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Fantasy The Lost Continent [Characters]

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TanteRegenbogen

Cuddly enby auntcle
Character template:

Name
Age
Species
Gender
Appearance
Clothing/clothing style
Occupation (or Class)
Weapon
Equipment
Skills (just don't overdo it, if you have extraordinary abilities, there must be a downside somewhere)
Knowledge (such as demonology or knows a bunch of recipes by memory)
Personality
Background
Alignment (optional, examples: Lawful Good, Chaotic Neutral)
Dwelling (optional)

If you want to add anything, just add.
 
Name: Yasenor
Age: 345 (looks 20-22)
Species: Elf (Vampire)
Gender: Female
Appearance: Picture
Clothing/clothing style: Picture
900_Ukepsahom_vampire_Elf_girl_fantasy.jpg
Occupation (or Class): Necromancer/Dark Mage
Weapon: Quarter Staff (spell staff)
Equipment: Daggers, light armor, magical amulet, clothing (skirt), boots, headdress, gloves
Skills: Undead Summoning, Black Magic, Disease Magic, Flesh Magic, Abyssal Magic, Herbalism, and Dexterous Melee Combat. Biologically immortal. Immune to poison and disease. High dexterity and intelligence.
Knowledge: Necromancy, Death, Dying, Decay, Demonology, Necromancy, Abyssal Magic, Herbalism and swords.
Drawbacks: Does not generate mana. Has to siphon it from creatures and plants she kills/destroys. Visibly looks like an undead. Aversion to direct sunlight.
Personality: cautious, realistic, direct, logical, creative, reserved
Background: Born into a lesser noble family. She was raised around the rich. And quickly got used to the political scheming of the landscape. But eventually, the undead came. A vampire assassinated her father. And her mother. Undead armies came upon the citadel. And a powerful undead approached her. Weapon raised high ready to kill her. She raised her hand and screamed. But then it stopped. All of the undead stopped at once. She looked confused. And moved her hand around. The undead's head followed it. She walked through the horde of undead. They made way and followed her. She and her horde vanished into the distant woodlands. Where she honed her skills and sought to know why she had this power. Not much is known afterwards. But eventually, she reappeared. With a troop of the undead at her command. Each one customized from her necromantic magic. And has set herself up as a kind of mercenary and dark dealer.
Alignment: Lawful Evil
 
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Name: "Queen" Asphia the Manaeater
Age: 87 (appears early 30s)
Species: Ogre
Gender: Female
Appearance: 1702937768614.jpeg

Clothing/clothing style: Formally she wears a long black turtleneck dress with a long brown hooded cloak. When travelling, she wears black tights with a knee length tunic, boots, her brown cloak and a black choker.

Occupation: Berserker, to a lesser extent sorceress.

Weapon: Hands, a heavy staff, can also handle heavy clubs and two hander swords well, but defaults to hand to hand combat

Equipment: A light chainmail top under her clothes, various crystals in a small purse

Skills: Can absorb mana from others including spells. Insatiable thirst for mana at the cost of stunted mana regeneration. Proficient abyssal magic user. Proficient enhancement magic user. Basic healing knowledge. Can shoot flames/pure mana from her mouth. Good at hand to hand combat. Experienced at using heavy weaponry. High base strength.

Knowledge: Abyssal magic knowledge, demonology, botany, diplomacy, survival knowledge, history buff, knowledgable of cooking various creatures including other sapient species, financial knowledge

Personality: Asphia is a mostly benevolent personality, at least to her "subjects". She however doesn't tolerate bandits and will swiftly let death come to them. Despite having been persecuted for most of her life, she doesn't let it get the better of her. She however is not completely benevolent. Anything that threatens her life or position, she will deal with swiftly. Asphia is known for eating enemies that arent undead, including sapient species such as humans, elves and orcs, especially elves and orcs. But as long as you are a subject, you get the benefit of her protection.

Background: From early adulthood, Asphia was an outcast. She had awaken as a manaeater or a sort of mana vampire. She could barely generate her own mana and has an insatiable thirst for mana, basically sucking anything from magical creatures to mages dry. Due to this, she was always seen as a threat. But when the calamity broke out, her persecution stopped because everyone had other matters to attend too. Another benefit for her was that the invading forces were like a buffet to her, especially demons and the undead. Over time she learned how to defend herself against even strong foes. Usually she found it easiest to fight against magic users, absorbing the mana from spells until they were exhausted.

One day, she came across a troop consisting of multiple demons and rat folk. She had a fight with what seemed to be an officer or champion of the troop. In the end, the foe was completely dry of mana and didnt even have the mana to come back undead.

