlc mind you)


Magic:
Warp, teleportation to be exact. Shiki is able to teleport himself or what he is touching with the use of mana. The distance travelled, what he is warping, if he can see his destination or not all effect this magic. While being somewhat reliant on his magic Shiki has made sure not to neglect training in any capacity.

Background:
His mother a human mage, his father a Dwarf hunter.
Shiki is one of the survivors of RockHold. Born and raised in the mountains, like the rest of rockhold the Naza family was forced to fight their way out of siege to escape. Since Shiki and his father had experience as hunters they were able to survive more easily then other humans and dwarfs from the mountains.

At age sixteen his father was killed in a effort to protect Shiki from a Orc chief, the orc rode a large white wyrm which promptly decimated papa Naza and whipped Shiki off a cliff. Being nursed back to health by a water fairy Shiki remained in her debt for two years travelling with the fairy and doing it's bidding, he learned much about his own magic and nature during these times but eventually was thrown in jail for drunken conduct, thievery and violence.
He escaped a day later but was captured by a poweful mage named Ains who offered to pay for his release in return for his mana.
After The most stress inducing job and With proper freedom Shiki moved around the countries of Aerth looking for purpose. At age twenty Shiki finally found his purpose and five years later Shiki had taken the first big step to accomplishing his dream.
Claiming the original home of the First hunters guild, Fort Stronghold.
(He did this by conquering the iron mountains himself or with members of the newly formed guild.)
 
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Name: Phorcis Thorn
Gender: Male
Age: 20

Appearance:
(Official sketch coming soon)
Phorcis is a fairly tall half-elf, standing at 5’11. He keeps his auburn hair tied up in a ponytail. A dark-colored headband wrapped around his forehead casts a shadow on his face, obscuring his gentle green eyes. His attire consists mostly of green form-fitting shirts and pants—so excess fabric isn’t snagged—and dark-brown leather armor, gloves, and boots, all with brass rivets. He occasionally wears a cloak, especially when anticipating a storm.

Class: Scout

Skills:
  • Scouting - Like many hunters, Phor can follow tracks and stalk targets, though he primarily does so for the purposes of information gathering and surveying the terrain.
  • Guerrilla Tactics - He employs hit-and-run tactics if asked or forced to fight, relocating after every shot and laying caltrops in his path.
  • Arrowsmithing & Fletching - In his downtime, Phor is learning to make arrows. He usually keeps a small stockpile of no fewer than 40 at his home or stronghold, and is happy to share.
  • Business - Years of bartering, bargaining, and bickering have left Phor savvy in the art of the deal. He frequently compares prices and negotiates, if only to save a few silvers.
Preferred weapons/tools:
  • Recurve bow - A normal bow of elven make; it’s paired with a quiver that can hold up to twenty arrows, or with an expanded one that carries fifty. (47 arrows remaining)
  • Dagger - This belonged to Shiki, but was gifted to Phor mid-battle.
  • Caltrops - a bag of caltrops used when relocating or establishing chokepoints, so he can complicate foes’ attempts to give chase. They easily pierce and rend humanoid flesh. (50% remaining)
  • Firebombs - oil-filled clay pots with a wick. They shatter on impact, the oil splashing and igniting. Phor can also sacrifice one to light his arrows on fire. (2 remaining)
  • Torches - simple lighting implements. Nothing particularly of interest. (2 remaining)
Magic:
Air-elemental - Blasts of wind can knock back enemies, blow arrows off-course, and dispel clouds of airborne toxins.

Background:
The tight-knit Thorn family lived fairly comfortably until five years ago, when their father went missing on an expedition. Their mother died of illness ten years prior to that, so they had to learn quickly. As the eldest son, Phorcis felt the need to step up and be the breadwinner for his sister and two brothers, regardless of what he had to do. He performed various odd jobs until he could gather the equipment to hunt fugitives. He knew it would be rough work, but he took every chance he could to provide.

