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Fantasy The Hunter’s Inn || Guild Cards

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yashtsher.jpg

Name: Yashtsher
Race: Lizardman
Gender: Male
Age: 62
Height: 7’1

Likes/Dislikes:
+ Battles
+ Meats
+ Hot water bath/basking in the sun
+ Alcohol
- Cold
- Activities that requires dexterity
- Table manner
- Ethereal entities

Positive traits: Disciplined, Steadfast
Grew up through countless battles, Yashtsher built to be a tough combatant hone his mental strength to be resilient enough. He almost never skips his daily routine training his body even though lately his old body can’t keep up with rigorous training anymore.
Negative traits: Ruthless, Barbaric
Yashtsher never knew about manners as he spent his whole life in battlefields. During battles he also tends to act as if he’s going berserk, charging with reckless abandon, using every possible means to defeat his opponent.

Strength: Being a lizard, Yashtsher was an ectotherm. This means he has a slower metabolism rate and can go without food for a long time. Though during this state, the longer period he fasted the more sluggish he became as his body tried to preserve the remaining energy. Though this usually negated by the fact that he is not a picky eater and would gobble up prey or scavenge for meat during the hunt, even if the said meat is a bit rotten.
Having a slow also means Yashtsher didn’t have the need to eat often. He could eat up to a week's portion of food and stay without food for a week or two.

Weakness: The bad part of being an ectotherm is Yashtsher could not produce enough body heat required to operate. There’s a need for him to rely on external heat sources such as sunray, fireplace, hot water, and many other heat producing methods. He usually basks in the sun during the morning and stores enough heat to operate during the day. During the night, when the temperature plummets beyond his minimum required heat level, he prefers to just sleep. Though when needed he could soak up heat from an artificial heat source and continue doing his task, but he needed to operate near the heat source constantly.
When his body temperature drops below the required level, his movement becomes sluggish and it scales with how much difference it is. So he is just slightly sluggish when the temperature just dropped and extremely sluggish even to the point of ceasing to move if it goes so much beyond the minimum level.

“Th're was no most wondrous'r joy than being on a battlefield”


Yashtser grew up and was born within a battlefield. His home town was swept up by power conflict between neighboring countries. Without proper training he was forced to join the battle to survive. Relying only on his raw power, Yashtser battle style is more of an unrefined one as there’s no one who could teach him during the war. He grabs things with his foot so it also helps him during fights, be it for maneuvering or handling weapons. With his big stature, even without weapons he is still a force to be reckoned with. His fanged maw was also his natural weapon as he could bite into his enemies and when needed this behavior could also be used to feast in the battlefield.

Yashtsher's tribe lizardmen had to strip away their pride and team up with surrounding tribes from different races in order to survive against the war skirmishes. Not all of them welcome the lizardmen, some even drive them away before negotiation occurs. This made Yashtsher not discriminate and more neutral towards other races. He also learns Common language through this interaction.

After the war that swept his hometown comes to an end, Yashtser’s hometown village is already in tatters. The war took several decades and Yashtsher was already an old lizard when it settled down. Without knowing anything besides combat, the end of war somehow left a hole in his heart. His everyday life of combat and struggle suddenly vanished. A rumor about a place where one could go monster hunting and face ferocious beasts gets Yashtsher blood pumping. He sets on a journey toward the Hunter’s Inn with several lizardmen that’s also interested in that place.Usually it was younger lizardmen that did the journey to seek out knowledge to bring back to the tribe and preferably in groups. The same could not be said for these old lizardmen composed of Yashtsher and his bunch. They said they were seeking the thrill of battle that was lost when the war was over, but probably what they really sought was honorable death in battle. Several seasons had passed and the destination was already in sight. Unfortunately the journey was not so forgiving and probably Yashtsher was the only one who reached the Hunter’s Inn.

((Will probably polish up the texts and replace the image with the finished one later))
 
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Connor Brazzinford.jpgConnor Brazzinford.jpg
"Sticks and stones can't break my bones, for my armor will protect me. Then they'll watch me break their souls, with words meant to defame thee!"
Name/s: Connor Brazzinford, most commonly referred to as 'The Phantom Armory'
Race: Human
Gender: Female
Age: 28 Years
Height: 5'8"
Likes/dislikes:
🞧 The aroma of smoke radiating from burning firewood, particularly cedar and cherry firewood are her favorites
🞧 Polishing/Cleaning weapons and armor alike, the more intricate the details the more enjoyable it is
🞧 Soiling children's garments with a well-told horror story, though children from wealth get the worse of her venomous words
🞧 Showing off her brutish strength, especially when challenged or just to humble a boastful man getting full of himself
/
☠ Discrimination for not respecting the 'traditional' ways of life
☠ Stew or soup of any kind, alongside questions as to why
☠ Persistent silence
☠ Being mistaken as someone's wife, really good way to get smacked into the next week


"The world is a garden of thorns. From atop it all, you can only see the roses, but it's full of pricks below that veil."
Personality: Connor is the closest one could ever get to being righteously spiteful, being brash but honest about her thoughts of people and society. Despite her attitude she focuses most of her distain into her work, pushing the boundaries of her skills and finding new innovative ways to spite the enemies of her patrons. She revels in turning the tables when confronted by peoples beliefs on how a woman should be, alongside using her tongue to poke fun when the atmosphere gets tense. But a faint expression of worry and sorrow can be found when alone...

"How could you do this to your own brother?! You murderer!"

She was born a twin... At least, she should have. While she was born normally and healthily, her twin brother was a stillborn - dead before his life in the world had even begun.

And her parents grew resentful that she survived instead of him. They gave her the name they planned to give him, and made sure to lord his death over her every time she didn't reach their high expectations. And while they still remained civil for the most part, she could tell that they just wanted her out of their lives. She didn't like the attention that being brought up in nobility brought to her either, and so she ran away from home once she had learned all she needed to know about the family business to support herself.

Her brothers death still looms over her head, for the brother she never knew or loved ruined the only family she had.


"Bridges burn and buildings crumble, but a strong spirit will abide. Though the body is just as fleeting, my armor will help me survive."
Strengths:
🞧 Persistent and relentless to a fault, with perfectionistic traits
🞧 Knowledgeable about all types of armor and their weak-points
🞧 Amiable in appearance, courteous until provoked
🞧 Suave and Sophisticated, with a sense of humor to boot
🞧 Flexible and Adaptable
🞧 Provides ample support to party members
🞧 Can multi-task during and out of combat

Weaknesses:
☠ Tends to be Imprudent/Rash
☠ Insecure about what others think of her
☠ Cannot handle multiple enemies at once
☠ Is not very good in combat
☠ Cannot be more than 150 meters from her armor

Skills:
- EXCELLENT at forging/repairing both armor and weapons, though armor is her specialty
- EXCELLENT at discovering new innovations for her armor
- GOOD at navigating with maps or vague descriptions/directions
- GOOD with defensive/supportive magic
- GOOD at earning a healthy/steady profit

Magic:

- Arcane Forging: Every piece of gear forged by Connor has an innate magic capacity forged into it, making it much more receptive to any magic spells used on it. This is especially true with her armor however, as any armor forged by her hands has nearly triple the capacity her best weapons possess. If any armor or weapon she forged breaks, her reforging it will increased it's previous magic capacity by 75%. Magic capacity can only be increased via this method up to 4 times before the armor or weapon loses its capacity entirely. In addition to her armors magic capacity, all armor she forges have one or more magical affinities that boost the strength and versatility of certain spells; alongside having different magic resistances and inherent abilities/spells. Armor imbued with magic abilities/spells can either use them passively or require the user to actively cast the spell, with the abilities/spells only being available to use for whoever currently wears the armor.

- Rise of the Phantom Armor (NECROMANCY MAGIC): Connor can summon any armor she has made in the past within a 150 mile radius, though the armor she summons has to physically walk/run to her current location. Up to 32 sets of armor can respond to this summon, and this spell prioritizes any armor that's closest to her location. Any summoned armor can then be worn by other party members or act on their own accord, though their attacks are heavily limited without a host to protect. Any armor worn by others will not respond to this spells call unless specifically ordered to, though armor worn by others can still be controlled to limit or enhance mobility.

- World of Thorns (ILLUSION/SPATIAL MAGIC): Connor can cast this spell onto any armor she's forged in the past. When cast, a bed of roses grow in a 5 meter radius of the armor it was casted on. Any enemies that step onto the bed of roses fall below into a mirage full of thorny branches and vines, where they are entangled and pricked repeatedly until they either die or until a minute passes. The spell is moderately difficult to break out off, but those that survive long enough are flung back out of the mirage roughly 10 meters away.

- Living Tomb (NECROMANCY/HEALING MAGIC): Connor can cast this spell onto any armor she's forged in the past. When cast, the armor will put itself onto an enemy and being restricting their movement and attacks, followed by slowly caving into itself with its target still trapped inside. This spell has a 20% chance to destroy the armor it was casted on, and only works on enemies that can fit within the armor. Any armor not destroyed by the spell will be damaged and rendered less effective, though any damage done by the spell can be repaired by Connor later on. Alternatively, the spell can be used to stave off death for a critically injured party member, rendering the armor immobile as it's stored magic is gradually drained away to cast a broad healing spell. Though this use of the spell only staves off death for no more than a day.