Eventually, Asphia found her way to the capital of Raadalir, where she found nearly noone. Only three knights held out at the capital. They werent fighting for their nation anymore, but for survival. While the knights were cautious of her, they soon warmed up and she earned her place after a fight against a number of enemies. Eventually she stepped up as the new queen to rebuild Raadalir and finally purge the lost continent of the calamity. She first focused on creating a livable environment for anyone who wished to live in the capital. Eventually after some years, the population of the capital had grown to a few dozen.

However one day, they were visited by heroes from one of the other continents. They were sent to "slay the witch who called herself queen". It seemed they were under the impression that Asphia was one of the leaders of the calamity. Yet Asphia stayed calm and asked the heroes why should she be part of the calamity when she is fighting it herself. She told the heroes that she didn't wish to fight them and noticed that there were so few heroes. As it turned out, those who made it to the capital were only half of those sent to the lost continent, as the others had perished on the way.

With the help of the other inhabitants of the capital, Asphia managed to convince the heroes that she wasn't the enemy and offered to take them in and give them a home. Still wary of her, they hesitantly agreed. Eventually, they warmed up and with combined efforts, they managed to create pamphlets to invite people to come and settle in the lost continent and purge it of the invaders.

Alignment: True Neutral

Dwelling: Lives in a cottage built in the ruins of the palace.

She doesn't like it when people call her "old woman" or "hag" even though she is technically a old woman, even by ogre standards, but due to the mana eater status, she managed to keep looking young and be healthy.
 
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Name
Ishelia Void

Age
42 (Looks to be 16-17)

Species
Half Elf

Gender
Female

Appearance
clgzmmco2001il808msvj6po9_1.jpg

Clothing/clothing style
Ishelia prefers tighter clothing when on jobs, but when travelling she prefers a more looser outfit so those who are stupid enough to attack her won't be able to see her concealed weapons and underestimate her. And, all in all, she despises armor, so she wears as little to none as she can possibly get away with. She usually is seen with a hairband to keep the hair out of her face unless you are unlucky enough to see her in her downtime before she retires for the night and is on her own. She also prefers wearing flexible shoes with a flat sole so they don't get in the way of her job or if she needs to make a quick escape from any situation. She has only wore heels once and she swears she will never do it again.

Occupation (or Class)
Rogue/mercenary

Weapon
Ishelia prefers dual daggers for close combat and a bow for long range. She has both, as she never knows which she'll need when on a job unless the client gives a set place and time for when she makes her move.

Equipment
Two (2) daggers, one (1) short bow, one (1) quiver full of arrows, one (1) black dyed leather vest, four (4) outfits consisting of two (2) form fitting pants and shirts, one (1) long sleeved, one (1) short sleeved, and two (2) loose fitting pants and shirts, one (1) long sleeved, (1) short sleeved, one (1) hairband, and one (1) necklace with a small piece of polished obsidian the size of her pinky finger's nail.

Skills
Shadow Manipulation - Ishelia is able to control the shadows around her with her mana. She can cloak herself with it, summon temporary minions to either cause a disturbance or a distraction or run reconnaissance by watching through it's eyes. She can only summon two minions at a time, though, and they cannot withstand much damage as they are still just made of solidified shadows. And once her mana is expended, her minion and her cloaking ability immediately drop and she could be left exposed. She could also move between shadows, but only if the shadows are big enough and she can see where it is that she is going. If she isn't careful, she could be deposited somewhere completely different and became lost.
Dual Wielding - Ishelia excels at fighting with two daggers, one in each hand. She fights with them as if they are a part of her instead of being twin blades of steel that she is holding onto.
Archery - Ishelia is able to use a bow with great ease. She can shoot someone from great distances while staying hidden. Though longer distances require more concentration so she doesn't miss due to the wind or any sudden movement from her target.
Tracking - Ishelia is an expert at tracking, as she has had more than one job where she had to find her target.

Knowledge
Survival Skills - Ishelia, having lived off the land or in supposed wastes, has gained the ability to survive just about anywhere. She can locate water, food, and is able to identify poisonous plants and animals so she can avoid interacting with them.
Hunting - Ishelia has learned to hunt as she survived, so all forms of hunting has become her one of her top priorities to learn. From traps and finding her prey to skinning and cleaning and eating her prey if hunting for food, she is quite knowledgeable.
Criminal Underworld - Ishelia, having grown up around those the law deems less than agreeable, has come to know more about the criminal underworld's laws, traditions, and customs than the world that is governed by the law and ruling classes.
Mana Manipulation - While not having learnt from the stuffy schools or books, Ishelia has a deep understanding of how mana works and is related to the world around her. She needs to if she is to continue growing stronger and protect herself from the phantoms chasing after her.