However, Phor’s third fugitive hunt went awry. His quarry was killed by a monster, which then proceeded to attack him. Phor, who had previously used guerrilla tactics to defeat his second target’s four bodyguards, employed the same methods to elude and slay the beast. Recognizing his own talents were conducive to purging vile creatures, he gave his siblings most of his earnings—enough to sustain them for several months—and chose to join the Hunters Guild. He is eager to complete his apprenticeship, as one perk will allow him to Bring his family to Fort Stronghold.

Phor’s family consists of:
  • Elin—his only sister—age 18. She is a competent cook and seamstress.
  • Heibel, 17. Terrible with a weapon, great with numbers.
  • Ahlmus, 15. Arguably the smartest of his family; he wishes to become a doctor.
  • Faryll, 18. This wealthy cousin was disowned by his parents, and is learning to live simply.
 
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Name: Ayred Dawnstar
Nickname: "Red"
Gender: female
Race: Elf
Age: 120
Appearance: (left)
Class: Support
Rank: Apprentice Hunter
Skills:
✾ Can track anything via magic, no matter where it may hide
✾ Can summon useful spirits
✾ Translating ancient runes
✾ Map reading and making
✾ Basic alchemy

Preferred weapons/tools:
✾ Magic
✾ Arcane Keystone (The amber, leaf-shaped brooch on the picture.)
- allows for the summoning of arcane familiars
✾ Shortbow
- She isn't the greatest archer, but due to natural elvish talent, she can hold her own in a fight if need be. Her bow is used as a last resort and as a safety precaution for the event that her mana has run out or is disabled.
- Ayred was taught archery by her friend after a near-death encounter with a mana-consuming fiend.

Magic:
Summon: Arcane Familiar
- Ayred can call upon a wide array of magical creatures, known as fae or arcane spirits. These magical beings exist within the Fae Wild, a realm only accessible by magic and uninhabitable by any mortal race. While Ayred cannot go there, she can make pacts with the spirits within and allow them temporary entry into the physical world using her Arcane Keystone. So long as she maintains a bond with the spirit (which drains mana) it will be able to act in this realm and serve her in combat, etc. If the spirit is willing, of course.
- Only one familiar can be out at a time
- When a familiar is 'killed' it is sent back into its realm and cannot be summoned again until it has recovered.
✾ Healing magic
✾ Warping
✾ Illusions
✾ Shield Magic
✾ Basic elemental magic
✾ Many basic spells

Background: At one point Ayred was a student at the Ravencrest Academy of Magecraft, known as one of the best establishments for learning spellcraft. She was taught there for a time but ultimately found it far too stuffy and boring for her tastes. While she was an exceptionally talented mage, she hardly stayed still long enough to listen to her mentors' lessons.

Instead, she was far more interested in the more 'less traditional' magics that were hardly explored in her lessons. So, at night, she would often sneak into the library and read up on the restricted tombs. Here she found writings of a particular elf on the realm of the fae, and later, an artifact that could summon them. The young elf left the academy in search of one such relic, heading deep into the ancestral home of the elves.

She delved in ancient ruins until finally, she found it, an arcane keystone. From that point on she has been attuning herself to the artifact, learning to control it through her thrill-seeking adventures. That's why when she heard of the guild's grand re-opening she decided to join... though mostly because it sounded like a lot of fun.
 
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1565492175620.png Name: Silvrian Xolean
Gender: Female
Race: Werebear
Age: 27
Class: Fighter
Personality:
-Asshole
-Pessimist
-Blunt
-Sarcastic
Hair Colour: Platinum blonde(white)
Eye Colour: Blue
Skin Tone: Pale (burns easily)
Skills:
-Survival
-Acting on her feet
-Flexibility
-Cooking
-Brooding look
Preferred weapons/tools:
A spear that is decorated at the end with a long blue ribbon worn from age.
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Magic: Werebear~ She can turn into a bear on command and unwillingly if fatally hurt or near powerful mana. Along with transformation it also gives her the ability to see in the dark, has an increased metabolism, increased strength, and enjoys fish.
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Background: Silvrian was born a bastard to the chief of a tribe. The chief was already married so it was unforgivable if the tribe found out, so in a cover-up, he gave his child to the servents and made her grow up as one of the many slaves their tribe had captured. Her mother was a werebear so it was unknown to her why she was so different from other humans, but she was aware that she was a bastard, she could only think that it was her mother's fault.

