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Fantasy The Hunter’s Inn || Guild Cards

Main
Here
OOC
Here
Lore
Here
((I wouldn't be opposed, I'm pretty sure there's a 2 character limit between a single person anyway 👍 Though I think we should use the OOC channel for this conversation))
DualDragons DualDragons
(Whoops yeah you are right 😅 might as well make her bio so I can see whether people like her or not)

Cate post chapter 5 outfit.pngCate swimsuit.pngCate broom vector.png

Name: Hecate Singlespire or Cate for short

Race: Human

Gender: Female

Age: 22

Appearance notes: She has purple hair and red eyes.

Height: between 5'10" and 5'11"

Likes:
Reading
The colours black and red
Muscular men
Dishes like curry and chili
Sitting inside

Dislikes:
Fire (it's her fear)
Stupid people/people who rush into everything without thinking
Travelling all day

Personality: Prude, short tempered, sprinkled with a teeny bit of sass, Cate can be a little bit hard to go along with at first. But she can also be caring and honest towards those she considers important to her. Also she can be a little bit lazy.

Strengths:
Has a lot of spells in her arsenal, so she is a jack of all trades
Pretty knowledgeable about a lot of things
Intelligent, can learn and understand things quick

Weaknesses:
Fire, more of a mental weakness because she is afraid of it.
Magic resistant enemies give her trouble
Jack of all trades, mastery over little
Physically weak


Skills/abilities/magic:
Offensive magic
Ice spear
Shadow blast
Lightning blast

Defensive magic
Wind shield
Sandstorm barrier (really a altered version of wind shield which can potentially block mediocre physical blows if it grows big enough)

Utility magic
Invisibility
Mind crush (shatters the mind of weaker willed beings, leaving them dazed for a period of time. The stronger willed the being the weaker the effect)

Weapon/s:
Broom (it's not really a weapon but I had nowhere else to list it). Allows her to fly.
Elemental sealing orbs. Palm sized spheres that Cate can toss around someone or something. They have a elemental sign engraved into them like fire or water. When tossed around something in the form of a ring they can seal and block elemental magic depending on the sign on them. The more orbs Cate tosses the stronger the effect, but also the more preparation time it takes to take effect.

Might or Magic?
Really mostly magic. Cate has little physical presence in terms of combat.

Excellent:
Learning and speaking different languages
Keeping cats

Good:
Decently diplomatic
Good looks, she might be able to persuade people who are attracted to her
Cutting hair, she makes for a decent barber (but not a replacement for the real thing)
 

Attachments

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information
Abilities
persona
Miscellaneous
  • Arabella Donovani

coded by weldherwings.
 
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Credit for all of Fain's art goes to Rinmaru

FAIN SHADOWBENDPerhaps it was just your imagination?
─★ The Chameleon
─★ Female
─★ 25
✦ Rogue Class
✦ Changeling
─★ Fain's race as a changeling allows her to transform into essentially any other humanoid figure with the same relative height and mass. Without assistance from a potion or some transformative magic, those limitations are between 5-7 feet and 100-250lbs.
✦ Inquisitive Archetype
─★ As an archetypal Inquisitive, Fain excels at rooting out secrets and unraveling mysteries. She relies on her sharp eye for detail, but also on her finely honed ability to read the words and deeds of other creatures to determine their true intent. Her mastery of lore and her keen deductions make her well-equipped to expose hidden evils.
Eivør - Into The Mist


APPEARANCE
✦ slender and fit / mortal / health: 95%
─★ While Fain can change her appearance into essentially anything she wants within the limitations of her species, she most often assumes the default appearance that she was naturally born with: long, wavy white hair; pale golden eyes; creamy pale skin; and medium height. A lifetime of living in the Rogue class has made her more muscular than the ladies her age that paid her to spy on their husbands, which came in handy when escaping from disgruntled affluents.
─★ Although Fain will happily wear dresses when she is relaxing at a tavern, she prefers the mobility of trousers in almost every professional occasion. She can often be seen in fitted attire of dark or earthy shades, with the exception of a blood-red cloak, which she constantly has on her person. The brooch of the cloak is made of silver and represents the symbol of the chaotic neutral goddess of illusion, Leira -- an upside-down triangle with a spiral of mist in the center.
─★ Fain has suffered from asthma since childhood, which limits her both in heavy combat and in traveling long distances. While she is completely fine to go the distance on horseback, a journey on foot without the proper draughts from the apothecary could be harmful -- or, in extreme cases, even fatal.


PERSONALITY
✦ INTJ / Melancholic / Chaotic Neutral
─★ Much like her appearance, Fain has the natural ability as a changeling to morph her personality depending on her target. At heart, however, she tends to think deeply about various things, whether they be decisions she made in the past or decisions she'll make in the future, philosophizing about the unknown, or meditating in memory. She is not so much quiet as she is reserved -- she is quite comfortable holding conversations with strangers, but she will first consider how her speech will come across before saying anything. The exception to this is if she wants something from someone -- in those cases, she will almost always approach first and start the conversation.
✦ Patient / Versatile / Social
✦ Impulsive / Secretive / Rational
✦ Stubborn / Untrustworthy / Deceitful
─★ Most of the time, Fain is a rational person that depends heavily on logic, timeliness, and strategy, especially when her profession is involved. However, she is also incredibly superstitious when it comes to the gods and to fate, and some of her belongings and her habits will reflect that.


BACKGROUND
In most of the land, but especially in the city of Arksall -- Fain's birthplace -- a changeling child was considered a curse delivered from the god Cyric to those that displeased him. The citizens of Arksall built a temple to appease Cyric, the chaotic evil god of lies, at the center of the city so that the deity would cease to deliver changeling children to faithful humans with nonmagical blood. Unfortunately, the temple also acted as a beacon to abandon changeling infants, the "Children of Cyric", on its steps. Thus begins Fain's story.

The keepers of the Cyrician temple had no choice but to take in the abandoned changelings out of fear of offending Cyric, so the left wing of the temple was closed off from the public and instated as an unofficial orphanage. This is where Fain spent the first ten years of her life.

At age 11, Fain grew exhausted and exasperated of the abuse at the hands of the temple keepers, and she decided to take her chances on the streets of Arksall instead. Because she was limited to only shifting into other children, she survived by taking on the likeness of the sons and daughters of wealthy Arksall citizens, infiltrating their homes, and stealing from their pantries -- and, beginning at 13, their jewelry boxes.

In her later teenage years, Fain became more and more skilled at honing her Inquisitive skills and dominating her shifting abilities as a changeling and started dealing exclusively in information. She would sell secrets of all kinds to the highest bidder, and in a matter of time, this mastery of manipulation made her many allies -- and many more enemies. In a twist of fate, at age 24, Fain unwittingly sold the secrets of the Master of Arksall's Thieves Guild, an enemy too great for her to have at her back for the rest of her life. As a result, she was forced to leave Arksall and head for an adventurer's haven that she'd only heard of a few times in passing conversation -- the rumored Hunter's Inn.


LANGUAGES
✦ Fluent in Common
✦ Fluent in Draconic
✦ Semi-fluent in Dwarvish
✦ Semi-fluent in Halfling
✦ Intermediate in Orc
✦ Knows very little Giant
✦ Knows very little Gnomish


EQUIPMENT
✦ Two easily-concealable stiletto daggers with leather-wrapped grips
✦ Four small bombs that can result in flames if target is flammable
✦ A rapier with a belt sheath
✦ A shortbow with a quiver limited to carry 20 arrows
✦ Leather armor with chainmail accents in vital areas
✦ A set of thieves' tools, which include:
i. A small file
ii. A set of lockpicks
iii. A small mirror mounted on a metal handle
iv. A set of narrow-bladed scissors
v. A pair of pliers



TREASURES
✦ A necklace fashioned with a tooth of a dire wolf to bring luck in combat
✦ A leather-bound diary to record transactions, secrets, and miscellaneous details about various targets -- also acts as a normal diary to record scattered thoughts and milestones in life
✦ A small leather carrying case containing various draughts from the apothecary
✦ A pair of earrings roughly fashioned from melting two gold coins in a pinch
✦ A small drawstring purse for traveling funds, which includes:
i. 100 copper coins
ii. 19 silver coins
iii. 10 gold coins
✦ A small wooden chest of money hidden in her room at the inn, containing:
i. 900 copper coins
ii. 80 silver coins
iii. 90 gold coins


AFFILIATIONS
Friends
i. Open
Enemies

i. Open
Romantic Interest(s)
i. Open


 
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Aé’Rika Joanneson

Akira (Recolor of Haruhi).png
Age: 20
Race: Homo Arcanius Sapiens(Sapiens) [Sorcerer]
Sex/Gender: Female
Height: 5’6.5”

Attire: Red ribbon to hold up waist length hair; Laced poplin pleated blouse, tempered by an armor leather corslet w/ a pauldron; low cut britches; an aumônière with a long leather strap; a pair of low rise hunter’s boots with tha furrrr.


Weapons: Peened Rat-Tailed Rondel Dagger (emblazoned with a triple salamandrine ouroboros on its fuller and cross guard); Cinquedea Blade (inscribed with a sacred incantation on its pommel); Crossbow, (x10 flint tipped arrows, x5 iron cast arrows capped with puffer-swimmer sac fluids synthesized in tetrodotoxin).



I’ve got time; and that which I don’t, I’ll make.
- Ae’Rika.