Personality
Ishelia is a quiet, almost stern looking girl. She thinks to great lengths before responding to anyone unless it's a part of the job. She comes off as distant and disagreeable, and while that is true to some extent, once you gain her trust, she’ll be your most loyal friend and protector. She also does get almost visibly excited whenever an animal becomes involved.

Background
Ishelia doesn’t know her parents; just knows that she was sold to the mercenary guild to pay off one, if not both, of their debts. She was raised as a tool to be used to steal, kill, and infiltrate. She was taught to never believe anyone, trusting no one except herself and the minions she learned to summon once her magic was discovered.
She had tried to keep her magic a secret, but no one keeps secrets from the mercenary head. She received the worst beating of her life that day, and was no longer allowed to be alone as she practiced by herself. As her mana pool grew, the more dangerous missions she was put on. It was on one such mission that Ishelia saw the wanted flyer.
It was a chance to get away, and it was a chance she took. She used her shadow to disappear out of sight of those assigned to her and didn’t stop running and teleporting until she found the meeting point. There, she joined up with the party of others looking for adventure in the lost lands.

Alignment
Chaotic Neutral
 
[ Name ] -
  • Sonaumzis Darvudd Crestseeker (Son-ah-mu-zis - Dar-vid - Crest-see-ker)
[ Age ] -
  • Thirty-Seven (37)
[ Species ] -
  • Human
[ Gender ] -
  • Male
[ Appearance ] -

Atlas.jpg

[ Clothing/clothing style ] -

e498489f07142af622beebdfb75c823c.jpg

[ Occupations ] -
  • Priest
  • Mortician
  • Gravedigger
[ Weapons ] -
  • Shovel
[ Equipment ] -
  • (1) Symbol/Emblem of their goddess hung around their neck.
  • (1) Coffin
  • (1) A set of coffin making tools
  • (1) A set of medical tools
  • (1) Shovel
  • (1) Set of herbs for medical purposes
  • (1) Faithful Book of his religion (Bible of their religion)
  • (1) Sets of clothes/replacement clothes
[ Skills ] - (Somewhat typical DnD fashion character.)
  • Healing Magic (Such as healing hands, healing words, healing mind, and other similarities.)
  • Dispelling Magic (Such as dispelling curses/hexes and other similarities).
  • Dancing Light Magic (Illuminating surroundings)
  • Guiding Light Magic (Light piercing through anything towards the goal.)
  • Protective Bond (When a bond is made between the user and another person, they are able to teleport to their bonded individual and take the damage instead. They must be within thirty feet.)
  • Balm of Peace (Ability to soothe an individual/spread calmness.)
  • Balm of Joy (Ability to bring joy/optimism to an individual.)
  • Spare the Dying
  • Detection of Good and Evil
  • Ceremony
  • Sanctuary
  • Purify Food and Water

[ Knowledge ] -
  • Religions and Deities
  • Anatomy of Races
  • Churches
  • Coffins/Craftsman of Coffins
  • Gravedigging
  • Death/Necromancy
  • Demons
  • Advanced Medical Knowledge
  • Dances
  • Festivals
  • Remedies

[ Personality ] -
  • [Soft-Spoken Faithful Pacifist] - Sonaumzis Darvudd Crestseeker is a man who values settling disputes over words rather than violence. He condones violence but knows there are times when it will and may be necessary. He does approve of self-defense even if it results killing the aggressor. While many would gaze upon him and call him a hypocrite and swaying from his faith, he often reminds them being a pacifist is a choice and if someone takes that choice away, he will have no choice but to act to regain his choice again.

[ Background ] -

Sonaumzis Darvudd Crestseeker grew up in a church that values pacifism, ceremonies and festivals. In his upbringings the church has found him to be quite different than the rest as his empathy and kindness extends to all races, even the undead. Starting from being a mere grave-digger and coffin maker during his youth to being brought up to become a traveling priest/joybringer, Crestseeker only grew his view of the world and the people around him using the magic his has been taught for the goddess and for the good of one's heart. Along with learning magic, Crestseeker learned his academics and plenty of dancing knowledge for his belief from the Church of Joy. Becoming faithful to the cause and to the goddess growing a sense of attachment as if it was his calling to be guided, loved, and helped by the Our Lady of Joy.

Before making his venture towards the what the pamphlet desired location, Crestseeker became a wandering joybringer among the continents spreading the gospel of his goddess's beliefs and ideology to the world. While doing his sermons and gospels, he offers his services to all races of giving someone their final rest, marrying individuals to one and another blessing them, or carrying out ceremonies and festivals to plenty of towns and settlements. He felt he was bringing his Lady's Joy among those in the world, even if they do not believe in her as much or any as Crestseeker does.