Weapon/s:
-Broadsword

'The Phantom Armory'.jpg
As the last set of equipment to set foot out of the Forge of Forgotten Memories, this set of armor holds great importance to Connor as her greatest piece of work. Most who have ever faced her in it never left a scratch on its gilded black and gold plates, and those who tried never lived a day after the fight. Despite constantly being referred as the 'Phantom Armory' by everyone that sees or hears about it, the true name of the armor no one except its owner knows is 'The Crimson Crusaders Hallowed Torment'. Forged from Connor's phenomenal
armor-smithing skills, a repressed memory born from her resentment, and her ability to imbue any armor with magic - this set of armor boasts three magic abilities alongside various affinities and resistances.
_______________________________________________________________________________________________________________________________________________________________________________________________________

MAGIC AFFINITIES:
🞧Spatial Magic
🞧Illusion Magic
🞧Necromancy Magic
🞧Healing Magic

RESISTANCES:
🞧Physical
🞧Poison

ABILITIES:
🞧Phantom's Descent (PASSIVE): Reduces the speed at which the user falls by 50%. Sliding down walls or other vertical/sloped structures reduces their current fall speed by 25%, and jumping off of walls or other vertical/sloped structures creates a temporary platform beneath the users feet for 5 seconds. Temporary platform does not activate ability, and the frictionless platform can be used to transition between wall slides.
🞧Wraith's Fury (ACTIVE): Boosts the users movement speed and strength when used, and lasts for 30 seconds. Effects given from Boost increase the more injured the user is, and can be used every 5 minutes.
🞧Haunting Blurs (ACTIVE): Makes the user become transparent, with all physical attacks passing through their body. User gradually becomes injured the longer they use this ability, with the time between uses also lengthening the longer it is in use. This ability will automatically cancel itself when the user is near-death, with the maximum time limit being 10 minutes. Can be used every 12-24 hours apart.
 
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Name: Pierre L’Entrage DuPius
Race: Human
Gender: Male
Age: Mid-thirties
Height: 5’11’’
Likes: Carousing, chatting, sparring, exploring, meeting new and interesting people, having fun, being outnumbered
Dislikes: Seriousness, injustice, having his leisure time interrupted
Personality: Charismatic, friendly, sometimes goofy. Loves to make others feel embarrassed by making a pass on them, only in good fun. An open book of sorts.

Strengths:
Perfect posture - doesn’t show any clear openings during combat
Fatal counter - while not being shy of attacking first, Pierre truly shines when deflecting an attack and countering it, making it as deadly and painful as possible
Nimble - his reaction time is way above standard, able to move, attack and dodge at incredible speeds
Weaknesses:
Hasty - doesn’t think twice before throwing himself into combat, which may cause a hard time to his allies
Flirty - is more likely to flirt with female opponents than to actually fight them

Abilities:
En Garde!: the more outnumbered he is, the more his strengths intensify
Pinpoint Stab: can identify weak points on creatures (as long as they exist in the creature itself)
Unending Flurry: Pierre is so fast, that he is able to strike up to 4 different places simultaneously
Weapon: Épée (long fencing sword) and a parrying dagger

Skills:
Sword Maintenance (excellent)
Lie detection (excellent)
Upper-class customs (good)
Rudimentary field medicine (good)
Horse riding (good)

Backstory
Born into a relatively wealthy family, Pierre life was pretty easy while growing up. Parties, banquets, carousing with his friends of other wealthy families. In truth, his father always thought that he was going to turn into nothing, but a vagabond who would live off his family’s riches. It was no surprise when the man was accepted into the king’s guard, due to his own interest and his father’s influence. What the head of the family didn’t expected was that, besides his whole life of mediocrity, Pierre would devote himself fully to his new role.
While not living the life of debauchery, he trained, day after day, sparring almost constantly. When it came to test his mettle in combat, it was found that the man was had an innate gift to it.
However, his easy life would come to an end when scheming nobles had managed to assassinate the king, with a good portion of the royal guards falling in the process. Revenge would be left to a later date, as Pierre fled his country of birth, barely alive. Now, in an unknown land, the man had to make a living somehow. And hearing talks of the Hunter’s Guild had picked his interest, as his skills would certainly be useful there.

Combat theme:
 
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Take courage, my heart; you have been through worse than this. Be strong, saith my heart; I am a soldier; I have seen worse sights than this.
Homer, The Odyssey

  • Titles: The Northern Beast, Witch of the Wilds
    Full Name: Kallaleia
    Nicknames: Kali or Red
    Race: 3/4 Beastfolk (Centauride [Heavyweight]) & 1/4 Demon
    Sex: Female
    Age: Thirty years old (30)
    Height: 7'1 (5'0 at the withers; 10' standing on hind legs)
    Weight: 2,076 lbs

 
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Real name: (Note this is basically all conjoined names of his family) Vincent Colmer Delaney Fredrick Grey Malina Edward Voidsman

Shorten name: Vincent Voidsman
Human form: Form 1.jpg
Demonic form:Final form.jpg

Demonic name: Black Plague

Race: Human-Demon hybrid

Gender: M

Age: ???

Human Height: 7'7

Demon Height: 16'7

Likes: Silence, his peace, working, reading, exploring, cooking, and the forest

Dislikes: Monster hunters, other demonic entities, Angels, and anything holy or divine.

Personality: Doc Colmer is a silent type who chooses to net speak all that much. he's a well known doctor back in his home town for his success in medicine. he's study at any school he could get into to learn more about human, angelic, and the other biology of different creatures. He's a smart man and is a what people would call lawful chaotic. when alone he's usually found in the forest hunting and picking flowers to make medicine for a sick child he found abandoned and alone.

Strengths: Doc Colmer is extremely good at surgery able to heal almost any injury not matter how simple or severe.
Being raised by a family of doctors and nurse he's managed to pick up on a few things from his time growing up. he's also developed a sense of detection skills and adaptive sensory considering he travels to different places a lot.

Weaknesses: His main weakness is divine magic and/or weaponry a secondary is his own weapons turn against him aka His Hyper obsidian blade (I'll make that after I'm approved)

Abilities: Doctor Colmer is durable able to tank a few attacks before anything starts showing through. his ability to adapt helps him both environmentally and combat wise however it isn't always accurate.

Power(s):
healing: He can heal and/or repair any damaged skin or bone however it causes to injury to appear on him
Weapon summon: Colmer can summon any weapon to his side whether he's seen it or used it before however it takes lots of energy from him.
Limb transformation: His limbs can change and transform into whatever he desires whether it be a weapon or an augment but it's extremely painful for him

Weapon/s: Claymore, throwing daggers, and traps

other Info: He's usually found in the forest picking flowers for medicine, hunting, or gather fire wood for his cabin. he lives alone so he prefers his peace a lot
 
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Name:
Golemnus “Gol” Halffter

Race:
Human

Gender:
Male

Age:
68
60

Height:
5” 10’

Likes:
  • Machinery
  • Magic
  • Ingenuity
  • Good Ale
  • New Things

Dislikes:

  • Getting Hurt
  • Getting Tricked
  • Getting Robbed
  • Getting Ridiculed
  • Losing Research

Personality:

Gol is an even headed, old man who has seen a lot in his age. He’s an energetic speaker and a passionate researcher. He would rather find a diplomatic solution to a problem than violence. He’s good natured and loves to laugh. He’s an honest fellow who only aims for good. He may also be a long winded ranter about his theories he’s formed about many things. He also tends to lie about his actual age to those he meets. He is also very protective about his research he has cataloged.

Physical Description:

A humble in appearance old man, he stands at a perfectly normal height of 5”10. He leans to his right side and has a slight limp when he walks. His haired is white with only a few singular strands of grey mixed in. His hair has been pulled into a tight knot He has a wiry build and frame. His left hand had been replaced with an arcane prosthesis. He carries a large backpack wherever he goes and has a belt with pouches and bottles hanging off of it. He wears loose fitting clothes.


-Backstory-
Golemnus Halffter was born one of seven sons to a small noble family. When it came time for him to become independent, he flew free and ambitious from his birthplace, he sold off his inheritance and went his own way. Gol had always been a curious child, studying every book he could in his family's library. After selling off everything he owned, he geared up as an adventurer and took off for the sake of his study. He found a master tinkerer to apprentice under during his early years, absorbing all knowledge he could gain from them, while continuing his personal studies, borrowing books from any local libraries. While into his late twenties he departed, he had taken up a new interest, he was enraptured by rare magic artifacts. He became a treasure hunter of sorts, looking for any interesting item he could pillage from ruins. Funny enough it wasn’t this part of his life he lost his hand to. Eventually he lost interest in the treasures that ruins held and became fascinated with the ruins themselves. He spent his late thirties until his late fifties researching ruins and their makers. It was also during these times he ran into a few misfortunes. Bandits took his dig sites as money grabs, and he fought often. A few times he had lost money and research from them grabbing his stuff. It was up until he lost his left hand, by getting too handsy with an ancient boobytrapped wall, that he lost interest in ruins altogether. After taking a small three-year break from his adventures and coasted on his savings, that he finally made himself a prosthesis to get back to researching. This time his interests were taken up by monsters themselves. He had slain many in his past that had taken occupation in his dig sites, but now it was those very monsters he preferred over some boring dig site. And so, he made his way to the wild lands. He had always done things off the books but starting a new and possibly final chapter of his life, he decided to do things different and sign up with the guild. Heavy backpack laden with knowledge in tow, he settled out. Prepared with the ancient and occultist knowledge he had gathered from his years of researching and a small fortune he had procured in ancient trinkets.


Strengths: He’s an expert on arcane tools and designs. He has an unshakeable will that cannot be dominated.

Weaknesses: Although he has been able to find himself at an old age, he has some bad habits he can’t shake. He has an addiction to an alchemical drug “Warg’s Blossom”. His years have been catching up with him, he is less spry and more vulnerable than he used to be.


Skills:

He is an Excellent Magic Item Craftsman
He is
Excellent at Investigation
He is
Good at Negotiating
He is
Good at Drug Making
He is
Good at Close Quarter Combat (CQC)


Magic:
  • Trace: Allows the magical copying of one’s view onto a parchment without the need of physical writing materials.

  • Magus Map: Calls a mental map to mind of all the area the caster has physically explored.

  • Blind Light: Creates a bright light up to 30ft near the caster that moves upon verbal commands.