∞​

Immeasurable and nonpareil in adventuresome countenance, Ae’Rika (“Rika”, hereafter) defines the term “Jack of all trades”. Though naught to her own desire, nor design, her yet most studious currency is journeying the expanse. A traveler rather by necessity than intent, Rika has ventured across lands heretofore untouched and unmapped by man, woman and beast alike. Such peripatetic nomadism, and her own tendency to record virtually every aspect of her life and surroundings, led Rika toward the natural vocation of cartographer and travel writer. A surfeit of journalistic compendiums, pursuant the storage proportions of a library, occupies what was once her room somewhere at her Renton villa, though she only retains her necessary documentation on her person at any given time. Countless diaries of food, beasts, more food, lands, yet more food, spells and, of course, still more food would be found even in her own bowers. Extraordinarily capable in her magic abilities, Rika, rather atypically, inures to the tenants of the traditional combatant, preferring a double riposte to fantastical beams composed of her own mana. What battles she can’t win with her blade, dagger or arrows, she takes to task outmaneuvering and evading, just as yet confrontation hadn’t occurred. There are very few, if any, who have witnessed the girl attempt to utilize her outstandingly capacious magical reservoir, and fewer still who’ve survived long enough to speak of it.

It wouldn’t be an offense against fact to accuse Rika of occasional superciliousness. Her early experiences, unknown and apparently tumultuous, have left the girl with an unusual record of facileness, commensurate the length of her travel credentials, which leaves her sometimes incapable of “seeing the forest from the trees” (a problem she noticeably runs into every time she tries to “map” a forested area). Introductory judgements persist, and can often be difficult for her to assuage, for better or for worse, and whilst this can lead to lifelong friendships, it can also lead to some dangerous mésalliances.

Though she endeavors travel, her maps are often disjointed and esoterically encrypted. An area can be detailed down to the smallest needed exaction, but trying to connect one map to the other as to their relative locations in the world, or even trying to decipher the myriad scribblings that beleaguer the parchment, are tasks of herculean proportions. Nonetheless, she sells copies of these detailed (and often marked to the point of useless) maps to travelers, even going so far as to spuriously postulate some as “treasure maps” when really monetarily underfoot. In some rare cases, when it aligns with her own particular interests, she’ll even map an area as a commission.




Guild Status: Frequenter
Closer to a rookie than a professional, Rika is familiar with the Hunter’s Guild’s most familiar faces, but definitely won’t willingly consort with the “big boys” (unless they’re tall enough to provide cover during a heated retreat.) Despite this, she regularly lists the Hunter’s Guild as one of her several mailing addresses… irrespective of how Beryl might feel about it.
 
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I know I'm a bastard, but at least I'm a beautiful bastard.
Calixto


  • I have a last name, but it's too long and tiresome to keep repeating.
    Calixto

    Name:
    Calixto, but Cal, for short
    Nicknames:
    The Pretty Bastard
    Race:
    Nephilim
    Gender:
    Male
    Age:
    20
    Hunter Rank:
    Hunter/Healer (Just Joined)
 
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((The italics are meant to be asides: thoughts she had while writing down her answers. Art is from gelynele on DeviantArt I highly recommend checking out her gallery.))


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Name: Meg She hesitates to add something else. Good folk had last names. She decides against it. If needed, she’d make one up, just as she had Meg, but for now, she’d only claim what was hers.

Race: Half-human She knows nothing of her sire. Due to her ears and skill in magic, she assumes he was elven. The cruelest assume she was part goat. But her mother was fully human. Cook promised her that.

Gender: Female

Age: 22 Summers 19 Worried her youth would be used against her enough, she had no issue adding a few years of as a cushion. As a late bloomer, she knew the types that found age to be easier prey.
Height: Middling Finding the question odd--for surely they could see? And truly not knowing it measured, she compared herself amongst the visitors to the tavern--the human ones--and decided she was around average. 5' 6"

Likes:
  • Water Magic The two matched in her mind. Though she knew a few other spells separate from water, water itself felt magical to her. As a child, she would delight in any tricks the patrons would show her. Even now, she’d find joy using it to clean or catching any sly fingers
  • Animals: She’d trust a wolf before a stranger and treat them just the same
  • Learning: Whether tales from afar, new skills to pick up or information to learn, her ears were open.
Dislikes:
  • Cooking - though skilled: She was very good at it, learning at Cook's apron, but given the choice, a stew did the job.
  • Wandering Hands - any will be stabbed: She nodded, that sounded vicious enough. It was true enough, she wasn’t going to let that kind of thing slide.
Personality:
  • Practical So much that she’d forget to comfort misgivings when the way seems obvious.
  • Cheerful Distrustful, but she’s the type to cover that up with a smile

StFull With Staff_closed__fantasy_adopt_28_by_gelynele_dearfiv-.jpgrengths:
  • Magic; Largely untapped, learning comes easily, and she rarely tires.
  • Used to dealing with rowdy crowds
Weaknesses:
  • Uneducated; She knew her letters and numbers, from inventory and tending bar, but little beyond that.
  • Untrained; Most of what she knew she’d tried until it worked. With little free time, she didn’t know too much that didn’t apply to work.
  • Untried; She knows tussles between men are on a different level than any monsters, but this guild is supposed to take beginners.
  • Very Human Centric/Self-hate
Skills:
Excellent
  • Those required to run a small tavern She could cook, clean, tend and keep most of the patrons happy. All she lacked was the respect the Keeper held.
  • Calming/distracting anger She could probably write deal with drunks in general; she expected the guild to have its own bar.
  • Crowd Control/Dealing with those larger than her. She may have been of average height, but that meant half the group was usually taller than her. With her staff, and often a quick splash of water, she knew how to separate 2 fighters
Good
  • Wound Care Yes, most of her sewing is in skirts, doesn’t mean she hasn’t the skill
  • Animal Care There were stable hands, but when they didn’t catch her watching, they taught her to care for the horses and occasionally other beasts brought to the tavern
Abilities:
Excellent
  • Mage Sight Active magic use sparkles to her. As long as it’s within the range of her vision, it’s difficult for her to miss. The stronger the spell, the brighter.
Fair
  • Awareness of Magic Though it’s easy to miss, she can catch magic being done around her, like a faint itch behind her. When busy, she never notices it, but when alert and undistracted, she can feel
Magic:
Excellent
  • Water Manipulation Though she can only control about a gallon at a time, she can control any liquid (she has the most experience with alcohol). She has to use her hands to direct it.
Good
  • She knows the basic spells to pickpocket or return the coins
Weapon/s:
  • Staff Well, it was a fancy stick she carved herself, but staff sounded more appropriate

Might/Magic?
While she is strong in human instances; lifting buckets of water, and pushing her staff between a brawl, she lacks the strength to fight against most monsters. She feels magic is her strength, just if only she knew more….

General History: All she knows of her origins is from Cook.

“The night was storming, the kind where the rains’ beating on the windows would make it hard to hear the orders. She didn’t know of any issue until the Barkeep’s call for hot water. It was once she’d brought it out, that she saw the scene. A woman, no, a girl for she could not be nary older than 20 winters, was having a child right on the floor. At least they had the courtesy to put her in front of the fire. Most of the menfolk had cleared out, you know how they are, and yet, there was a priest of Herne himself kneeling beside her. Still, I could already tell the lady wasn’t going to stay to meet you, but I told her, I’d keep an eye on you. And that priest blessed you girl, don’t chu forget it.” This was occasionally followed by “I saw more of that woman than one should without knowing her name, and I can assure you, she was human, little nut.”

Regardless, she didn’t know how Cook had convinced the Innkeeper to let her stay, helping where she could and scurrying out of underfoot where she was unwanted, but Meg assumes it was before he saw her ears. Still, she’d earned her keep as well as any other by the time she was in double digits. And most of the patrons were willing to excuse her deformity. But for all that her youth protected her, she’d seen the Innkeeper’s eyes following her lately. And Meg wasn’t the type of girl you married. The Guild in Colby was a place she could learn to be something else. Something stronger.
 
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Name: Adolphus Avittus
Race: Human
Gender: Male
Age: 32
Height: 190 centimeters
Likes: Justice, order, combat, sweeties, strong beverages, sparring, training, bravery
Obs: Adolphus is never seen without his armor. Only flashes of his mouth, sporting a black-colored beard, can be seen when he is eating or drinking.

Dislikes: Laziness, chaos, hypocrisy, injustice, greed

Personality: Adolphus is, most of the time, a quiet man. While he may not be the chatty type, he will by no means ignore those who talk to him. Always striving for perfection, the man uses his skills to protect the weak and meek without a second thought

Strengths: Excellent combat form, Herculean strength, nimble
Weaknesses: Quick to anger, alcoholic
Magic:
Lay Hands: able to heal both himself and others (as long as he touches them)
Divine Blessing: cast a protective force onto himself and those around him (as long as there is no malicious intent on them towards Adolphus)
Skills:
Excellent: Close-quarters combat and riding
Good: Tracking, hunting and preaching
Weapon: Gigantic fanged mace and a heavy steel shield

Backstory: Being brought up by a religious order, without ever meeting his biological parents, Adolphus time was spent reading scripture and training in the martial arts, as the order is not pacifist by any stretch of the imagination. As with most trainees who display good combat skills, when reaching the age of 16 he was moved into the order fighting force, setting out with the veteran members to solve whatever problem they deemed that needed to be solved.
As time went by, however, scandals and corruption from the top hierarchy started coming to light, and it didn’t take long for the order credibility to pummel and eventually dragged into the mud. Nowadays, with the order being practically dissolved, Adolphus set out to do what seemed to be more logical: to restore its credibility. And what a better way than to gain renown while hunting monsters and helping those in need?