She knew who her father was and she watched him raise his 'true' children and give them the world, while she was treated like the other slaves and was beaten and whipped for her mistakes. She was forbidden from going anywhere near the tribe leaders family and had to watch from afar, however she managed to befriend one of the hands to the leader. He knew who she was and treated her well, as he did to the other slaves. He taught her things like how to read or write, and even how to fight. Her life was going better because of him, until the day that she turned. One of the other slaves had stabbed her, maybe because they were jealous, she didn't know, all she knew was that she was dying and suddenly she was a bear. The werebear was an enemy tribe to her fathers, her tribe hunted down the werebears and tried to purge them. She wondered if her father knew about this. Her friend, the hand of the chief, quickly helped her escape warning her to never come back. The whole tribe knew and they were after her. He gave her a spear that he had gotten(stolen) for her and sent her off through a secret passage, it was the last she saw of him and her tribe, but she knows that one day she will return.
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Real Name: Hitori Kage
Name: Kisuke
Gender: Male
Age: 19
Appearance:
gintama-gintama-hijikata.jpg
(The jacket is a hand me down from his grandfather(s) He doesn't have the napkin on his neck.)
Logo: His families logo is on the back of his jacket, and on his sleeve is his grandfathers custom emblem.
o0530053012534347035.png
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Class: Fighter
Skills: Expert swordsman, Skilled fighter, Expert hand to hand combat, creativity, killing, cooking, geographic knowledge, and can hunt
Preferred weapons/tools:
Free-Shipping-Cosplay-Anime-One-Piece-Zoro-Sword-Black-ShusuiSandai-Katana-Real-Steel-Blade-Red-Plating.jpg
Throwing knives all over his coat, mini smoke bombs around belt.
Magic:
♨Sukeruton, (Skeleton): Its a gigantic, humanoid avatar made of the user's Mana which surrounds them and fights on their behalf. The sukeruton is surrounded in aura and colored whatever the user mana color is. The Aura surrounding the Sukeruton is a flamish looking aura.

At its simplest level, users only manifest aspects of Sukeruton's skeletal structure, such as a ribcage for basic defense or an arm for interacting with the surroundings. After this the Sukeruton begin to manifest into a full skeleton.

The Sukeruton draws on the user's Mana in large amounts so long as it is active

The Sukeruton forms around the user and becomes an extension of their will, acting and attacking on their behalf. By default, Sukeruton is anchored to its user and they to it. This connection allows Sukeruton to shield against physical attacks, one that becomes more difficult to penetrate as it is manifested more fully.

Although Sukeruton is quite effective as a defence, it is able to distinguish in what it blocks. Meaning the user can use other spells inside of the Sukeruton and the spell will pass through it.

The latter characteristic can be used against the user; if an opponent can bypass Sukeruton, however slightly and latch onto them, they can be pulled out of the spell and the Sukeruton will fade away still costing the user mana.

Others can be brought within Sukeruton with the user's permission.

Kisuke's Sukeruton is a purple colored skeletal with black aura surrounding it. In it's final stage of full skeletal it has four arms and two horns point out and up on the side of its head.

♨Mana Control; The user is able to direct Mana to any part of the body. By gaining perfect control over their Mana and thus stopping any of it from leaking out of their body, a person’s spells is shown to be able to become exponentially more powerful. Since he has so much mana he learned how to manage it with the sukeruton
Background: Growing up with his small family which made a name for themselves to be blood thirsty killers and to only be for themselves. They were well known for their "demonic" magic of summoning skeletal monsters to do their bidding. Being sadly growing up in this family a young boy was forced to learn the arts of killing, magic, hand to hand combat, and stealth. He was abused by his father at a young age because of his lack of mana control. He was scolded by his mother for being the weakest son they had after having had high hopes for the boy. Kisuke was sold to a more "wealthy" family who needed servants to help keep their farm business going. Kisuke came along a old man who also worked on the fields. The old man gave the boy the name "Kisuke". Taking the new name he used it more then his original name since that name reminded him of his horrible past. The old man even took Kisuke off to teach him more on mana control, and swordsmanship. Even going so far as to teach Kisuke normal math, reading, stories & myths of the worlds history, geographic, and knowledge of the other races.