  • Static Pulse: Covers the casters hand of choosing in small electric sparks that stun organic creatures on contact. Can act as an energy source to electric dependent constructs.

  • Summon Medium: Summons a magical writing medium. Can be chosen upon summon for marks made with it to glow in the dark.

  • Ferryman’s Call: Causes living creatures to suffer from extreme disorientation and sickness until death. Causes undead targets to take massive damage but does not apply effects. (10ft cast distance) (Curse Magic) (cannot be cast again until the target dies, dispels if caster is killed)

  • Elemental Needle: Can fire at one target in sightline, a needle consisting of one of the four basic elements. (Air Earth Water Fire)

  • Bastion’s Arms: Places a protective ward that defends against magical attacks and lightly against physical attacks. These defenses are boosted against creatures of demonic origin. (Holy Attribute)

Weapon:
-
Arcane Prothesis-
Acts as an arcane focus for spells

(Don’t let Gol fool you, he may be old, but he’s been adventuring for a long while, and he’s got a mean south paw to prove it in a fight.)

~Items~
Cartographer Tools
2x Filled Journals
3x Empty Journals
Tinkerers Tools
Small Alchemy Set
Small Fortune Worth of Artifacts
Dissection Kit
Bestiary Tome
2x Pouch Full Of “Warg’s Blossom”
Writing Tools
Spell Book
 
NAME: Cricket Swatfly
RACE: Dogfolk
GENDER: Female
AGE: 6 (rough equivalent of 18 for her race)
HEIGHT: 2ft 8in

APPERANCE: Cricket is a small, black and white, bipedal dog who looks like a border collie/ Jack Russel mix . She has a tapered tail with a white tip, pronounced cheek tufts, a relatively narrow snout, and triangular ears, one of which droops down at the tip . She typically wears baggy blue pants cropped below her knees, a cummerbund and belt, and a dirt stained blouse shirt and green vest that are both open at the sternum to let some of her ruff billow out in a fashionable manner. She carries with her a stuffed backpack with a bedroll and a tin kettle strapped to it and a tiny gourd banjo. 054B325E-0031-4729-841B-EAD1C532FE78.jpeg
7A58C733-9B47-490C-BF1D-50A6F2D198DC.jpegB5EB9286-DF92-4E2C-BA25-959D1A38989E.jpeg

LIKES: Running her mouth, being part of a pack, traveling, adventure, excitement, danger, making music, trashy romance novels.

DISLIKES: Holding still, being told who to be, being told what to do, broccoli.

PERSONALITY: Like her namesake insect, Cricket is a bouncy, chirpy, ever vocal little creature who hops from place to place with a spring in her step. She has the charming, upbeat demeanor or a child as well as boundless energy and a thirst for thrill and adventure. Despite her tiny stature, she is almost totally unafraid of danger and is the sort of person who’d throw rocks at hornets nests to see if she could outrun them, whooping and laughing all the way. She is a wanderer, unable to stay in one place for long, but being a dog, she has a strong “Pack” instinct and will attach herself to whatever traveling group or individual looks “cool to hang with”, and make herself their #1 best pall (whether they like it or not). While childishly self absorbed and often inconsiderate, Cricket is strongly loyal to her adopted packs and tries hard to be a contributing member to it. She is also honest and guileless, and shares her opinions free of tact or subtlety. She is capable of lying, but isn’t very experienced and generally doesn’t unless she knows without a doubt she’s in danger.

Oh and shes also loud, irreverent, and likes to talk. Nonstop.

RACIAL HISTORY: The Dogfolk are a race created from the dogs of an eccentric wizard named Coventine. She governed a town on an large island she’d discovered and led settlers to with the intention of making it its one sovereign nation. However due to disease and a rapidly apparent scarcity of resources, the population either died off or left for fairer pastures, one by one, leaving Coventine the ruler of a ghost town. Fueled by maddening loneliness and denial about the settlements failure, Coventine decided that her loyal beloved pet dogs- and she had a LOT of dogs- would re-people her little kingdom. She found a way to give her fur-kids human intelligence, possible thumbs, and the ability to walk on two legs, and after teaching them to speak, read, clothe themselves, and every other thing needed to know to be “people”, she set them to work tilling the land, running shops and smithies, and gathering coal and ore from the nearby mountains. (And naturally, they didn’t question any decree she gave. She’d been their master LONG before they became Intelligent and practically worshiped the ground she walked on). After her death, the dogs set up their own government and constitution, spread out around the island, and called it Coventinia in their masters honor. Eventualy, they began to do over sea’s trade with other nations, but otherwise avoided mingling with the outside world. Because, fearing their trusting doggy nature would get exploited, Coventine conditioned them to think that the other races would try to trick them into being slaves again, so the dogfolk were hyper paranoid about foreigners intentions and very few dared leave home.

Cricket is one of those few.

CRICKETS BACKSTORY: Much like herself, Crickets parentage was a violation of social propriety, her mother being Herding dog and a well groomed, respectable heiress to a textile shipping company, and her father being a dirty vagabond Terrier/Snow Runner mix (so basically half Husky) whom she eloped with and joined in his free and wild life style. After their death during an accident on their adventures, Cricket landed with her stuffy aunt who tried to repair the disgrace to her family by molding the pup into a proper young lady. However, Cricket was a wild child. She had NO attention span for etiquette lessons and starchy clothes and would escape her house at every opportunity to play with the lesser dogs in the streets and country side and to get into trouble. On a chance encounter during her young adulthood, Cricket met some of her fathers old migrant pack busking at a county fair and was inspired by the stories they told her of her parents adventures outside the island. Then a few days following, having overheard her aunt talking to the neighbors about marrying her off, she decided enough was enough, hid herself inside one of her families own shipping crates, and got herself smuggled on a outbound ship.

Cricket has been touring the lands of the “Flat Nosers” for half a year now, seeing the sights, trying new things, and bumbling in and out of danger with an enthused grin on her muzzle. She makes money busking for the most part, putting in aunts music lessons to bad use in through corny novelty songs, bawdy ballads, and a tiny gourd banjo her dads pack gifted to her. She loosely follows a list of planned destinations, but likes to attach herself to “interesting” people she encounters and tag along with them until she get bored or ditched. She writes back to younger cousin- the only member of her aunts household she likes- to tell her about her adventures and hopefully inspire her to get out from under her overbearing mothers thumb.

STRENGTHS:

Swift and Mobil: she’s light, nimble, and can run on all fours. She also has fast reflexes, which has saved her from her own stupidity countless times.

Keen Nose: She can smell stuff really, really well, so don’t mind her when she tells everyone in the in what YOU smell like.

Keen Hearing: She can hear quieter noises from farther distances and in higher pitches.

WEAKNESSES :
Pipsqueak: muscle mass is a big fat 0.

Foolhardy: “Sleeping dragon? Aw-ha-ha-hawww yeah! I am SO gonna poke it with a stick!” She is overconfident and a daredevil and will be easily driven by boredom and curiosity to pull stupid stunts.

No Filter: “EXCUSE ME!? MR JUDGE PERSON?! YOUR WIGGYNESS!? WHATEVER?! IM CONFUSED! If I plead “guilty”, does that mean I have to feel bad about it? Cuz I don’t.” She says exactly what she’s thinking when she’s thinking it. Tactlessly. I mean, what’s the point in hiding things?

ADHDOOOOH, Shiny!: “Yep…. Uh-huh… Okay…. Boring stuff. Got it. HEY GUYS! IM GONNA STICK A CENTIPEDE UP MY NOSE!”

SKILLS

Escape artist: small size, thin wrists, an overactive gag reflex, and a determinations not be confined makes Cricket really good at escaping restraints and prison cells. Particularly, she is an expert lock picker.

Thrown weapons: Well, sort of. She’s a dead shot with a rock.

Busker: Cricket can play her gourd banjo, a few other instruments, and sing, and knows how to entertain a crowd .

Outdoor survival: she’s got camping expertise.

Nautical Know-How: she knows a little bit about sailing thanks to getting caught stowawaying on a packet ship and being forced to work with the crew.

Improvisation: shes good at using items in her environment to her advantage,

ABILITIES/MAGIC

Magic Detection
: very few of her kind can use magic, but ALL of them can sense it. If there is a spell or enchantment in a close vicinity that isn’t strictly natural, Cricket will notice that something feels “off” and might be able to name a “flavor” to it depending on the type of magic. However, she isn’t experienced enough to reliably tell what that magics function is, just that it’s there, and she might mistake the sensation for something else if it’s too subtle. The more the magic deviates from the natural order of things, the stronger it’ll stick out to her.

Examples of magic she can sense are:
  • Active Area of Effect spells: If there’s a spell in the room that cancels out magic or hinders healing, she’ll notice).
  • Area of Effect attacks: if a wizard is about to make fire spew up from under her, she can feel the ground around her getting magicked up and jump/roll out of the area of effect just in time.
  • Magical traps: especially in the moment they’ve been sprung.
  • Supernatural auras: like a ghost haunting a house.
  • Someone scrying her. “WOAH. Dang, I feel really self conscious all ‘a the sudden.”
  • Illusions: Though mostly because she notices the image is odorless).
  • Beings from other plane: “You’re, like, really, really, really, reeeeeeeealy not from around here, are ya? That’s ok! I’m new here too! You wanna hang?”