Inventory: The man always carries a small flask with the sweetest ale he can manage to get his hands on
 
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Name: Lithe
Race: Human
Gender: Female
Age: 26
Height: 5’3
Likes: The sun!, hunting, nature, alcohol, fireflies
Dislikes: Any form of darkness, negative personalities, the cold
Personality: Cheerful, somewhat shy, curious. Can get moody during sunset

Strengths: Agile, strong willed
Weaknesses: Can be quite ignorant at times, easily fatigued
Skills/abilities/magic: Light Manipulation
Lithe derives most of her power from the sun/strong sources of light. Can bend light to her will; for example, using it as a shield or to attack an enemy. She’s the strongest during the day. However, weakest during the night. Another weakness would be she can’t manipulate light without using her hands, and becomes easily fatigued when using her power for an extended period of time.

Excellent: Magic, flexibility
Good: Scouting, gathering food/plants, climbing

Weapon/s: Daggers

Might or Magic? Magic overall, but decent at combat

Hunter rank: Rookie

Biography: Lithe grew up in a city devoid of much conflict. Perpetual peace seemed to be the city’s slogan. Over the years, Lithe began to grow restless and in need of a much higher calling. In secret, she would practice using various weapons from the blacksmith, despite there not being much of a need for combat. She had felt, somewhere deep down inside, the peace wouldn’t last. Along with her weaponry skills, her powers also began to grow. From summoning an invisible shield of light, she began to also practice using the light as a weapon. Though not having much target practice in her city, Lithe ventured into the outskirts where she was met with monsters of all shapes and sizes. She was frightened at first, but also curious. Lithe’s first encounter had been with a monster and a little girl, whom upon saving, had made Lithe realize how much she wanted to help other people and rid the world of monsters. Upon her travels, she stumbled upon the Hunter’s Inn, and had no doubt in her mind. She would help hunt down monsters, right after a nice cup of ale.

Spoiler alert: she can't sleep in complete darkness and needs a night light of sorts
 
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Callan


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Character Details Name: Sir Callan
Race: Siren
Age: 32
Height: 6ft
Hair/feather colour: Black
Eye colour: Brown
Powers: NA
Weapons: Long sword

Quests/Hunts: Lost count (Veteran).



Personality: Callan is morose, serious and bluntly honest. Has a foul mouth and a short temper, especially if he feels threatened.

If he isn’t out hunting or beating the hay out of a training dummy, he can usually be found in a quiet corner of the tavern, attempting to drown himself in ale.
On first meeting, most would peg the man as a grouch, but to those who know him well, he’s loyal, witty (affectionately sarky), caring and a total pushover.

Likes: Sparring, voicing his opinion, Alcohol (any kind), dogs & horses, anyone who can knock him on his a**.

Dislikes: Rookies, storms, politicians, unstabable enemies, Beryl nagging him about mentoring rookies, being the butt of a joke, liars.

Romantic preference: Bi

Backstory: A disillusioned Knight from some foreign land, Callan wound up in the Hartlands trying to escape his previous employer. He’d tell you that he signed up to the guild to put a roof over his head and fund his drinking habit, but he’s actually trying to atone for a lifetime of misdeeds. He rarely speaks about his past, which appears to be the cause of his dark demeanor and deep self-loathing.


Strengths & Weaknesses
Strengths: Experienced Hunter, Focused on the job (all work & no play you could say). Quick thinking.

Weaknesses: Very short tempered, Impatient, abrupt, insensitive sometimes, self sacrificing.

Skills/Abilities

Excellent
: Swordsmanship. Flight.
Good: Hand-to-hand combat, Familiar with many melee weapons.

 
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I may have faced their kind in battle, but it doesn't mean I hate them.
Godefroi



  • He wanted a son. That's all I'm going to share.
    Godefroi

    Name:
    Godefroi Rainerius Imbertus

    Age:
    26

    Nicknames:
    The Beast of War
    Dreaded Beast

    Race:
    Human

    Gender:
    Female

    Hunter Rank:
    Veteran Hunter

 
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Name/s: Argius Whispers
Race: Beastfolk (Tauros)
Gender: Male
Age: 42 Years Old
Height: 6' 2"
Likes: Magic (Healing, specifically), Bread, His God, (Oghma), Smashing Foes to bits, Salad, Summoning Monsters
Dislikes: Meaningless Cruelty, Meat, Carnivores, Wolves, (Beastfolk or otherwise), Being Forced to Submission
Sexuality: Homosexual
Personality: Argius tends to protect the little person, and he can be protective of those he deems as his family, friends or lovers. He has a long patience, but when he snaps, not a soul can stop him.

Strengths: Endless Rage, Incredible Strength, Intimidation
Weaknesses: Endless Kindness, Easily Trustworthy, Self-Concious, Easily Seduced
Skills/abilities/magic: Hammer Of Souls, (One use per day; Harnesses nearby spirits to smash into a 30-feet-radius. Most powerful at graveyards or places of death); Ritual of Summoning, (Summon a Diety from their domain; One use per week, causes immense exhaustion); Healing Prayer, (One use per day; Heals a single individual from all wounds/conditions).
Weapon/s: Hammer of Y'lva (Inflicts Divine damage)/Shield of Y'lva (Inflicts Divine Thorn damage to attacker)
Class: Summoner

Goals: Years ago, his son sacrificed himself to heal his father, (Argius), from death. His god,Oghma, has told him to journey among the lands and fulfill Oghma's demands. In return, at one point, the god will give Argius the secret to reviving a man from death.
Values: He values almost nothing about himself; rather, he values the people who care for him and the people who tell him he's not worthless.
Bonds: He has a house in Yeterune, a very small town to the west. He has abandoned it, however, and it's become a house of thieves, (he has no knowledge of this, of course).
Flaws: He is too trustworthy and too religious; no matter if someone is his friend or not, if Oghma says kill, he'll kill. However, if he feels romantic feelings for someone, he may defy Oghma, or hesitate.

Appearance:
1662056914819.png
 

68osgi.jpg



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Credit for Lander's art goes to eleathyra and nataliebernard on DeviantArt

LANDER STORIt's only ever a matter of time.
─★ The Traveler
─★ Male
─★ 26
✦ Ranger Class
✦ Bluevein
─★ Blueveined look exactly like humans with the exception of a single difference: the blue vein. It usually starts on the left hand, showing up on the wrist and spreading slowly up the arm and across the body during the course of the blueveined's short life. Depending on the area the veins choose to affect, the blueveined can be extremely muscular or almost withered and thin.
✦ Hunter Archetype
─★ As an archetypal Hunter, Lander has accepted his position as a bulwark between civilization and the terrors that the wilderness has to offer. Over his time spent traveling every possible region, he has learned specialized techniques for tracking and fighting the threats he faces.
✦ Wardruna - Helvegen


APPEARANCE
✦ tall and toned / mortal / health: 58%
─★ Oftentimes, Lander is mistaken as a human of the Illuskan ethnicity because of his height, his blue-grey eyes, and his black hair. Although he has tried time and time again since his adolescence to gain some bulk, his bluevein anatomy only allowed him to tone his muscles up to a certain point, and his hollow throat and sullen cheeks prove his inability to keep weight on. When undressed, his skin is pale enough to reveal a thread of veins attached to one large vein that starts at his left hand, slinks up the underside of his arm, and currently stops near the center of his spine. He rarely has color in his face due to the abnormal bloodflow that is typical in the blueveined.
─★ Lander learned over the course of his travels as a Ranger that dark clothes are almost always more practical than clothes with lighter tones. As such, he is typically dressed from head-to-toe in breathable black fabrics. He perpetually wears tops with long sleeves in order to hide the vein in his arm, as it reminds him of his limited life and all the things that he has yet to accomplish. He consistently sports a black hood that he takes care to remove indoors or when the weather is hot. Black leather boots adorn his feet, and the soles are becoming thin and worn due to overuse.
─★ Cursed to live their lives with little time, the blueveined gain other abilities relating to the magic veins coursing through them. These abilities allow them to perform acts of limited magic, such as mid-range cantrips and small healing spells. Blueveined have short lives, with the average maximum being 50 years old before the veins consume them. The oldest ever recorded was 57. As such, blueveined usually start their adventuring life sooner, around the age of 16.


PERSONALITY
✦ INTP / Melancholic / Chaotic Evil
─★ Lander is right on the line of being chaotic neutral and chaotic evil, meaning that there aren't many things that would prevent him from doing what he wants -- even if it may be accomplished by something involving the misfortune of others. Although Lander does not go out of his way to be cruel to people or wrong those around him, he refuses to let anyone stand in his way when he has his sights set on something particular. Although he tries to avoid it, he is constantly thinking about what to do before he dies, as his lifespan as a bluevein is very limited. The expiration date on his life causes him to often be anxious or depressed, even though he masks those traits around others by holding his tongue or unintentionally appearing standoffish.
✦ Intelligent / Brave / Tolerant
✦ Active / Impulsive / Thoughtful
✦ Selfish / Inconsiderate / Impatient
─★ Although Lander is not the most pious of the blueveined, he still practices a shortened version of a daily ritual that worshippers of Elesseth conduct. He has also practiced vegetarianism all his life as a personal belief.