After five years had past and Kisuke reached 17, the old man's present to him was a way to escape the family's slave home. Taking the chance to see the world outside of the fields he traveled somewhat of the world. Two years going on after his escape he's been targeted by the family as they sent mercenaries after him. Fighting them off every time he has too Kisuke got accustomed to killing. Word from one of the mercernaries informed Kisuke of his "original" family will be targeted since Kisuke isn't handing himself in. Hearing such news made him rush miles upon miles. Finally reaching his home after three months of travelling it was two late. The small village was destroyed and the remains of the people there were all stabbed and shot. His father and mother died together in bed, his older brother had blades stabbed in every side and his grandfather was bleeding out before seeing his grandson. The old clan member looked at his grandson smiling and crying chanting how Hitori looked so much more older and stronger. Watching his grandfather died in his hands Kisuke took the man's jacket putting it around himself.

After that day Kisuke pledge to go back to the "Family" and give revenge for his clan. Kisuke knows of his original name, but decides to go by Kisuke to keep the ones he meets safe from the mercenaries
 
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Name: Eden "Ed" Nemesisraven
Gender: Male
Age: 28
Appearance: Eden Nemisisraven.jpg
Class: Enforcer/Fighter
Skills: Minor sleight of hand, use of lock picks, perception (situational awareness)
Preferred weapons/tools: Longsword (most would call it a bastardsword), a dagger, a hand axe, lock-picks, leather and chain armor. And a set of gaming dice.

Magic: Shield - He is also able to create barriers, mimicking armor and shields to deflect or block incoming attacks or objects. This also allows him to punch, kick, head-butt or other physical melee attack with more perceived force as the protective barrier is tougher then the flesh and bone of his body. By channeling the mana into a very fine edge along the blade his blades are able to cut/pierce with a sharper edge then what could be obtained through mundane means of a sharpening stone or wheel.

Background: Having grown up on the streets Eden fell in with a gang of street hoods early on to survive. While the group would steal to survive, he never quite picked up the knack for pick-pocketing, but what he lacked in finesse he made up for in how hard he could hit. He became the default enforcer of the gang, eventually getting an on-again-off-again job with the local thieves guild helping to ensure they received their fair share. Eden soon was given jobs outside the city, providing "encouragement" to folk who lived on the outskirts, or tried to run, to pay what was owed, though the job that had started to become boring and he began considering leaving the guild to explore the wilder world. It was during one of these jobs that Eden heard a rumor about the Hunters and the challenges that they faced and surmounted, and seemed to be just what he was looking for. Ed applied to join the Hunters in order to seek out new challenges and new thrills.
 
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Name: Athania Kaloronos
Gender: Female
Age: 21
Class: Mage / Assassin

Skills:
General Weapon Skills - Athania is experienced using a variety of weapons though she is no expert in any single weapon, making her a Jack of all trades and a master of none.

Preferred weapons/tools:
Grimoire of Shadows - A book that Athania stole from her father. It is written in a foreign language only known to Athania and her parents. The book enhances her magic when its in her hands and allows access to spells she can't normally cast. Among the spells limited to when the book is in her hands are Shadow Clones and Shadow Blast.