Magic she might sense includes:
  • Enchantments on an item: “Imma buy’n this belt. Kinda ugly, but it feels, I dunno, lucky. I like it!” if she’s examining the item up close., she might get a subtle feeling that it’s special.
  • Active spell casting. “ Well YEAH I know that was you! I was standing right next to you! Man, the LOOK on that fish mongers faces when you made the all halibut break into opera…! HA! I don’t care if that’s necromancy, that was frigg’n hillarious!” If she’s standing right next to the caster, she can potentially sense the spell.
  • Untriggered enchantments: theres pent up magic in those that sort of leak out.
  • Post spell-casting “Funk”: A few seconds after a spell is cast, there’s a sort of aura of weirdness that sticks to the person like a smell.
  • Bewitched Party Members: “I dunno, something feels…off about Frank. It’s kinda creeping me out“. She’d need a reason to examine the person up close to notice, and if someone she cares about is acting funny…
  • Shapeshifters: “I dunno, you’re just giving vibes, man. Like a fox or something. Maybe that’s the smell. Did you rolls over a dead one or something or HANG ON, IS THAT A. TAIL?!?!”. Transformation magic leaves a little bit of “funk”, but mostly, the give away is that they LITERARY smell like something else .

Magic she likely won’t sense:
  • Dormant powers: “ummmmm, yeah so I didn’t notice this earlier in the month, but I think Fred’s a wererat. Sorta explains his chewing habits., right?” She can’t sense untrigered magic if it’s buried under skin.
  • Innate powers: if you don’t need to cast a spell to throw fireballs from your hands, she won’t notice.
  • Nature magic: nature kinda IS magical. If a dryad was lifting tree roots infront of her feet, she wouldn't notice until she landed on her face.
  • Druidic magic: people who can effect plants and animals tend to have a TIE to nature, so it doesn’t create the same friction.
  • Mind control magic on herself: she’d probably be too caught up in the spells effect to notice (or care) that it was there.

Inbuilt compass: “I think we wanna gooooooo THAT’A WAY!” She can always tell which way north is.

WEAPONS:
  • A Sling
  • A Slingshot
  • A knife.
  • A creepy zig-zaggy knife she swiped from cultists who tried to sacrifice her. It makes an interesting conversation starter.
  • Fangs.

BACKPACK CONTENTS:

Bed Roll
Tin kettle
Gourd Banjo (w/t cricket insignia burned in)
Pick set (one is a dragon scale, supposedly)
Kazoo
Tiny Shakers
Two rib bones (deer(?))
Penny whistle (cricket insignia etched in)
2 Coconut halves (originally an exotic bra)
Tiny bottle of “Happy Jacks Undrinkable Ale”
Fishing rod
Powdered wig
Jester hat
Hand axe
Rope
Grappling hook
Griffin feathers (5)
A Wicker Voodoo doll named Fred
Spyglass
Kaliedoscope (looks just like her spyglass)
Slingshot
Scary-@$$ sacrificial dagger
Lock picks
Set of prison keys.
A Cherry bomb
Money
Ink
Duck quill (boy, that bird put up a fight)
Journal
A heavily crinkled Map
Soap
An actual pirate flag
A bag of psychedelic mushrooms
A set of manacles (don’t ask)
A few books:
• The Ballad of Crazy Charley: An illustrated Dogfolk Classic.
• Man: A Guide to our Old Best Friend
• The Knock-Knockcronomicon
• Assorted Folk Tunes.
• The Steamy Book ‘O Smut. (Includes classics like Things that go Thump in the Night, Down in the Love Dungeon, All the Kings Horses and all the Kings Men, The Tinkerers Ratchet (aggravatingly, written in gnomish), I’m a Real Boy Now ( aka, the Boy with the Wooden Nose, aka, Lie to Me, Baby), The Princes and the Horny Toad, Booty and the Beast, Catching a Minotaur by the Horn, Hot and Ready for the Yeti, and Prince Charming Prince Charmed). Little spots of water damage dotting the pages that are probably dog drool.)
 

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Name: Ashley Payne
Race: Human
Gender: male
Age: 29
Height: 5'9
Likes: coffee, discussing his evil plans, promoting anarchy, tarantulas
Dislikes: snitches, crimes against humanity, politics, potent spirits, people who think they're too important to hang out with 'commoners', neckbeards
Personality: Ashley loves bringing about anarchy, and is proud of that. Ashley is also feral and chaotic as hell, but very upfront about his evil plans. He's the person who views arson as a solution to everything. Ironically, Ashley cannot comprehend sarcasm, as it flies over his head and he takes things too literally. Ashley says things that are technically not wrong.
Strengths: doesn't bother by the book at all, and has a pretty good aim(not with a bow or sling though).
Weaknesses: Please don't bring him on a diplomatic mission because he likes promoting chaos.
Skills: Can skip rocks and stones on water, throwing things in general. Ashley is pretty good at confusing people by using words that can have multiple meanings.
Abilities: could theoretically use his body to cook food, but it will take a long time.
magic: can increase or decrease his internal body temperature
Weapon/s: a spear with a metal tip
 
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Name:Godai Haru
Age: 28
Gender: Male
Height: 5'8
Race: Human
Description:

wallpapersden.com_fantasy-samurai-4k-cool-art_1152x864.jpg

Personality:
Godai tends to be serious and focused whilst training or on missions but otherwise is fairly mischievous and carefree and also has a fondness for drinking or dancing. Often both.
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Likes:
- Alcohol
- Sparring
- Singing
- Dancing
- Training
- Spicy food

Dislikes:
- Bullys
- Deserts
- Desserts
- Weak alcohol

Strengths
- Master swordsman: Haru has mastered his familys sword style.
- High alcohol tolerance: Haru can inbibe a lot of alcohol and still function normally.
- Unwavering focus
- Wellspring of Ki: Haru has a large source of internal ki which he can use and refill through meditation and breathign techniques.

Weakness
- One trick sword master: Having dedicated himself to mastering a single sword style he has neglected training in other weapon styles and they feel clumsy and inefficient in his hands.

- Not from around here: As a newcomer to this land and area Haru is largely ignorant of the local fauna and flora or topography and is likely to get lost if travelling alone or asked to lead the way.


Skills/abilities/magic

5 elements sword style: Haru can utilise ki to gain elemental affinities to his strikes and changes the techniques he uses. [to be detailed for approval if concept accepted]

Ki enhanced body: Haru can reinforce his abilities with Ki to enhance general abilities or provide short bursts of superhuman speed or strength to allow him to perform specialised techniques or gain an advantage over his oppponents.

Weapons:

Daisho of 5 pillars: magical matching set of katana and wakizashi that do not dull or break and is highly conductive of Ki. Family heirloom passed down through generations of monster slayers in his homeland.

Might or magic:

Hybrid of might and magic, his techniques use a combination of martial skill and Ki infused attacks.

Backstory:
Haru is descended from an old family of monster slayers that eventually shrank and fell into obscurity as their people learned to work with and form pacts with mosnters and spirits of the land, largely erasing the need from monster slayers as their remote island nation became exceedingly diverse and sybiotic with monsters.

Haru is the last of his family alive and was banished from his homeland for killing a malevolent fox spirt that had been tormenting a small vilage. The spirit in question was the child of a powerful spirit that had close ties with the imperial family and so it was exile or death. His father and sister had dided in the battle with the fox spirit and so haru chose exile and so otetnailly rebuild his faily's style where it can do some good.

Haru travelled far across deserts and seas before heading to the city of Colby to put his skills to use and eventually teach his skills to someone deserving.
 
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Guild Card Details:

Character Description

Faceless Visual Aids.png
(Ignore the elf currently wearing the outfit and triple the size of the backpack to get a more appropriate depiction of Faceless)

While shaped normally for a humanoid of the human variety, Faceless, like his name would suggest, has never been seen without his mask. In fact, not a single bit of his skin has ever been seen aside from little bits around the eyes. His outfits always cover him entirely from head to toe, often with a combination of fabrics and leathers, overtop which the various dangling or strapped flasks and bottles in all shapes and sizes distract from the rest. He always wears one of two distinct masks dubbed his 'social' and 'war' masks. The 'social' mask is only worn around the Inn and in town when he has no plans for adventures and is made of a softer ivory or marble-colored material, seemingly wood or steel but difficult to tell and has a soft blue-toned stripe going down the middle of it to break up the single white color. It covers only the front half of the face and depends on hoods and cloaks to cover the back part of the head. It gives off a rather neutral presence and most people at the Inn have long since gotten used to seeing him with it. The 'war' mask is designed purely for physical exercise and combat and is made from protective steel. It's the mask he wears out on adventures and is designed like a full helmet, covering his entire face.

Due to this, his eyes usually draw most of the attention, after one is done with his outfit. Entirely white, Faceless' eyes usually scare people at first and are the centerpiece for many of the less savory rumors going around about him. While some might think him blind, he doesn't have any problem navigating the busy floor of the Guild Hall whenever he is there. For those whom he has bonded with, his eyes portray gentleness, kindness and focus in conversations with them. The masks sometimes make it difficult for new people to understand him when he talks but Faceless adapts quickly to each individual's style of listening and alters the volume of his voice accordingly until they adapt to his natural tone of voice.

Name/s: Faceless (William)
Race: Human
Gender: Male
Sexuality: Bi-romantic, Sapiosexual
Age: Thirty-something
Height: 185 cm (6’1, apparently)
Likes: Tinkering, Hidden weapons, Chemistry, Scholars/Intellectuals, His work, Inventing, Learning/Sharing knowledge, Wild Lands creatures and resources
Dislikes: His appearance, People asking about or trying to peek at his appearance, Interruptions during work, Bad or sub-par ingredients, People who think magic is the bestest, most unbeatable force, People who refuse to learn/update their knowledge

Personality:
+Curious, Loves to learn: Faceless loves to learn about many things and holds a little knowledge about a lot of things. He can spend hours listening to others teach even if they’re not very good at communicating their knowledge for whatever reason. When it comes to his own focus on knowledge, Faceless can talk for hours in an attempt to share or teach it to others. He derives a lot of pleasure from seeing others understand something with his guidance.
Reserved Socialite: Faceless doesn’t like to socialize as most people always, inevitably have to ask the personal questions he doesn’t want to talk about so it is difficult for him to befriend others. However, sometimes there are individuals who aren’t interested in him personally or who can sense his discomfort and navigate around those subjects and they end up becoming good friends who he can converse and share extended periods of time with.
Goal Oriented: When you have a vision for something, you go for it. Faceless is one of those people who knows what he wants and gets it done. While this usually shows as a strong work ethic or a clear understanding of a task or quest, it also translates into impatience when the goal is in sight or less social graces when others continue to not understand what they’re supposed to do to reach said goal.
New-Idea-Is-Better-Idea Syndrome: When working on one idea, Faceless will often be hit by another wisp of inspiration that turns into another idea. And this new idea is more interesting than the old idea, so he puts the old idea aside and starts to work on the new idea and then six months later he’ll find three old ideas in a box somewhere and remember he never finished them. But two of those old ideas combined make a really interesting new idea.
-Irritable: When others don’t follow the obviously best way to get to the goal or when people actively choose ignorance or stupidity for themselves or others around them, Faceless has trouble keeping himself in check and often ends up frustrated with them before shouting at them how stupid they choose to be.