BACKGROUND
It is not uncommon for blueveined to flee the nest and begin exploring the world as soon as they turn sixteen, but for Lander, his inquisitive steps outside of his home city of Elesseth were spurred by tragedy. When Lander was just fourteen, followers of Daerifro raided Elesseth and burned and pillaged the section of the city that was dedicated to animal husbandry -- "No food, no fight" was their rallying cry -- and in the chaos, Lander was the sole survivor on his family's small farm. It left him with a hatred for pillagers and a paralyzing fear of any fire more destructive than a campfire.


Because of his awareness of the shortened lives that blueveined lead, Lander made it a personal mission to see as much of the world as possible during his lifetime. His experience on the farm and his various experiences exploring as a Ranger have allowed him to develop acute survival skills, including tracking, wilderness cooking, game hunting, and archery. Because his physical strength is lacking due to his biology, he prefers the use of a longbow, both in hunting and in battle, but he also knows how to use a blade if the situation calls for it.

Although Lander has not yet seen every part of the world, he made the decision that exploring alone could only bring so much adventure to his life. While he was venturing south of the Hartlands, aged 23, he heard talk in a tavern about the Hunter's Inn, a guild that regularly enlisted members to track and kill anything that threatened the citizens of the area. The opportunity seemed to be the perfect midlife crisis that stuck to him after he signed the guild contract, and he's been a member ever since.


LANGUAGES
✦ Fluent in Common
✦ Fluent in Abyssal


EQUIPMENT
✦ Scale mail
✦ A pair of shortswords
✦ A longbow with a quiver of 20 arrows
✦ An explorer's pack, which contains:
i. A backpack
ii. A bedroll
iii. A mess kit
iv. A tinderbox
v. 10 torches
vi. 10 days of rations
vii. A waterskin
viii. 50 feet of hempen rope



TREASURES
✦ A necklace with a small silver ring around it
✦ A blue silk handkerchief with a lock of black hair
✦ A small drawstring purse for traveling funds, which includes:
i. 100 copper coins
ii. 50 silver coins
iii. 30 gold coins


AFFILIATIONS
Friends
i. Open
Enemies

i. Open
Romantic Interest(s)
i. Open
 
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This image was created by u/KatScribbles for InsomniacDanni on Reddit

Name: Urzoth the Ursine
Race: Half-orc
Gender: Nonbinary (they/them)
Age: 56
Height: 6’5”
Likes: Grog
Dislikes: inane questions, comments or thoughts
Personality: Coming off to the casual observer as distant or other-worldly, Urzoth has been with the guild long enough to know how to relax when the alcohol is flowing. They take hunting seriously and are barely tolerant of those who do not. They prefer things quick and to the point and will never waste a word.

Strengths:

  • Arms
  • Shamanic Connection

Weaknesses:

  • Legs - paralyzed completely

Skills:

  • Knowledge of Herbal Remedies
Abilities:
  • Medium
  • Animal Communion - Bears are the easiest, though most predators will work. For some reason, prey are scared of them.
Magic:
  • Spirit Cleansing
  • Astral projection
  • Animal Spirit Summons - They can see through the eyes of the summons
    • Bear - Strength
    • Wolf - Tracking
    • Eagle - Sight
  • Spirit Bear Claws
  • Spirit Wolf Nose
  • Spirit Eagle Sight
  • Terrain control--to easily maneuver their wheelchair
Weapon/s:

Might or Magic?
Though their upper body is strong

General History: Their tribe believes that you cannot call on the ancestors’ aid unless you have experienced a loss. So when their legs stopped working after a high fall, the Tribesmother knew where to put them to use. (Orcs are big on usefulness.) Finding themself, they bound with the bear the quickest. Its strength reflecting hers to continue. Other predators, the wolf, and the eagle came later, as her skills improved.

These latter ones caused a wanderlust within them. So with the Tribesmother's permission, they left to join the guild nearly two decades ago. They'll send their profits back to the tribe, for if they lost their tribe's connection, surely the ancestors would abandon them.

((A bit of a work in progress--sorry.))
 
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Name/s: Alice Evergarden
Race: Elf
Gender: F
Age: 24
Height: 5’4
Likes: People watching, Walks, trying new things, puzzles, music, dolls, fire, flowery or grandiose tellings of heroism. Obsessed with the stars.
dislikes: Idle hands, talking about herself, clingy people, being chained down. Deathly afraid of water.
Personality: Alice could easily be seen as kind and gentle. A soft soul that seeks the best in others and herself. Sweet words and warm smiles are enough to fool the simpleminded or unsuspecting.

Those of keener eyes would catch the wisps of the unsettling truth. Alice’s thousand yard stare, bouts of whispered nonsense the girl shared with the empty glass or wall in front of her, possessed outbursts of sporadic curiosity so fiery and passionate it seemed to shake the girl to her very core. Passions quickly stifled and hidden away as if they had never happened. For those that really paid attention, it was quite obvious Alice was a girl who was hiding a secret. A secret that was eating her alive.

Strengths:
Prodigal Magi: Alice took to the arts of magic like one took to breathing. She wields her craft like none other.
Space inbetween: Alice can sometimes seem like an oracle, someone who can see what is going to happen next. The reality of the situation is that she is simply guessing.
Stalwart: Other than her irrational fear of water, Alice upholds a surprising and admirable amount of raw courage.
Weaknesses:
Frailty: Alice is pitifully flimsy. Even simple strikes could leave her crumbled like a broken doll
Kleptomaniac: Alice keeps her quarters disgusting and has big issues with saving seemingly useless items.
Sluggish: Alice has a severe lack of stamina, or balance for that matter.
Inferiority complex: the truth to Alice’s peculiar confidence, she simply views her life as having negative value and thus sees no issue with throwing herself into danger.
The Warp: seemingly the root of all of Alice’s problems. Nightmares, paranoia, irrationality, PTSD. Its eating her alive.

Might or Magic: Magic. A child could defeat Alice with a stick without issue in a physical fight.

Magic:
The Black Fog:
A special class of dark magic of Alice’s own creation, specializing in the manipulation of emotion and thought. Capable of artificially stifling anger or falsely amplifying joy, cast through the soft tones of the girls voice.
Shadow Weaver:
Alice has a special connection to the shadows splayed across the ground. Just in her presence the inanimate tricks of light seem to grow and dance just in her presence alone. Alice’s study of the unorthadox source of powr has granted her the ability to move through shadow, capable of physically melding with shadow to hide and move through them.
Abilities:
The Weft: Less of a magic and more of a state of being. Alice can be subject to certain inconsistancies due to the nature of her magic. It can range from her seeming to be missing limbs at a glance to her seeming to disappear entirely i ln the right conditions. Simply a result of the girl being so closely bound to shadow.
Skills:
Skilled Arcanist: capable of detecting and deciphering enchantments.
Hands-on learner: knowledge of the inner workings of magic allows Alice to understand the magic of others at miraculous speed.
Weapon/s:
Bound Tome: the focus of Alice’s magic, an old tome Alice refuses to let anyone see. Magically bound to stay shut.

Relation to the guild: Alice has been a member of the guild for two years, though she is far less active than its most dedicated members. She is known to take single missions and then up and leave for a few months only to randomly show up once more and repeat the cycle. She seems to only be part of the guild as a whim, though her unique skillset makes her an interesting and valuable member.

Biography: Alice refuses to talk about herself, meaning her past is a mystery. (Ill fill this out of ordered to. Or Ill private msg it to a DM)
 
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Name/s: X'nerus Krieg
Race: Beastfolk (Tigren)
Gender: Male
Sexuality: Homosexual (Tends to be submissive in the relationship)
Age: 22 Years Old
Height: 6' 0"
Likes: Relentless Training, Cuddling, Challenges, Milk, Catnip
Dislikes: Laziness, Thievery, Injustice, Bullies, Relaxation
Personality: X'nerus, as a child, was born into the rule of a warrior, (quite literally; that was the only reason his parents had him in the first place), and thus, he trained. In his homeland, he is known as "The One Who Never Slumbers".

Strengths: Workaholic, Muscular, Sweet but firm
Weaknesses: Workaholic, Emotionally Sensitive, Distrusting, Catnip
Skills/abilities/magic: "Sun Dance Strike", (Slashes in a forward line about 20 feet); "Medical Dance", (Blocks and regenerates health slowly); "Master of Masters", (Behead a single enemy; One use per day; Does not work if creature is headless or immortal.)
Weapon/s: Masamune, (Katana)
Class: Warrior/Samurai

Goals: To defeat any monster and protect the weak.
Values: He values any warrior that puts their lives on the line for their lovers, friends or family. He will bless them with a Tigren Sanctuary Blessing, (which keeps a character safe from harm for 24 Hours).
Bonds: None; His entire family is dead, and he has no living relatives. His only reminder of his past is Masamune, which is a family inheritance.
Flaws: Thinking about his deceased family, and deceased wife makes him sad and easily manipulable. He also gets easily drunk and cries a lot.

Appearance:
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I finally finished writing up her Guild Card haha. Of course I had to make a cool picture to go with the bio!
Morgana.jpg

Name: Morgana Blackhart
Race: 'Human'
Gender: Female
Age: 23
Height: 5'5

Likes:
Discovering new uses for monster parts, turning reptiles into pets

Dislikes:
a clean workspace, "chaos is my order! I have a system!"