Magic: Shadow Manipulation - Can create a variety of constructs using nearby shadows. The strength of her abilities peaks during the sunrise and sunset when shadows cast by celestial bodies are their strongest. How this magic works at night depends on the phase of the moon with full moons boosting the strength of her spells tremendously, while a new moon or any moonless night significantly reduces the effectiveness of her spells.
  • Shadow Clones: Athania can summon up to three clones of herself created out of the shadows around her. The clones are intangible to physical attacks but can be easily dispatched by magical attacks or any attack that affects magical beings. They act independently and do have their own will, but Athania can assume control over one or all of them as needed.
  • Shadow Armory: Athania can forge weapons and armor to use from the shadows around her. The quality and durability of the weapons and armor varies, but generally they are all decently crafted.
  • Shadow Enhance: Athania can boost her physical abilities by surrounding herself with shadowy tendrils.
    • Enhance Speed: Gives Athania a simple speed boost allowing her to move faster.
    • Enhance Strength: Gives Athania a simple strength boost allowing her attacks to hit harder.
  • Shadow Blast: Athania gathers the shadows around her and concentrates them into a beam of energy that's fired at her intended target.
    • Shadow Missiles: A variation of this spell that fires much smaller beams of shadow energy at her target from different angles to overwhelm her opponent with attacks from multiple directions
Background:

Athania is the daughter of a supposedly great mage from a distant land named Ethan Kaloronos. Athania's father never really talked about his past often, but from what she could tell, her father struggled from some kind traumatic stress as he talked about the horrors of a great war he had fought in. The faces of his friends and family that he supposedly betrayed, abandoning them in their time of desperate need. He also had memories of the contorted faces of the scores of enemies he had slain, haunting him in his sleep. For as long as Athania knew her father, he was an alcoholic, drinking away the pain. When Athania first discovered her magical ability at a young age, Ethan looked at her with dread and berated her before heading back into his room and drowning out the pain with the bottle, seeing the part of himself that he hated.

Athania, knowing that her father resented her practicing magic, stole her father's Grimoire of Shadows. Then she ran away from home and showed up at the Ravencrest Academy of Magic. While the instructors there initially rejected her request to join the Academy, the Headmaster seeing the mysterious power within the child and the spell book she wielded decided to let her hone her skills and learn about magic at the academy. However, the Headmaster and the other mages at the academy took this rare opportunity to study and learn from Athania and her seemingly foreign and unknown form of magic. In time she became a decent mage, gaining some control over her ability to manipulate darkness. The Academy gave her a foundation in understanding on how magic worked and how to cast spells. In addition to this, with her spare time, she learned and practiced basic hand to hand combat, sword fighting, and archery skills among other things.

She soon graduated from Ravencrest Academy and decided to use her newly acquired skills to join the Hunter's Guild and make a name for herself.
 
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Name: Mariah Zealot
Gender: Female
Age: 19
Race: Drider
Appearance:
spider girl.jpg
slight build, about 4'9
Class: Trapper/Enchantress
Skills:
Webbing: Capable of creating webbing from her fingers, allowing her to set up traps and ensnare prey when given time prior.

Arachnid physiology: Capable of climbing dry vertical surfaces due to her lower half being that of a spider. She also produces a weak paralyzing venom within her mouth that can be used to prevent small prey such as rabbits from moving and reducing the mobility by a lesser amount of larger prey, such as deer.

Preferred weapons/tools: Her webbing and weak toxins
Magic: Reinforcement: The ability to increase the sturdiness of inanimate objects as long as she remains in contact with them

Background: Born between the unlikely joining of a drider and a human, Mariah started life in a rather bad spot given the wild and monstrous nature of her parent. Taken by the human and ostracised from society due to her mere existence, she was taken to live with her grandparents living in a quiet place within Grimdar's forests, growing up in a sheltered lifestyle, and surprisingly normal for the most part, aside from a lack of outside contact. Using her natural talents to help in hunting as she grew up along with her guardians, she became proficient at placing her webs to catch things and developed forward from there, led and taught by the duo of experienced survivalists.

Despite being part monster, Mariah acts about as normal as any other human thanks to her upbringing amongst kind and loving people. She knows little of the outside world and almost fears it, based on what she was taught of history and geography, yet remaining curious of how outside life is different from hers and unsure of why exactly she is different from any other beast-kin.
 
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