Strengths: Crafting of hidden weapons, Chemistry, Wild Lands zoology and botany, Specialized combat (Hidden weapons, Chemistry weapons), Resistance to fire and acid, Resourcefulness
Weaknesses: Extended high stress situations, Dealing with situations or monsters with specific weaknesses/resistances that he hasn’t had time to prepare for, Physical weakness (Strength and Endurance mainly)

Skills/Abilities:
Excellent at crafting Hidden weaponry
Excellent at Chemistry
Good at resourcefulness (e.g. can easily replace the ammo for his shuriken launcher with flattened rocks or use a chemical mixture instead of the fire glands for his flame thrower)
Good at combat he is prepared for
Good at retaining an incredible depth of knowledge in specific fields of study

Magic: None, although to the untrained eye or even apprentice magic users, Faceless’ style of combat could seem like magic.

Weapon/s:
The obvious: Various vials and bottles in all sorts of shapes and sizes and pockets, bags and satchels, all filled with all sorts of ingredients: powders, colorful liquids, herbs and monster, animal and plant parts. A large, weird looking crossbow with a heavy looking box on top of it and a strange lever mechanism at the back. (repeating crossbow)

The hidden: Wrist mounted Knife launcher, Wrist mounted Flamethrower (uses Flame Tiger fire glands (primary)), Shoulder mounted Shuriken launcher, Backpack mounted Grappling hook launcher, Backpack mounted (back facing) Needle storm launcher, Spiderwolf silk thread launcher (standard equipped to throwing knives), Knee mounted Ink-Cloud sprayer (uses Land-squid ink sack (primary), Boot mounted spring-knife, Boot mounted Mini-caltrop deployer, a bandolier made from Brown-crested skink scales that carries most of Faceless’ on-hand powders and liquids but can be used as a very lethal, but short range, whip once emptied.

The Final Solution: A set of mechanisms and fail-safes inside of Faceless’ backpack that trigger an explosion big enough to take out a room the size of the Guild Hall of the Hunter’s Inn with its initial explosion and contaminate the rest of the building with all sorts of chemical clouds, acids, poisons, monster secretions, colorful, deadly liquids and powders and shrapnel for the next few months. Its trigger mechanisms are very in-depth and designed to be nearly harmless unless triggered exactly right.

Background: While very little is known about Faceless to the members of the Inn, one thing has always stuck with the more veteran members of the Inn.

Way back when, around five years ago, when Faceless first turned up at the Inn as a client, there was a major incident. His arrival itself didn’t spark much interest as there were very weird people running around the Inn at the time so someone wearing a mask didn’t draw much attention. In fact, various clientele with less savory requests often showed up masked as well.

No, Attention was only drawn when this particular masked individual stopped to check something on his person before, unceremoniously, climbing up on the nearest table, which at the time was being used for some party’s drinking and planning stage. The initial grumbling and surprise was silenced, along with the entirety of the Hall, by a display of flashy, loud explosions coming from the man’s hand. Having drawn everyone’s attention, Faceless spoke. “Excuse me, sorry to bother you.” He held up a small, blue colored pouch made up of some sort of silk-like material.

“In the twenty minutes I’ve been at your establishment, one of you has decided to take a red colored pouch of my person, it looks like this one, but red, obviously.” He shook the blue colored pouch in his hand. “Now, this one contains Frosted teeth of a Grish mother-wasp." Faceless pointed at the blue pouch." Fascinating creatures whose teeth exude an aura, of sorts, capable of suppressing the effects of flames and fire nearby. Fire, like, for example, the fire created by the very volatile mixture of powdered Flametiger spinal fluid and the dried and crushed heart of lava slugs. Painstaking work went into making that one, I tell you. Anyway, I digress. What I’m trying to say is that when this pouch with the mixture of Flame tiger and lava slugs bits isn’t near this pouch of Grish Frosted teeth, it will explode in about sixty seconds, roughly. Now, I know what you’re thinking. Hah! Explode? I can take it. Trust me. You won’t enjoy spending the rest of your life with burn scars from the third degree burns you’ll suffer. So, if whoever took the red pouch, could be so kind as to return it, I won’t turn you into the guard.”

When nobody moved, Faceless, quite theatrically, extended a gloved hand forward to produce a mechanical device on his wrist from underneath his heavy sleeve and studied it for a second. “And… Four, three, two, one…” Nothing happened. “Huh, I must have misju-...” A sudden bright yellowy-red flash erupted from somewhere near the wall behind him, drawing everyone’s attention. A moment later, the smell of burning flesh and hair filled the room before the screaming began. With what sounded like a sigh, Faceless hopped off the table and headed over to the screaming, where a, now unrecognizable, human had been burned by the flash fire explosion of a volatile mixture of fire-based monster parts.

The chair he’d been sitting on as well as the table and wall he’d been sitting at had been scorched black and the man himself had been burned extensively along the left side of the body, from his knee up to the top of his face. As Faceless approached, holding the blue pouch out in front of him, what little flames had begun to consume the wood of the furniture and wall began to sputter and died out, as if the mere presence of the man with the blue pouch required them to stop being on fire.

Kneeling next to the screaming man, Faceless leaned over and reached for the red silky-like pouch on the left side of the man’s body, untouched by flame or explosion, and picked it up. He turned it over for a moment and watched as little bits of now-useless, ashy, monster parts fell on top of the writhing man. “Ahhh… Shit.” That was all he had to say as he turned towards the room full of adventurers and went on with his appointment with the guild master and the rest of his day as if nothing had happened.
 
mirrah snip.png
Name:
Mirrah
Pronouciation:
Murr-AH
Age:
His age has long since been lost to time. He knows not of his age, and sees not much point in knowing
Class:
College of Whispers Bard
A college of magic in which the user inflicts mental damage with their cutting words, extract secrets, and instill fear in others.
Phantom Rogue
A criminal known for their walking between life and death that takes knowledge and abilities from the deceased to aid them in their endeavors.

Race:
Former Human/Warforged
Warforged were built to be suited towards destruction, devastation of life and all those around it. They are steel soldiers sent to the front lines, sentient yet obedient beings that serve one purpose: Destroy. Although this is the standard, there are yet some that deviate from this initial purpose. A secondary form of Warforged exist as a secondary means of life, Reborns, are beings created from those that have passed on once before; a soul is housed within the metal confines, whether it be through choice of their own or other reasons. These models may be constructed beings, but they do feel emotions and can occasionally experience vivid 'daydreams' of their previous life. Reborns have various uses, depending upon whether they are in possession of their creator or wander.

Appearance:
{Included visual reference is my own art, please do not reuse}
Like many of his make, Mirrah is a light-weight unit, built with the idea of stealth and speed on their side over their predecessors of endurance and strength. His body, albeit it being inefficient, sports a silicone skin that gives the impression of a false skin. These such areas are located on the torso, neck, ears, and hands with the rest of his body animated metal construction-work beneath his apparel. This Warforged was once of half origin, with the false skin reminiscent of such in design of darker skintone, white hair, and elongated ears.

This model is dressed in a jaunty sort of apparel, meant to disguise the true cold-hearted nature only a machine could hold. Their tunic is of a darker lavender shade, neckline cut into a low-V, extending downwards into long, puffy sleeves. Atop this thinner fabric is a simple corset, held even more snug with a tanned belt. Leather pants cover his agile leg-style, flowing down into knee-height boots with lavender ribbons. Strapped to his upper thigh, is a variety of musical cylinders to be inserted into the haunting music box that lie built into his legwork. Already an odd sight, Mirrah's face is covered in its entirety with a white mask, one side plain and unaltered while the other side has half a grinning face, surrounded by shattering cracks in its porcelain. He hasn't been known to remove said mask, if it's even a mask at all. For all anyone might know, it could be his face.


Personality:
If one didn't know any better, one might believe Mirrah to be of the standard Warforged, as he holds very little personality to him. He is often quiet, with very little to say unless spoken to. His tone could be best described as airy, yet curt. Hence, he might be considered an ass. The only real time he shows he feels anything at all, is when he's having an "episode" of past-life memories. They appear to be physically and emotionally painful to him, a choking, sobbing wailing escaping his form. If he isn't working, he's more often than not sitting in one idle position for days on end. There's even once been a point a resident spider took up homestead from his ear tips. Perhaps he would find interest in a companion, but has yet to find such a person that's piqued his interest.

Sexuality:
Pansexual Demiromantic

Likes:
+ He takes to working with the paranormal like a fish to water. Something deep inside him feels as though it is a duty of his, as he does hold great desire in putting those long-past to rest.
+ Despite his tendency to speak in short replies, Mirrah does enjoy conversation.
+ Music, particularly instrumental melodies, catch his attention. Whenever the tavern is more lively with sound, he can be found creeping out of his room to mingle amongst the other Hunters. He's interested in what music others can make, but doesn't believe himself capable.