Personality:
If you can guess what Morgana will do, it's probably because she's run out of imagination. Her whole reason for joining the Guild is predicated on the notion that she can find more and more rare creature parts.
For you see, Morgana wants to attain immortality one day; through the combination of self modification, alchemy, and magic.

Strengths:
Quick witted and brilliant, she's also very agile due to her thin but athletic frame. Her body is strange, and is able to contort awkwardly, allowing her to reach things at angles most other people wouldn't normally attempt.

Weaknesses:
She's quite insane, and makes irrational decisions at the drop of a hat. She cares so much about her experiments, that she often forgets to take care of herself. Also, because of her many modifications, she has a deathly pallor to her skin, and a chemical smell not unlike formaldehyde. Which of course can be very unsettling for an ordinary person.

Skills:
Excellent- Alchemy, Creature knowledge
Good- Ranged weaponry, field medicine, necromancy
Average- planning, awareness, speed
Below Average- strength, stealth

Abilities:
Alchemical Mania
Morgana loves to experiment with mixtures most people would be too frightened to try. Because of this, she has a wide knowledge of ingredient combinations. Which she mixes with glee.

Gorgon Eye
one of Morgana's eyes has been replaced with one of a gorgon, with it she can partially petrify other creatures when/if she maintains concentrated eye contact.

Cockatrice Gland
Morgana implanted the acid gland of a cockatrice into herself, and can produce a small amount of acid, (which isn't capable of more than 2nd degree burns)

Undead Flesh
Morgana's skin has been so inundated with alchemical run-off that she feels no pain, and her skin is rubbery, giving her a minor advantage against bludgeoning damage.

Magic:
Morgana is a clever sorcerer on top of everything else, but mainly uses her necromantic magic to aid in her quest of inevitable immortality. Her spells include:
Suture Stitch
Morgana can stitch flesh together with magical strands of energy, which eventually dissolve, fusing the flesh together permanently.

Vital Transfer
With this spell, Morgana can transfer vital energies from one target to another

Summon Zombie Snake
Morgana summons up a zombie python, Pestle from beyond the grave. Pestle's body is formed anew each time from the remains of creatures she carries in her jacket.
In order for this spell to work, she must have a piece of Pestle's original body.

Weapons/Gear:
Hand crossbow
"Medical" Bag
Magical component pouch
Deboning knife
Tiny crystalline flasks filled with acid
Assorted Vials for containing fluids and tissues
Long jacket with plenty of storage pockets, inside is an light armor lining made of thickened leather from a plethora of animal skins

Pet:
Pestle is Morgana's zombie familiar. She can summon him for a short time with her magic. Pestle was her first pet long ago, and when he passed, she was so upset that she turned to necromancy in order to bring him back.
To most, Pestle is a hideous abomination, but to Morgana, Pestle is her dearest friend.

Theme song:
 
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Yelania, the Immovable

Race: Human

Gender: Female

Age: 39

Height: 6'0

Likes: Booze, peace and quiet, books, combat

Dislikes: Obnoxiousness, overconfidence, large crowds, talking, crying.

Personality: Yelania is a woman of few words. Some have seen her around, and have never heard her say a word. The fact that she's rarely caught without her armor on makes many feel almost intimidated to ask for her assistance for a hunt. But it is those who work up the courage to ask for her strength, who know of the hidden kindness behind the cold steel helmet. She may not say much, but Yelania will always protect those who she travels with. In fact, many find Yelania purposefully joining up with rookie hunters, and warding them away from hunts out of their league.

Backstory: Not much is known about the past of Yelania the immovable. She refrains from talking, and only a handful know what she actually looks like under the helmet. Anytime someone asked Yelania about her past, she usually ignores the question entirely. What is known however, is that she is an orphan, and that her former hunting party was completely and utterly annihilated, Yelania being the only survivor.

Strengths: Incredible physical strength, experienced fighter, high mental and physical fortitude

Weaknesses: Extremely low mobility, PTSD, her inability to rely on others.

Ability:
Ogre's Cry- Yelania lets out a mighty roar that causes most beasts to turn there attention towards herself rather than her allies.

Weapon/s: Yelania wields a large shield that is the a little over half of her own size. Alongside her shield, she uses a mighty lance to keep even the most wildest beasts at bay. At times, Yelenia will switch from her lance to a sword of the situation calls for such.​
 
Guild Card Details:

Character
Description

tobias comish.JPG


Name/s: Tobias / Toby
Race: Telian (human) ?
Gender: Male
Age: 28
Height: 7ft

Likes: Booze, raw meat, savoury foods, warm / hot weather

Dislikes: cold, wet, sweet foods, snow,

Personality: Grumpy to those that don't know him well, often seeming hot headed and quick to jump into the action with no planning or forthought. Protective of those he cares about and angers easily to injustices.

Strengths: Unaturally strong / agile, quick healing, able to wield blue fire, strong sense of justice.

Weaknesses: weak to the cold, suck at swimming, pretty much stops functioning when hungry, easily enraged, not the smartest tool in the shed, can't read

Skills/abilities/magic: surper strength / agility, rapid healing, blue fire magic, flight

Weapon/s: A blessed longsword, claws??? also likes to bite things.

Might or Magic?

Might, magic is too much work to learn. Unless it blows shit up?!?


skills

Excellent - Hunting / tracking, eating an ungodly amount of food.

Good - swordsmanship, drinking, whitling
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Dragon form
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Balthazar, the Wise
Race: Human
Gender: Male
Age: 70
Height: 170 centimeters (5.57 feet)
Likes: Chatting, a nice cup of tea, learning about new things, exploring his own capabilities, reading books and magical tomes
Dislikes: Rude youngsters, chaos
Personality: Calm, collected and chatty. The man likes to share his experience with those younger than him. Considers himself a kind of father-figure for those within the guild

Strengths: Experienced in combat, laser-focus concentration
Weaknesses: Physically weak (extremely mediocre in fighting in close combat)
Obsessed with knowledge: When arcane knowledge is in play, the old man's personality flips. He is willing to pay whatever sum (as long as he can afford it) for tomes with useful knowledge that other guild members find during quests. For that reason, Balthazar is more likely to join parties with guild members more physically inclined, making the assumption that they will have no interest in keeping items of arcane value. He often avoids quests with scholars and professors, due to conflict of interest. He is willing to go through great lengths to achieve his objective, without breaking the guild rules.

Magic:
Teleportation/Dislocation - Able to teleport to places which he had been before, although this spell leaves him mentally fatigued, depending on the distance traveled. He is also able to displace himself to shorter distances without too much hassle
Elemental Manipulation - Able to manipulate the forces of nature to his bidding, such as electricity, fire, ice and earth
Summon Golem - Able to invoke up to 1 massive golem made out from either electricity, fire, ice or stone

Weapons: While not a weapon per se, the man carries with himself a staff, which he uses mostly for walking. He also carries a huge tome strapped to his belt.

Bio: Ever since his young age, Balthazar displayed a natural affinity to magic. While in the beginning, the most he could do was cheap, parlor tricks, the man has spent most of his teen and adult life seeking out more knowledge to improve his abilities. A veteran of the Hunter Guild, the opportunity to join it was perfect to test everything he had learned up to that point and also to expand his own skills. Beryl had a few reservations with letting a man of his advanced age to join the Guild, but after quite a few reassurances, the man was accepted and showed that he was able to pull his own weight. His colleagues don’t know much about his past, and the old man would prefer it was kept that way.​
 
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Name:
Siwai
Race:
Half Kobold, half Birdfolk
Gender:
Male
Age:
19
Height:
4'3

SIWAI.png

Likes/dislikes:
Fighting, roasted meat, Making new friends at the Hunter's Inn/ Not fighting, vegetables, vampires

Personality:
Unrelentingly optimistic, Siwai is a shining beacon in the darkness even if it annoys people. He's the first person to rush in when it's time to fight. He lives by a creed given him by his monastic upbringing "Uphold life, dethrone tyranny"
Despite his outgoing and cheerful nature, Siwai has a swift temper, and isn't always the most tactful about it either.

**Background:**
Siwai has been a member of the guild for several years, having arrived in Hartland while on a soul journey from his monastery. Charged with finding purpose through protecting others by his masters, Siwai felt that the Hunter's Inn provided a wonderful service for it's community through hunting monsters. Of course, the chance to hone his martial arts and become stronger through battle plays a part in that.
The monastery Siwai was raised in dedicated itself to the traditions of the great celestial Kirin: Ou. Ou protects the weak in his domain, and sends young monks out to seek domains for themselves where they can do the same. For Siwai, Colby and Hartland are that domain.
Siwai lives with his heart on his sleeve, embracing the other guild members with kindness and camraderie, he's easily excited...which probably grates on the more stoic members around him, but he puts up with crankiness and returns it with a smile.

Strengths:
Martial arts, ki manipulation-excellent
Speed, acrobatics- very good
Physical strength, toughness - good
Perception- average


Weaknesses:
Planning, reasoning, overall intelligence -below average
small size vs big creatures- poor
Siwai eaten by cube.jpg


Skills:
Siwai was trained in martial arts at a mountain monastery dedicated to the tutelage of the benevolent golden Kirin: Ou. He was at the top of his class, only rivaled by one other.
Siwai is known for using his body as a living weapon, and has been trained in using a bo-staff and nunchuks, which become an extension of his body when in use.
Last but not least, Siwai has awakened his life force, also known as Ki and is capable of harnessing it's raw energy as both weapon and defense.

Abilities:
Flurry Strikes
- Siwai's limbs seem to multiply as he unleashes tens of punches in quick succession
Mindful Instinct- Siwai shuts his brain off and relies solely on his training and body to react to attacks, however he cannot attack while in this state
Living Missile- Siwai gathers all of his might into a single leaping head strike, this attack is capable of tearing through flesh and bone, but once Siwai commits, he's locked in until he misses or hits

Retractable Claws- Siwai's hands and feet have claws that can extend a couple inches out from their original position.

Magic:
Radiant Dragon Ray-
Siwai gathers Ki into his hands and unleashes a precise ray of radiant light energy at a target. The beam deals holy, heat, and piercing damage

Radiant Overdrive- Siwai turns his ki into pure strength and speed, enervating his muscles and physical being with golden light. For a short time, Siwai's physical power is doubled, but when the effect is over he loses stamina at an alarming rate until he can rest and eat.

Radiant Barrier- Siwai developed this ki guarding technique due to his profiency at being swallowed by giant creatures. While Radiant Barrier is active, Siwai is surrounded by a viscous dome or sphere that protects him from poisons and acid. It does little to protect from physical damage, as it moves fluidly with him so he can keep fighting with it active.
This magic drains Siwai's mental acuity severely, and he often becomes laconic and sleepy afterwards, to catatonic if the spell has been used for more than ten minutes.

SiwaiLevelUp.png


Weapons:
Hands, feet, head, claws
Bo staff
Nunchuks


Theme song:
 
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Carrion Harpy.jpg

Kleth
Race: Carrion Harpy
Gender: Female
Age: 31
Height: 5’04”

Likes: Dead things, food, bonecraft, scaring non-beastfolk, annoying the ones that don’t get scared, Beryl
Dislikes: Witches, “polite society”, alcohol, missing her clan, the big coat she has to wear when coming or going from the inn

Personality: Kleth is a trash-bird - unrefined, selfish, animalistic, but at least composed enough to obey the Guild’s rules. She is petty and childish, holds grudges, and is generally abrasive and rude to almost everyone. Even though she is afraid of fights that she cannot win, her scathing remarks don’t stop unless she is in very real and close danger of reprisal. Unfortunately for others in the Guild, the rules mean that she can’t be harmed by other Guild members, so she feels pretty safe continuing her berating of her fellow Guildmates, at least when there are enough higher-ups to enforce the rules.

Strengths:
  1. Flight - Like most harpies, carrion harpies can fly without issue. Those wings do make for a nice target, though Kleth tends to keep a good distance between danger and herself if she can help it.
  2. Agile - With her light bones and wiry muscles Kleth is pretty quick and nimble, allowing her to dodge and strike quickly.
  3. Keen Eyesight - Carrion harpies have good eyesight so they can spot carcasses or sickly or weak animals from the air.
  4. Sensitive Smell - Carrion harpies are some of the only harpies to have a decently developed sense of smell, which allows them to home in on rotting flesh before they can actually see their quarry.
  5. Strong Stomach - Being obligate scavengers, meaning they only eat dead meat and bone, it pays to have a digestive system capable of breaking it all down.

Weaknesses:
  1. Feral - Although intelligent, carrion vultures aren’t exactly known for their philosophical arguments or enlightened culture. They are scavenging trash-birds with primal societies at best.
  2. Selfish - In line with her nature, Kleth is incredibly selfish. While she won’t actively harm another member of the Guild, it’s certainly hard to get her to share spoils. Or much of anything.
  3. Weak - Although her sinewy muscles allow her a good deal of speed and agility, Kleth is not that physically strong. Most carrion harpies only attack from range, and even then they only tend to attack sickly or weak creatures. In a close-up brawl, Kleth’s best bet is to get out of reach.
  4. Frail - Hollow bones make for poor defence. Cuts and bruises are less of an issue, but breaking bones is an all too familiar hazard to harpies.
  5. Hungry - carrion harpies tend to value whatever meal they can get, and as such have a hard time ignoring a carcass unless it is being guarded by something bigger and meaner than they are.

Skills:
Excellent:
  1. Flight: Most harpies admit they feel more at home in the air than on the ground.
  2. Dagger-Throwing: The carrion harpy’s main martial skill, Kleth is very accurate with her bone daggers, or ‘qsiry’.
Good:
  1. Bonecraft (Qshtir): The act of making objects, tools, or weapons out of bone. A common practice for carrion harpies and probably the closest thing to an art form they have.
  2. Scouting: With her flight, advanced eyesight and sense of smell, Kleth makes a very good scout.
  3. Animal Instincts: Thanks to the primitive lifestyle of harpies, they must rely on sharp awareness and instincts to keep them alive. Quick reflexes and a healthy distrust of the unfamiliar have kept Kleth safe so far.
Average:
  1. Common Language: Kleth can speak the common tongue of the so-called ‘civilised’ folk well enough, but she’s not put much effort into becoming fluent.
Below Average:
  1. Harpy Lore: Despite their primal nature, harpies do have a culture, which means stories and lessons passed down from leaders to hatchlings. Not being one of these storykeepers, Kleth doesn’t remember the finer details of these tales, but she might remember some random fact if a situation jogs her memory.

Weapons:
  1. Bone daggers (Qsiry)
  2. Big ol’ talons
  3. Teeth

Might or Magic: Might only. Carrion harpies do have spellcasters and ritualistic magic-users among them, but Kleth is not one of them. She has no magical ability, instead relying on her instincts and physical abilities to get by. Living among monsters and other natural dangers has sharpened these skills so that she can prove an able combatant, despite her weaknesses.

Quick Backstory: Kleth was part of a carrion harpy clan that lived in the north, but got separated when their nesting grounds were ransacked by some huge, slavering creature with eyes of pitch and teeth like icicles. She flew far and wide in search of her family, but found herself crossing Baylin’s Wall. Hungry, exhausted, and desperate, she half-flew half-collapsed in through the door, and it was pure luck that she landed at Beryl’s feet. She pleaded for mercy and, over the course of their odd bargaining conversation, a membership to the Guild so that she could have a safe place to stay while she kept an eye out for her clan. It's been just over a year since then, and while she's constantly abrasive, she has earned her keep by helping on contracts.
 
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"Come, you wretched creatures!, the evening's triple feature, let Old Rum be your teacher!"
"Sit down with the Gintlemen."


Name/s: Romeo Shepherd Cleo. Known in the inn as 'Old Rum.'
Race: Dragonborn.
Gender: Male.
Sexuality: Pansexual. (I saw some characters with this, so I thought it'll be nothin' if I added it myself as well.)
Age: 23.
Height: 6'2.
Likes/dislikes:
𓆰 Loves polka. It's his life and passion.
𓆰 Scamming people for all they're worth! "NO ROBIN HOOD WILL SAVE YOU NOW!! HAHAHAHAHAAAA!!!" runs off with a comedically large bag of money
𓆰 Rum, naturally.
𓆰 Collecting.
𓆰 Trains.
𓆰 Betting (He always seems to win...)
𓆰 Being in large groups of people.
𓆰 Owlbears.
...
Abandonment. He knows well that every connection he gets is brittle. Be it by third parties or his own actions, losing someone is something he doesn't know how to deal with. Yet.
☾ Working alone, while he doesn't mind it from a more 'casual' perspective, he has an understanding of how much he can do alone, and almost none of it includes slaying monsters.
The townsfolk he grew up with hating what he's become.

Personality:
"A cantankerous songwriter, rightfully."
Romeo is a devilish, charming lizard(DRAGON!) who always seems to have one trick up his sleeve. And one tarot card to tell the past, the present, and the future as well. Don't mention the crystal balls. There's always a way for him to make a quick, big buck out of little, desperate souls looking for guidance, unfortunately for them, Cleo's right there to help.

Despite being eccentric and egotistical, 'Old Rum's' is genuinely great to be around. He's bound to cheer you up or listen to any worries you have. When he isn't drunk, or busy gambling, betting, scamming, or singing. Really, it's that easy!

No one really knows how exactly did he come upon the monster hunting business, and got good at it.

His fatal flaw? Well, he might have more than one... But his greed. If it wasn't obvious, he's here for the money, and the bigger the target, the bigger the gold he'll be awarded, and the more he'll be recognized as if he wasn't well-known enough.

It's a mixed bag as to why exactly everyone seems to know who anyone's talking about when they hear 'Romeo Cleo'.

From one of the great performers and speakers to contact to the one scammer you should avoid, he's always known for something, and sadly, most of them aren't his incredible luck.


But, inside those fatal flaws of greed, bad habits, (and scamming...) Is a genuine, great, caring dragon. But he'll never show that on the job.


Only vulnerable artists strum the strings of their hearts.


"Sit down at my table."
"Put your minds at ease..."



Strengths: Charming, songwriting, entertaining, getting people in high spirits. Suspicious constitution when it comes to getting wasted... Great at gambling, and betting, and has to have one of the best of luck.
Weaknesses: Can't form lasting relationships. Low defense, brittle. Also rather weak without his weapons and incredible charisma. Fearful of many things like enclosed, blank spaces, being left alone. Germaphobe.
Skills/abilities/magic:

Excellent:

-Luring, charming, whatever you call it, but getting people to like him has to be one of his specialties. While many individuals dislike the 'beast' aspect of his person, Romeo still manages a happy, loving crowd by the end of the day, maybe because he's rather well-known...