Dislikes:
- Attempts are ingesting food are pointless to him. It leaves a rather envious chip on his shoulder when mealtime rolls around. If only he could have something as simple as a dinner roll, be able to taste the flaky bread, he'd be beyond delighted.
- Physical touch is an absolute no-no. This is a sure-fire way to get on his bad side.
- Prying into his past life affairs is an uncomfortable topic. If he hasn't been able to regain access to all his memories, neither can you. Leave it at that.


Strengths:
+ Agility
+Proper etiquette
+Uncanny drive to achieve
+Sure-footed


Weaknesses:
- Overachiever
-Not very friendly
- Susceptible to paranormal influence (conduit)

- With most of his body being of metal, he cannot tell when he has fallen victim to grave harm and will continue to battle until he is mere scrap

Magic or Might:

Mirrah leans more so into magic over might. Being a creature of magical means, he finds it much easier to call upon other forces to aid him over trust for his own body. His abilities include:

+Beyond the Veil:
- This ability allows him to commune with ghostly presences from beyond the grave. Due to his nature of existence, the deceased are drawn to him, he living in constant waves of voices eager to get his attention. Whilst it is deadly, he can interact with unsavory entities if push comes to shove.

+Haunting Melody:
- Like many other bards, Mirrah holds a very specific instrument close to heart: His music box. While most music boxes come with the cylinder protected behind a pane of glass, his is more accessible. He is able to exchange one cylinder, or song, for another. Depending upon the song, he can provide buffs, mental damage to enemies, or healing.



Excellent Skills:
+ Mechanical Tinkering
+ Knowledge in the Paranormal


Basic Skills
+ Deception
+ Intimidation
+ Knowledge in the Arcane


Belongings:
+Leather Armor
+ A Pair of Golden Scissors
+ Music Box
+ Additional cylinders
+ Rapier
+ Incense


Connections:
+Friends
-Open
+ Foes
-Open
+Love Interest
-Open


Backstory:
I will update as we proceed, as he has a very fragmented memory.
 
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Name: Darin Nord
Race: Human
Gender: Male
Age: 26
Height: 5'11"

Appearance: Darin is a broad-shouldered man with short, dark brown hair, blue colored eyes, & a "painter's brush" mustache.
He is typically seen wearing his blueish-grey coat, with a repeating crossbow slung on his back & a short-sword on his left hip.

Likes: Machines/mechanical systems, being rational, good music, & fresh bread.
Dislikes: Unreasonable people, interruptions, large crowds, & spiders/webs.

Personality: Darin is a relatively quiet -but polite- man when around those he doesn't know; usually keeping his words genuine when he does talk. If there is something to be done, then he prefers not to engage in small-talk in favor of focusing on the task at hand.

He tends to see things from a more logical perspective, taking a step back to look over everything before doing anything rash. However, if he knows that something must be done now, & only now, then he is willing to temporarily throw that thinking out the window.

Darin is also fascinated with any kind of machinery, seeing them as well-made craftsmanship used to make mundane materials into useful creations.

Strengths: Rational, such as willing to hear multiple perspectives before coming to a decision. Various activities done when he was younger has led him to have a quick reaction time when necessary.
Weaknesses: Prone to focusing solely on the situation at hand, disregarding anything that's not potentially useful for or related to what's happening.

Excellent at: Observation before action, reaction time.
Good at: Working a crossbow, running, "holding his tongue" (i.e. Preventing himself from saying something that could cause a negative effect, such as sounding rude).

Magic: None

Weapons: 10-shot repeating crossbow, initialed short-sword.

(NOTE: This is the first roleplay character I've ever created, so I've tried to keep it relatively short & simple. Also, please let me know if I've messed anything up with how I was supposed to format this. I'll probably edit this as time goes on.)
 
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Cinder Radcliff (1).jpg Cinder Radcliff (2).jpg
"Fire was born out of humanities fear of the unseen, and yet the fools of the world are more afraid of it than what founded its creation."

Cinder Radcliff - 'Kitsune of the North'
Beastkin - Human-Kitsune Descendant
Male - 28 Years Old - 6'2"

Likes: Carpentry, researching/engineering, cooking, nature-watching, festivals, training/workouts, and idle chatter
Dislikes: Revealing his secrets, sea-food of any variety, large crowds, and formalities

Personality: Most people who know of him believe him to be a passionate man with the soul of a saint, who seems to be almost impossibly knowledgeable in how the world around them really works. The questions he poses to people around him tends to spark their curiosity and inspiration, with his charisma and kindness helping to convince some of the most religious or ignorant people to change their perspectives. Even the down-trodden and unfortunate folks in Colby have sung their praises about him, having received financial support and much needed morale from having a shoulder to lean upon. The only negative thing people have ever mentioned about him was how he handled his anger, though it was a rarity to witness it to begin with. He also was very tight-lipped with secrets of any kind, with his impossibly pristine reputation having gained the ire of the criminal underworld alongside the attention of those wishing to know more about him. None who know of his past have seen the light of day since.

Behind closed doors when no one is around, he's acts the same way he does in public - though he drops his facade in favor of comfort. However, his seething hatred shows itself when people get too nosy with his secrets. His retaliation heavily depends on the importance of the secret discovered, though those who find out he's not human never live more than a day after discovering the truth. Meticulous and ruthless, he stops at no lengths to ensure his secrets stay hidden, sweeping any and all evidence of his [nonexistent crimes] acts under the floorboards or deep in hidden crevices. After completely covering his tracks and ensuring no witnesses will ever find anything leading to him or the victim, he'll return to his normal routines as if nothing happened. Those who find out about his research or other less important secrets don't meet the same fate, though all are either arrested for a crime an imposter committed or move out of the city due to rumors ruining what reputation or social standing they may have had.

Strengths: Physical strength, knowledgeable, strong fire magic, charismatic, outgoing/perseverant, and inventive/resourceful
Weaknesses: Blood-thirsty when angered, fire magic is situational, isn't trained with any weaponry, and magic usage consumes bodily tissues when his magic reserve is drained (prioritizes fat over muscle)
Magic Abilities (Magic reserve takes 24 hours to replenish):

While experimenting his control of fire magic, Cinder found that concentrating his magic to a point and propelling it in a single direction yielded a lot of destructive power - but also a lot of thrust pushing him in the opposite direction. Using less magic and his soul-bound catalysts, he found that he can use this method to fly wherever he wanted at whatever speed he wanted to. Using this original spell requires 4 of his 12 catalysts to fly, but doing so allows him to fly up to 4500km in 6 hours. Using all 12 catalysts boosts reduces this time by 4 hours, and allows him to fly an additional 3000km.
Using the same method of flight as Roaring Jets, he can control each catalyst independently and send them flying like arrows. However, he can also make the catalysts turn around mid-flight, turning 12 otherwise harmless tungsten rods into deadly and blisteringly hot metal projectiles to swarm his victim like a swarm of angry wasps. Each catalyst flies past enough to penetrate flesh with enough mass to shatter any bones they may hit, while the blistering heat emanating from them enough to give their victim 3rd degree burns. All magic used in this manner of attack replenishes almost as fast as it's spent, making management of magic not a concern.
Having played around with a fireball spell while developing his abilities, he found that the largest fireball he could muster was no larger than an apple. However, he also found that he could propel a stream of these smaller fireballs in rapid succession. Due to this key different he tested how far he could take it with spectacular results, resulting in the creation of a new spell that so far only he can use successfully. Each catalyst casting this spell can shoot 6 fireballs a second within a 4-degree cone, each able to combust wood and explodes on contact. Can continuously cast using only 1 catalyst for 12 hours, with all 12 catalysts able to continuously cast for 1 hour.
While he was chopping down one of the trees in the forest around his family cabin, a curious rodent got too close to the catalyst he was using as a makeshift axe handle - triggering a spell activation he was unaware of. The result was a 25 meter long pillar of fire turning the rodent and any tree within its path into smoldering ash, though the trees farther away from the catalyst weren't completely burned. After discovering this spell through a freak accident, he learned the pillar of flames was 4 meters across and weakened the higher the flames rose. This spell is cast upon touching his catalysts, and can be activated by the target through touch, proximity, or on demand. This spell is also directional, always aligned with the catalyst it's been casted on. 4 instances of this spell can be cast at any one time, while he has enough magic to cast 7 before his magic reserve is depleted.
The strongest spell he has in his arsenal, and what lead to his discovery of Roaring Jets. By focusing his magic through 4 catalysts into a single point, temperatures soar into many thousands of degrees before spraying out into a cone. This spell is at its strongest when using all 12 catalysts, with more than enough heat to quickly melt pure Tungsten and to incinerate any stone, dirt, or wood in its path. This spell sprays fire through an 8-degree cone to a maximum distance of 45 meters before the flames falter, with 4 catalysts able to cast this spell for 36 minutes. Using all 12 catalysts will cast this spell for a maximum of 1 minute, though that one minute of unyielding flame is more than enough to vaporize the most fortified of defenses.
While he absolutely could have worked around accidentally setting himself ablaze, he instead decided to find a way to become immune to his own flames. While the task wasn't easy by any means, all of his efforts not only helped him understand fire on a fundamental level - it helped his develop an inherent immunity to fire and magma/lava alike. While standing inside of fire or on top of magma/lava, his body can convert the heat generated by both sources into magic to replenish his magic. He can only replenish 1/3rd of the magic he uses on his spells via this method, but he now has immunity to his flames. However, this does not negate his need to breathe air and keep smoke out of his lungs, so he still can't stay in fire for very long. This magic ability also does not protect his clothes from being set ablaze.