-Singing and entertaining, naturally. Cleo always manages to put up a show, be it in the Inn or somewhere else completely. A master at theatre and singing. Cheekily mimicking scenes and voices for a laugh and a buck. Isn't it a farce?

Good:
-Always has gold up his sleeve, and always knows how to keep it just safe enough. You shouldn't trust him with yours, though... He might gamble it all and take the winnings.

-Dexterity. Nimble, and quick to react. The reward for having a low defense and strength (If only he agreed to wear armor in fights...)

-Pretty smart, and pretty. But in all seriousness, when it comes to making up/resolving a plan, equation, or even riddle that's a little bit too hard, he's got a high chance to know and get it right. Not always, though. You never know if he's wasted or not.

Weapon/s: A beautiful, thin (and surprisingly sharper than it seems) glaive and a set of rapiers.

Extra:
-Voiceclaim: James Monroe Iglehart. If you want a great example of his voice, click here!

-Themesong(s):




(Playlist soon, maybe?)

P.S: This is still a work in progress! I need to figure out things like his backstory and other fun details. Might even make another character that is related to him? (Thinking of a bartender who also works as a monster hunter who works in the Inn. They could be buddies??)​
 
owlboy.png

"Maybe I pushed you too hard? I'm sorry... I just wanted it to be perfect.."

Name/s: Sterling Brent. Known in the Inn as 'Steel Vulture'. (Which totally doesn't sound cooler than 'Old Rum')
Race: Owl Birdfolk.
Gender: Male.
Sexuality: Demisexual bi-curious.
Age: 24
Height: 6'6. 6'8 with heels.
Likes/dislikes:
Organized spaces. Perfection first and foremost.
♕ The lone, serene quiet.
♕ Music-related things. You know, Lutes... Bards...
Libraries, reading and writing are one of their biggest passions.
♕ About passions, the violin. The one he wields today is the one gifted to him by his father back when he was younger.
...
Extreme Acrophobia. As well as Thalassophobia.
⚝ Germs, dirty things.
⚝ Wearing anything that isn't high heels.
Feeling as if he isn't in control.


"You'd forgive yourself, won't you Cleo?..."

Personality: Sterling is royal and graceful. Although rather cold and... Regretful. Something about him seems to emanate sadness and misery. But you'll be hard-pressed to know exactly what it is. For they keep their feelings hidden behind this thick wall of perfectionism. Forever distracting the mind from the truth they have to face, sooner or later. It feels as if they can't move on. An exact contrast to what seems to be his best friend since childhood, Romeo Shepherd Cleo.

While Romeo strived for a new life for himself, Brent just couldn't move on. Couldn't forget.

But both of them never broke paths. Shepherd's rational and caring side of his brain obligated him to take Sterling with him. It was a hesitant decision.

Promise me well always be there for each other... Please...

They seem to be rather clingy to those they show affection and care about, almost like glue. They can't let them go, not again.

But for now, they'll focus on perfecting everything they do. From their violin playing, to the way they hunt monsters, to how they speak.

But they'll never seem to perfect themselves.


"We were pretty adventurous back then, huh? Haha..."

Strengths: Dexterity, vast knowledge, and big brain due to so much reading, incredibly helpful and listening, truthful, calm, quiet, observant. Extremely responsible be it for his actions or for the actions of others.

Weaknesses: Brittle bones from being an avian, and brittle mental health. Easily frightened, cold, emotional, and can barely control feelings. Focuses too much on being graceful and perfect sometimes.

Skills/abilities/magic:

Excellent:

-Extremely compassionate and understanding. There have been times (and rumors...) that in specific occasions, Sterling didn't actually kill the monster. Instead, teaching it peace and compassion. Although that rarely ever happens (since the whole point of the job is killing the monsters...), the times he has done it have been all successful. With... Minimal damages...

-He knows how to get the job done peacefully and gracefully. No matter how giant the beast. Despite being rather new to the Inn, unlike Romeo, he’s doing his best to give the monster-hunter business a good name for itself.
He always manages to come out with a clean, white suit….

Good:

-Since he’s read about all kinds of beasts in different regions, Sterling has a vast understanding of different beast patterns, if they’re nocturnal or not, if they’re peaceful, docile, or aggressive. You’d probably like to bring him to any hunt for his big brain power.

-Good musician, although maybe violin doesn’t go well with lute…

-Good in stealth missions as well. Owls are very quiet. Hoot hoot.



Weapon/s: A beautifully polished and crafted silver and gold bow, and a set of regular arrows. The bow contains the signature of his father.​
 
Name: Khortja Gurgut
Race: Goblin
Sex: FemaleKhortja Gorgutz Copy-portrait.png
Age: Adult
Height:131 cm
Weight: 55 kg

Personality:
Opportunistic, sneaky, and greedy. Khortja is also not keen on direct confrontation. She is more likely to stab someone in the back or slit their throat while they sleep than fight them. Then she will make off with their valuables in the dead of night. She doesn’t take on anything less than a sure victory. As such, most of her victims are hapless travelers on the road, or lightly armed merchant caravans. She holds a particular vehemence towards humans and elves and avoids demonic and magical entities like the plague. Anything resembling a dragon terrifies her.

  • Neutral Evil, Hedonist
Khortja is primarily concerned with herself and her own desires. She will lie, cheat, and kill anyone to attain her personal goals. Khortja will work with others if it also furthers her own aims but has no issue of undertaking her business alone. Her only interest is in getting what she wants in the most immediate of ways, and she does not plan for the long game. If there is a quick and easy way to gain treasures or power or pleasure, she will take advantage of it whether it be legal, questionable, or obviously illegal. Khortja has no qualms about betraying friends and companions for personal gain. And the only strong friendship she so far maintained is one with Hekki, her male Warg companion. Like most goblins, Khortja bases her allegiance with others on power and material gain.


Inherent Abilities (Mundane)​


  • Goblins have 20/4 acuity in the dark. However, daylight tends to be harsh on goblin eyes. Goblins typically stay in shaded areas during diurnal activity and are almost never caught out in the open sunlight. Their red-orange eyes glow dimly in the dark.

  • Goblins have asymmetrical apertures. This works with their field of vision to correlate exactly where a sound is coming from. A goblin’s range of audible sounds is not unlike that of humans, but a goblin’s hearing is much more acute at certain frequencies enabling them to hear even the slightest movement. This also means that loud noises are particularly grating on their senses.

  • While goblins are not very fast, they are incredibly nimble. “Slippery as a greased goblin” is a common idiom used to describe something that is difficult to catch or handle. To begin with, goblins have a quick mental chronometry that allows them cat-like reaction times. This, coupled with their generally lithe builds gives them the advantage of being particularly capable of twisting about to avoid being gripped, ducking into a tight hole, or wrenching themselves out of binds. This makes up for their general lack of physical prowess.


Inherent Abilities (Magical)​


  • Goblins (much like trolls) are bestowed with properties of minor regeneration. They can regrow fingers and toes in a few days' time. However, magical damage and damage by fire negate this regeneration process and will permanently scar or maim the goblin in question.

  • Goblins also have an innate magic resistance. Low level spells will bounce off of them without notice. Most goblins are ignorant of their ability to resist magic, and just think that a lot of wizards are stupid. This resistance is a double-edged sword however, as they are anathema to both helpful and hurtful spells. The ability is limited, of course. Potent spells cast by expert wizards will still affect a Horned Goblin, though to a lesser degree than intended by the spellcaster.


Weapons Knowledge​

The following is a breakdown of the skill level Khortja has with a variety of weapons. If the weapon is not listed below, it means either she has never handled the weapon, is unaware of its existence, or is completely incompetent with it.

Novice​

These weapons are cumbersome in Khortja’s hands, though she does have at least an inkling on how to wield them. She can attack without hurting herself in the process (usually). Experience with these weapons is marginal. But she knows which part is the business end.
  • Short Sword
  • Mace
  • Morningstar

Practiced​

These weapons are familiar to Khortja. She has little difficulty in using them, but only to the extent of not having any particular fighting style. They are by no means her weapon of choice, but she is competent with them. Khortja has at least several weeks' worth of experience with these kinds of arms.
  • Spear
  • Staff

Expert​

These weapons are like an extension of Khortja’s body. She can use them to deadly effect, and
can maneuver them through instinct and muscle memory. She has spent the better part of
her combative life using these kinds of weapons.
  • Teeth/Claws/ (Horns)
  • Fists/Feet
  • Axe
  • Dagger
  • Club


Other Skills​

These are other miscellaneous skills that Khortja has acquired over the years. They are mundane in nature but are otherwise used in her daily life.Khortja Warg Rider-portrait (1) (1).png
  • Non-native Languages:
    • Orc (Practiced)
    • Common (Novice)
  • Riding
    • Warg
  • Mounted Combat
    • Warg
  • Camping
  • Tracking
  • Hunting
  • Wayfaring
  • Identification:
    • Local fauna
    • Local flora
  • Trap Making
  • Wound Dressing


Equipmentkhortja warg armor.png

Warg Rider Armor:
  • Decorative Leather Pauldron (Right)
  • Bladed Gauntlet (Right)
  • Heavy Riding Glove (Left)
  • Belted Loin Cloth
  • Leather Shin Guards
  • Bladed Knee Guards
  • Steel Plated Claw Shoes
Armament:
  • Steel War Axe (Broken Haft)
  • Wyvern Barb Dagger (Poisonous, Belted)
  • Pox Grenade (Belted)

Other items:​

  • Regional Map: Stolen from a traveling Dwarf. Khortja has since scrawled all her own marks upon it to denote her own paths, locations, and other findings.
  • Clan Wolf Tail: Cut from the corpse of a Great White Wolf, Khortja is never without it.
  • Bag of “Spore Spice”: A goblinoid opiate and hallucinogen derived from cave mushrooms.
  • Large Sack of (mostly) pilfered items:
    • Assorted rings/bracelets/necklaces
    • Pouch of tribal paint (blue paste)
    • Flint and tinder
    • Silver coins (x5)
    • Copper coins (x12)
    • 3 meters of rope
    • Rations:
      • Bone Meal Bread
      • Dried Mushrooms
      • Dried Meat


Strengths & Weaknesses

Strengths:

  • Night Vision
  • Great Hearing
  • Minor Regeneration
  • Magic resistant

Weaknesses:
  • Sensitive to Sunlight/Loud Noises
  • Small stature
  • Generally detested by other races
  • Resistant to all magic: even beneficial magic


Might or Magic?