EXCELLENT with fire magic
EXCELLENT at scientific research
GREAT at cooking (specialty is a 5-meat pizza with crust stuffed with cheese)
GREAT with rescue missions
GREAT with observation/surveylence

Weapons: He wields 12 Tungsten Rods that have been turned into catalysts and enchanted with magic. They allow him to cast his magic through them alongside boosting the strength of his spells, and are engraved with intricate patterns. They are a family heirloom passed down for generations, and are soul-bound to their owner until they pass away or hand them down to their next of kin. These catalysts remain on/around their user at all times, typically circling around them when in use.
 
Name: Pili

Race: Coatl

Gender: male

Age: about 100 (and still young)

Length: 36 ft

Width: 3 1/2 ft across thickest part of his body

Wingspan: Big

APPEARANCE:
DD91E5AE-30F1-405C-B80A-5E486582A78A.jpegPilli is a coatl, a giant, feathered, winged snake. The feathers along his body are verdant green. The tips and underside of his wings as well as tail feathers, are red, blue and yellow, and a red main covers his head and neck. Almost like a bat, he has multiple digits on the “wrists” of his wings, but does not have poseable thumbs for fine manipulation. His underbelly has yellow/green snake like scales.

Likes: shinies, keeping stuff neat and orderly, cooked food, jungle fruits,

Dislikes: hard work, disorder, fights.

Racial history: Coatls are majestic, intelligent, powerful creatures from the tropics who have godlike command over the weather and all things green growing. They actually natively hail from the branches of The Great Tree (or the God Tree), an ancient arboreal behemoth the size of Mount Everest that’s remained undiscovered by civilization and is said to have been created by the gods to seed all life. However, the Tree fell sick a few centuries ago and has been slowly dying, so now coatl have been claiming new territory in rainforests abroad and using the Trees power that they carry to make acres of trees grow impossibly huge and better resemble their old home.

Coatl radiate Life Magic nonstop, boosting the size, health and growth rate of plants (and some animals) for miles around their roosts, and causing fruit to grow out of season. They also use Wind Magic to manage the weather, summoning rain to their land during droughts and diverting troublesome windstorms that could make a mess of it. As such, a coatls presence in the land is a major boon to farmers, and the great snakes have consequently become gods of agriculture and fertility to the locals in those parts. Temples are built in their cities as landing pads to invite the divine beasts visitation, and when they come, offerings of food and shiny trinkets are paraded before them as incentive to stay and grant their blessing. The coatl, on their part adore the worship of the little beings and play the part, rewarding their faithful pets affection with not only their continued presence, but by healing the sick, protecting them from hurricanes, protecting them from invaders, and by giving them magic imbued feather to play with…. Or else withhold their blessings entirely if displeased…. Things can get gruesome if they’re angered. This has been the way of things in the southern lands for centuries, and the coatl now believe they are gods, too. They make regular visits to their adopted “Walkers ” for food and flatery and to check up on them. They partake in formal ceremonies, wear the silly jewelry that is made for them, commission, oversee, and approve art of themselves, demand groveling, and while they don’t care about governing and lawmaking, they’ll appoint Priests and a High Priest to advise them and make decisions on their behalf. (Often, coatl can only speak their own species language, so their priests act as their translators, too). Sometimes the coatl have an affectionate relationship with their supplicants and give their blessings generously. Other times they barely tolerate them and only trade their blessings for something of actual value to them (e.x. “Fine. I’ll heal your terminally sick child, but he’s gonna be my personal slave for the rest of his life and he better give some DARN good back scratches.”). Some coatl even EAT those who displease them and even cull populations they think are expanding into their groves of giant trees, which they usually reserve as their private nesting and hunting grounds. Cruel or kind, the coatl believe they are superior to any other living creature.

Coatl are territorial creatures and will only share their territory with their life-mate and offspring (typically one chick at a time). But all coatl will gather back to the Great Tree every year or so to recharge their Life magic and exchange news, as well as to find mates and lay their eggs. They know that eventually the Tree will succumb to its illness and die, but they hope by that time that the life energy they’ve been putting into other trees will birth NEW Great Trees and their kind can continue to have homes that bestow magic upon them.


Character Backstory: Pili was hatched in the branches of the great tree, just like all coatl. When he was old enough to fly, his parents took him to their kingdom abroad where he grew fond of the tribes of lizard-folk that served his parents and spent a lot of time soaking up their praise and fussing over them like his favorite pets. Now a young adult, his parents have recently given him the boot from the nest and set him up with a large island to call his territory, which he took with begrudging acceptance, but when a dragon half his size came to bully him out, he chickened out and fled with hardly a fight. He made the 100 mile flight back to petition his parents to either drive out with the interloper for him or take him back into their care, but as he was half way there over the ocean, he got caught in a hurricane and being far to young and weak to disperse it, was was blown far to the north, near to Heartland.


Personality: Pili is a lazy, spoiled, cowardly, but gentle and good hearted young coatl. Like most coatl, he believe him and his kind to be superior to all other creatures (even if he’s an embarrassment to his own), but while he does tend to be a little dismissive and inconsiderate towards the “lesser races” he generally treats them kindly and cares about their well being. Since the people of his region depend on his kinds power to grow crops and constantly ask him what he wants, he believes that he is smarter than them somehow and they can’t take care of themselves. He can’t FATHOM the existence of humanoids who wouldn’t laud and honor him. He is organized- almost obsessively- and likes to make sure things are nice, tidy, orderly, and aesthetically pleasing around his home space, to the point of micro managing the other inhabitants sharing it. The more stressed he is, the more controlling he becomes and the more obsessively he organizes things. Around other coatl he is uncomfortable and insecure because of his clumsiness, inferior strength, and wind power (and because he has an overly critical father mentoring him), and since he so he avoids

Among humanoids, he is generous and kind, if entitled. Among his own kind and age group though, he is considered socially awkward, a weakling, and untalented, which a few recent trips to the Tree have made him painfully aware of. He’s shy, timid, insecure, and has an inferiority complex. Since he’s had everything he needed given to him with little effort on his part, things that take effort to acquire are daunting to him, including improving his self image.


Skills:
  • Minor Autonomous Spell Craft: He knows some can slap long lasting spells on plants that dictates the shape and direction they grow in.
  • Nest weaving: no one said it had to be a useful skill.
  • Whistling: he can totally whistle.

Abilities:
  • Constriction: he wraps his body around things and squeeze the jelly out of them.

  • Keen Smell: well, kinda. He can taste the air with his forked tongue.

  • Keen Eyesight: not as good as a hawks, but he can see a good distance away.

  • Swallow/Store/Regurgitate: Erm, yeah. Like a bird, he’s got a crop, so he can stash stuff there and then cough it up when he likes.

  • Internal Compass: can always tell where north is.

  • Semi prehensile tongue: his forked tongue can be used like pincers to grab small items. Like mangoes off a tree. And yes, coatls like to eat mangoes.

Magic:

  • Wind Manipulation: once he gets the air moving with his wings, breath, or tail feathers, Pili can perpetuate its flow, amplify its speed and power, and manipulate which way it travels. He can:
  • Creat a powerful gust to blow people off their feet by flapping his wings or fanning his tail.
  • Turn his breath into a leaf blower.
  • Create a circling wall of wind around himself by swinging his head or tail.
  • Cancel out wind in a sphere infront of him (he holds out his wings and holds a ball of stillness between them.
  • create mini tornadoes that travels in a line away from him.

  • Aura of Life: he radiates a kind of nature magic that subtly boosts the health and vitality of living things around him and increases the size and growth of plants. For MILES around him! The the effect is slow and gradual and typically takes a week to make any noticeable change, but if he focuses hard, he can make plant life in a small area in front of him sprout up in moments. He can also manipulate the shape that the plants grow in. For creatures, his aura of life increases their health, fertility, and birth rates, (which means he always has plenty of healthy prey to eat if he’s been there long enough). The amount of this Aura he puts out in a given location depends on how comfortable he is there and inclined he is to call it home.

  • Healing: As a coatl, Pili naturally houses healing magic and can channel it with little effort. With just a touch of his nose, tongue, or feather tip, he can close an injured creatures wounds, and through prolonged contact or by encircling them with his body, he can heal life threatening wounds or conditions. He does not need to be thinking about it to do it. In fact, he can heal people in his sleep, so long as they’re touching him! But he CAN push or restrict the amount of healing that flows into a patient, and often DOES restrict it because his reserves of healing magic- while large- are not infinite. All his Life and Health related power is taken from the Great Tree and when he uses it up, he must make a pilgrimage back to it to recharge.

  • Magic Feathers: loose coatl feathers are imbued with some of a coatls power. Where they fall, the soil stays fertile for one or two square acres around (depending on the feathers size), enough for a farmers fields. They can also be used as powerful medicine by boiling it into a tea or holding it to a wound, and can be used in spell craft related to wind, weather, and air.

  • Autonomous Direct Growth Spell: Pili knows enough arcane magic to “program” plants to grow into particular shapes. For instance, he can can enchant tree branches to eventually weave themselves into a nest or a woven wall or rain cover.


Eventual magic: these are powers I’d like Pili to develope at some future time. With Genii Genii or Oli Beju Oli Beju ‘s permission and when they feel is appropriate.

Plant Manipulation: an extension of his Aura of Life. Pili would be able to control movement and growth of plants. However, due to his young age and inexperience, he would only be able to control plants in a two foot sphere within his field of vision (or 2in from all around his body), could only accelerate their growth to a tortoises crawl, and it would require heavy concentration

Soul bond: Pili would be able to pick a single creature to make his Bond- his familiar, essentially- forging a spiritual/mental link between them through which they can communicate mind-to-mind. The link could potentially be used to share mental images, see through earth others eyes, speak across long distances, read each others thoughts and feelings, and even share magical powers, but if the two do not trust each other, these features are locked off and the bond is restricted to telepathic communication.

Lightning: He’ll be able to throw lightning from his body. Maybe even without frying himself!


Shapeshifting: Hey, Quetzalcoatl could do this, right?

Weather control: this probably won’t happen ANYtime soon, but coatls well into adulthood can do this.


Weapon/s:
  • Teeth
  • Tail
  • Coils
  • Wind Magic
Strengths:
  • Sheer muscle.
  • Wind manipulation.
  • Move silently: he can crawl on his belly.

Weaknesses:
  • Clumsy: typically the harder he tries to accomplish something, the worse he flops.
  • Naive: He’s pretty sure the locals are gonna be accommodating.
  • Wind Storms: it’s embarrassing, but his wind manipulation palls before the wrath of the natural forces.
  • No Habla Local Language: Yeeeeeeaaaaah so funny thing, he can’t speak the common tongue of these parts, and his native one sounds like a bunch of growling and squawking.
 
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[Intro to Brett]
Name/s:
Brett Philippe McPherson, but known as Philippe Lafayette among users of magic.
Race: Human
Gender: Male
Age: 23

[Physical Description of Brett]
Height:
6'2"
Build: Athletic
Eye color: Bluish-green
Hair Color: Blond in the curtained hairstyle and is parted in the middle. Sports a thin moustache and soul patch.
Clothing: Plain white short-sleeved tunic over a chainmail shirt made of mithril. Over this, he wears a cobalt blue sleeveless hoodie with black trim. The coloring is a homage to the Raven Brigade which his father belonged to years ago. A patch is stitched onto the back which is of a sigil consisting of two concentric rings. The first ring consists of a circle of runes that spells Dream Wanderers with the top semicircle spelling Dream and the bottom semicircle spelling Wanderers. Inside the second ring is the left eye of Horus inside an equilateral triangle. On the left breast of the jacket, there is a similar patch except the top semicircle of runes spells Lunar and the bottom semicircle spells Pyramid. Over the right breast of the jacket, the name of Philippe is stitched in the same runes. As a senior cadet, he earned the right to wear a jacket such as this. Around his neck, he wears a chain necklace with a cartouche pendant bearing his name of Brett in hieroglyphs. He received this necklace, as per custom for identification, once he arrived at the Lunar Pyramid for training.

[Psyche of Brett]
Likes:
Oranges, tarot cards, working out, spirituous beverages (He's more interested in their manufacture and distribution rather than consumption), stargazing.
Dislikes: Clowns, jesters, and mimes. Hot weather.
Personality: Cool and collected, slow to anger. Beware if he does get angry, can get apocalyptic. Considers himself to be patient and a good listener.

[Abilities of Brett]
Excellent Skills:

Boltball: Brett took the standard lightning from fingertips magical ability and fashioned it into a prolate spheroid, to throw.

Firewall: There are three versions. Higher levels require greater concentration and energy. First version is a basic barrier spell and has a radius of eight feet. The second version is the same barrier but scalds opponents on contact. Third version is the same as the second but is mobile and had a radius of five feet.

Good Skills:
Life Energy Transfer: A healing spell in which he takes life energy from one source and uses it to heal another.

Illusioncraft: Brett can create illusions. However, more complicated ones require more focus and power. They might have a practical use, but he uses them more as a form of amusement or drive people insane if they've unfortunately got on his bad side.

Singing: If there was a word to that people would typify his singing, they would call it operatic. He doesn’t sing in public much too much. One is more likely to catch him singing when he is by himself.

Strengths: Has a good arm for throwing things. Keen eye for money management
Weakness: Reluctant to trust those he doesn't know.
Might or Magic? Leans more heavily into the use of magic. He has some knowledge of sword fighting.

Weapon: A sabre called Stormwind. It is a sturdy sword and quickly slashes through the air. His father commissioned its forging when Brett was born when it was believes that the boy would follow in his footsteps and join the Raven Brigade. Brett knows how to use it but has been out of practice when his magical abilities started to manifest at the age of 16.

Extra equipment: Backpack with some spare clothes. Has a 3x5 feet magic carpet that he took control of as he fled for his life. It is black, purple, and white with a circular design in the middle which displays the lunar cycle. He doesn't often use it since he prefers to travel by more mundane means.

Biographical synopsis: Brett belongs the prestigious McPherson family which owns McPherson Enterprises. In the nation of Mirabeau and along the coast, their ships travel up and down the coast for the purpose of transporting goods within their own country and neighboring countries like Dreema. They’re also known for textiles which was their original industry. His mother Brigitte is the proprietress of the Dream’s Voice Theater. His father Chet serves as mayor of Orinoco.

His mother belongs to the Lafayette family who are vintners. However, they are more well known for their certified eccentrics and, in less enlightened times, tried and executed witches and warlocks. Chet desired his son to enter the Raven Brigade and Brett had the physique for it. However, those plans changed when the boy turned 16 years old and it was clear that he had inherited his mother’s family’s proclivity towards sorcery. He was shipped off to the Lunar Pyramid so his abilities could be cultivated. There, he was referred to as Philippe Lafayette because he was of the Lafayette bloodline.

Life was frustrating for him because he felt like he didn’t belong anywhere. Before his power woke, he struggled to understand his peers because he felt they were snobbish and disconnected from commoners. At the Pyramid, he didn’t fit in there either. Many assumed he was just some dumb squire who wandered in. Brett could have retaliated against his detractors physically but chose not to since he was larger than them.

One of the few there who was not dismissive was the Mistress Pardtidha Faber who saw great potential him and oversaw his training personally once she discovered that the young man was being ostracized. For a while, the arrangement brought him happiness until the night that the Lunar Pyramid was unconscionably conquered by the Cult of Mateus. What was even more appalling was that the one who lowered the defenses was none other than his patron, the Mistress Faber.

Brett was one of the few to escape with his life. He found one of the last remaining blank magic carpets and he bent it to his will and flew off just in time. as the Pyramid was absorbed. He feared that the Cult would come after him and there were a few close calls as he tried to make his way back to Orinoco in Mirabeau. There, he found safety and he might have found contentment in his hometown if not for a straying remark from a passing merchant at the Slumbering Kraken who spoke of a Hunters Guild.


[Intro to Javier]
Name/s:
Javier Adrian Hurtado
Race: Ailuran
Gender: Male (yes, they do exist)
Age: 23


[Physical Description of Javier]
Height:
5’10”
Build: Athletic. His skin complexion is honey beige
Eye color: Brown.
Hair Color: Black in a quiff which is buzzed short on the sides when he is in his human form. When he is in his cat form, his fur is all black.
Clothing: Simple sleeveless teal tunic and knee length shorts. He prefers light and loose clothing. His shorts have a flap in the back secured by snaps to allow him to have his tail out if he wants. His shoes are similarly simple because they are slip-ons. They are just snug enough to not fall off easily, but allow him to quickly take them off if he wants to have his digitigrade Ailuran legs.

The Ailuran, in their true form, is a bipedal being. They are neither human nor feline, but both. From the waist down, starting at the belly button, they are feline with digitigrade legs. Their furry forearms are human-shaped, and their fingertips end in retractable claws. As for their heads, the back of the head is feline as if they are wearing caps of cat ears. They have human faces and have human teeth except for the pronounced cuspids. Their eyes look human, but they have slit pupils. Look at the eyes. You can identify the true human and the true cat from the Ailuran masquerading in those forms because they have these eyes no matter what form they are in.

[Psyche of Javier]
Likes:
Gentle breezes, stargazing, dancing, being active
Dislikes: Shoes, vegetables, getting wet in cat form
Personality: Energetic and outgoing

[Abilities of Javier]
Excellent Skills:

Transformation: As an Ailuran, he can change his form from his natural form to one that appears human or one that appears to be a domestic cat.

Stalking: He has a parttime job as a mouser along with other males. He and his comrades go hunting mice and other rodents around town to dispatch them.

Good Skills:
Textiles: His human family operate a tailor ship in his hometown and is familiar with sewing, knitting, and crocheting. He doesn't have the skill that his parents or grandparents or extended family have, but is capable of most common sewing tasks such as mending shirts or socks.

Martial Arts: Has adequate knowledge of hand to hand combat or in his case most of the time, hand to claw combat which he learned from Grandmaster Reynaldo Vargas.

Strengths: Agile as like a gymnast and quick on his feet like a sprinter. He also has a feline sense of smell, hearing, and sight.
Weakness: Like all Ailurans, he has difficulty maintaining his human guise. Personality-wise, he’s hyperactive.
Might or Magic? There is no magic in him contrary to what people think about Ailurans. His shifting ability is purely biological. He’s not strong like his best buddy Brett but makes up for it for his quickness and ferocity.

Weapon: None because he has his claws. Me-ouch!

Extra equipment: He has a canvas messenger bag in which he has a sewing kit containing threads of various colors, sewing needles, and scissors.

Biographical synopsis: The Ailurans are a single gender species. False! The Ailurans are treated with caution. True!

The Ailurans are an extremely matriarchal society. They live in their own communities, separate from human settlements, in which no man is allowed to enter under penalty of death. How does one explain their continued existence?

The womenfolk come to town to seek companionship with men and return home to wait. First to see if they are with child and then to find out of the newborn is male or female. The offspring will always be an AIluran and almost always female who welcomed to live among them. However, one out of 255 will be born male. What of them? They are banished by any means necessary. Some are given to travelling caravans, others are left at nearby farms or monasteries, a few find their way to their fathers. One such individual was Javier.

The Hurtado family own and operate the tailor shop in the town of Orinoco. They are a seemingly normal family, but they weren’t because they had an Ailuran in the family. He was the son of Hector was the son of the owners Lucas and Isabella Hurtado. Of their four children, Hector was their only son. Javier was loved by his father and stepmother Lucia, his two sisters, and extended family. However, raising an AIluran can be complicated since there is no guidebook and the only help one can seek is from other unaware people also raising males or older male Ailurans.

He was having dinner with his partner Brett McPherson when they encounter a passing merchant who mentioned a Hunter’s Guild in another land where they seek those of various backgrounds to join them.
 
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