Absolutely no magical ability whatsoever. Goblins are anathema to magic. Khortja employs cunning and deceit as her main tactic.



All character art was put together by myself, using the Heroforge website

 
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cleric1.png
Art by linothoox
Character by me​

"Mere blood, tainted to follow a damned family curse. I know my fate and, its not a good one"


{Name/s}
"Anat C. Rell is my name, C. is for Crow"
{Race}
"Just a woman, human, not much to be honest, other than my family"
{Gender}
Female
{Age}
27
{Height}
5.9 Ft
{Likes/dislikes}
+ Researching creatures and the unknown
+ Staring up at the starlight sky
+ Seafood (salmon more than any)
- Being reminded of her second name
- Disturbed while working
- walking long distances

{Personality}
Ana is a calm and collective woman, always focused on what needs to be done and of iron will, never backing out if need be. She is other words: Brave, knowing to be a example in the face of danger, especially as a once cleric. But after the revelation of her now ticking life, she is brave in knowing that the fate in the end of the path is far worse than what she is in now, and that living a grateful life is the best she can do. And now wishing to leave a legacy for the family: she has taken higher heights in finishing her fathers work and fill his text book researching Every. Single. Creature she may find and those that are missing.

But as brave she is and dedicated, sometimes lost in thought thinking if this is really it. No way to weave fate away and maybe choose her own path, she could, but would only cause this damned book to break and make it everyone's problem. This family has exited for generations and all they have known is to make sure to keep the cycle going. Ana was not the next in line, but after her brother's death, it was her or no one. Its saddens her and sometimes, holds the tears back knowing that , in other words, she knows her death to the smallest detail. But even in such, she stands tall as this curse won't get her to back down and not live her life to the fullest, and when it's time, so be it.

"You know, i don't want to sound that type of girl, but, you know how it feels to have to kill your own father..have not done it yet. But it sounds...scary. I am not a hero just, some lost girl following family tradition."
__________________
Strengths & Weaknesses

{Strengths}
+Crow's Curse= Ana is blind by nature but her sight is replaced with what would describe, true sight, she can see through illusions and magic's and knowns where she is going like nothing in black/white, instead of color.
+Iron will= Ana has the will of a steel shield, Unable to be feared or even backed away if she doesn't want to. She can't be even charmed or effected with spells that would induce: fear,charm,confusion,etc or has a hard time being slightly effective.

{Weaknesses}
-Crow's Curse= It's called a curse for a reason: Ana is unable to part with the book, if she is more than 25 ft away from the book, she would begin to turn physically ill and if in 24 hours she is not near or in contact with the book, a fate worse than death will follow.
-Pre-Injuries= She has the will of iron but some parts of her body has had injuries because of her bravery such as: 2 Broken ribs, damages femur bone and missing her left index finger.

{Weapon/s}
---Aleister's Grimoire---
"Once a man's dream for magic, now the ill-fated curse that i have to carry and all those before me, this thing is hundreds of years old yet....it looks like it was made yesterday"

A book containing the the accursed text of a man known as Aleister, Powerful in with the spells that taint its page's to summon monsters and sealed beings within it. Those who dare cast its spells may soon become a blazing pyre. One would say its a spell book but its a actual weapon capable of being used as one. On its own its useless but those with the master conjuration and/or invocation may use it to fullest potential. In order to use said book, its users wear the armor crafted from the remains of fallen monsters: The stronger the monster, the stronger spells the user may cast from said book. One must only wear parts such as: a necklace made of the monsters scales or a circlet made of the bones,etc as long it has its origins tied to a monster: it works as a conduit and a way to resist the books backfire. And if full armor, one might even summon "Chosen": The past users of the book in there wicked broken form's for a small time to aid them.

{Skill}
Expert animal/creature physician
Expert Zoologist (Both Normal and Mythical)

Good Sign Language interpreter
Good melee fighter (Mostly with spear/halberds')
Good Alchemist


{Magic and Abilities}
  • Master of Crowing Conjuration/Invocation: Ana is able to summon/ bring forth creatures or items, even create them from thin air with the studies of conjuration. Even she may use it normally, its main use for her is to use the damned book to its fullest and bring forth creatures or spectral items of the past and the hands who held the book to aid her. She may summon as some examples: A pack of fireball throwing imps, a duo of wolfs, or the special creatures such as: Ique'gla, one of the users of the book now turned in to a jawless abomination with no legs that sprints at terrifying speed with her clawd hands, or Ibeg's Shield, the brave wall of a man, now a mere spectral defense to protect its user when summoned, there are more but she is limited to what she is wearing and its magical properties or from what creature it comes from.

  • Minor Restoration: Ana knows restoration type spells or those that aid people such as cure wounds,haste,resistance,etc to aid others in combat, her past she was a cleric and still remembers her spells even after years.

---Abilities---

{Transinvocation}
Ana may summon a "Chosen" at will ignoring the conditions needed for its summon, but she must choose a willing ally (even herself), said ally will take any damage the summon would. After the chosen disappears, the ally is placed in a unconscious state for 1 minute. This ability may be used only once per week.

{Known Summons}
Aleister, the first cursed Loss of speech
Quintet, the dancing beauty Loss of true sight
Durandal, Will's Curse loss of movement
Kix-callus, night's watchmen Loss of hearing
Triad, the cursed triplets loss of taste,touch and smell
Barsteel, the throne poet loss of emotions
Ferfall, the lying pyre loss of self control
Bal-Tey'za, The chained brother Loss of spell casting
Nergalahan, Aspect of Calagul Loss of reality
Ophadel, Mother's spark Loss of blood

{short Background}
Ana was born in what one would call a restrictive family with tainted blood. A endless cycle passed down from generation to generation in order to keep a sort of evil locked away in and make sure its not a problem. It is no great evil but best not know if it will be one. Ana in her youth followed her mother as a cleric in the southlands, worshiper of the god Herne. In basis of the lands of symbolizing families with animals, the family's second name proves the same: The Crow. Not so wealthy or powerful, they are in some shape known for being wizards in the focus of conjuration, some being druids or magical Sheppard's. But long very few know in the family, layed a rather dirty secret followed by greed and a long ago descendant who curses the youngest in the newest generation, a cycle that seems to not end. One would say the family is known for the same but no, very few know.

Summoning lions,bears or wolf's was not enough for Aleister, His greed in the arts of conjuration delved into darker arts and miss-using his skill to instead bring creatures far from his bealife. Each monster sealed away in his book, in a way, subdued to serve him. But his greed soon came to bite back as he took more than he could chew. A monstrosity known as Kaluga was his next target, a beast of accursed magic and upon his defeat and sealing in the book, soon cursed it in its name. Aleister being washed with pain and he himself being sealed in the book, not as a prisoner, but as a monster. All his magical knowledge and power washed in it. His son that remained unnamed, the book calling like a beacon.

The curse laid on him and for any those who came "Thee shall take thy fathers blood and place, so shall thy spawn, the next and over. Breaketh my rule, and i shall bleedeth the crow dry and all in it and thy find a greener field to reap". From this point on the cycle began, the birth of the youngest or most powerful was given the book and when there parent would perish of age, they would instead become a monster of their own greatest greed. Then there son would do the same, then after, and so forth. It is said if the cycle is not kept, Aleister as ,what some say, Kaluga himself, fused with the magic of both beast would break free and shatter the family till the last member, and then, leave as if nothing.

Aleister tried to seal the beast, and he did, but now at the cost of family blood. Now those who wield the book summon members of the crow family to aid them in there venture as a gesture of help, but inside, Kaluga holds a tight grip and they may never be set free for to long unless risk being pulled back into the book. It is said, once they transform, the now monster wanders to a ritualistic site known as "The Bone of Kaus" A graveyard of monsters where many lay, there the now cursed parent waits to either kill or be killed by there own offspring. History in the family details how the 37th son's mother did not fight back, her alignment of good, overcame the greed of Kaluga. In some way, they still are, them, But held by puppet strings and chains. Many things are kept under sheets, only little comes out.
 
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