During the end of his travels, finding the pamphlet among a ruined church with a broken statue of another religion with light shining down, Crestseeker felt this was a calling from his Lady of Joy to go towards uncharted territories, to go forth into the unknown and bring happiness, comfort, and joy among them to help establish a sense of hope when it may seem lost. With little gold in hand, he began his journey disregarding the dangers ahead knowing that through his faith and love towards the Lady of Joy, he is safe in knowing even if he meets his end, he will be laying upon a bed of roses waiting for him, for him to wake upon in her realm.

[ Alignment ] -
  • Between [Neutral Good] and [Lawful Good].

[ Religion ] -
  • [Our Lady Of Joy] - A goddess who values pacifism, ceremonies, and festivals. In belief to bring joy to the world, no matter how bleak it may become. When a joybringer prays, they begin to dance silently to chant while dancing. Our Lady of Joy becomes displeased if anyone pulls a blade out to incite harm among those who joined within festivals and ceremonies as those are sacred towards her beliefs.

[ Extra/Quotes ] -
  • "My purpose in life is to bring those who heeds rest to eternal slumber. If I may, I shall bring you a sense of peace and bring the one who has disturbed you from your slumber to the light. Fret not, my friend. For I shall guide you to the eternal garden. May the goddess whisk you away in her dance." ~ Sonaumzis quote talking to the dead.
  • Rather than have distain or hatred towards the dead, he often finds pity towards them. Remembering their being ripped back into life only to serve a nefarious purpose.
  • Will offer services to mourn the dead and offer his service to bury any races, no matter what race. He holds no ill will towards anyone.
  • Will offer services to marry individuals, no matter their religion or race.
  • As part of his religion, the believers are referred as, "Joybringers".
  • The religion is based solely on Lliira, DnD 5e with a few tweaks.
 
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Name Ser Morgan Roh, the Raven Knight of Fallen Istaria
1703685011463.png

Age 33
Species Human
Gender Male
Appearance Very Tall, broad burly man, dark haired, fair skinned, dark eyes. deep voiced
Clothing/clothing style. Martial, armored, cloaked
Occupation (or Class) Knight
Weapon Whatever weapon is on hand, his fists, his feet, his teeth, at the moment has a shield, spear, war hammer, longsword, his gauntlets, several daggers, and a compound short bow/arrows.
Equipment His warhorse Astor, saddle, saddlebags, survival gear, armor, barding, his pack horse Ida, and his raven Qark
Skills (just don't overdo it, if you have extraordinary abilities, there must be a downside somewhere)
Hand to hand combat, trained in multiple techniques
Weapons Master, uses all weapons he touches with mastery
Can use and wear armor very well and even move without issue, also is able to move quietly in armor
Very athletic, skilled climber, runner, swimmer
A good medic
Good awareness and perception
Horsemanship
Good with people and animals
Blacksmithing/Crafting
Has extraordinary endurance and strength
Somewhat resistant to magic


Knowledge (such as demonology or knows a bunch of recipes by memory)
Combat/Weapons/War/Hand to Hand combat
Taking care of ones body/medicine
Passable cook
Hunting/Survival
Horsemanship/Training/Raising/Breeding
Blacksmithing
Military Strategy/Tactics
Logistics/Organization Management/Household management
Leadership

Personality Ser Morgan is generally stoic yet can be blunt. He asks a lot of questions. He can be polite when he wants to be. He is generally a very practical person who does not like to get caught up in the particulars of magic and prefers to deal with a problem directly. His deep bass voice carries when he wishes it. He does not have any problems getting attention to himself when he wishes it. He is a good and organized person, a decent leader. He cares for the small folk and the poor. He does not partake in drink.

Background Ser Morgan Roh is a decorated and well known Knight from the West, from the Kingdom of Istaria. His father was a knight as his father before him. He has known nothing but war and knighthood his whole life. He was knighted on the battlefield. He was probably the best jouster and fighter on the continent, and had the respect of many knights and nobles beyond Istaria. Unfortunately, Istaria was ravaged and destroyed by the ceaseless wars its Kings and Queens would rage, and Ser Morgan found himself without a nation, a ronin so to speak, so he welcomed the opportunity to start anew and find himself in the Lost Continent.


Alignment (optional, examples: Lawful Good, Chaotic Neutral) : I the player am not a fan of alignments.
Dwelling (optional)
Ser Morgan lives at a peaceful farm where he raises and trains horses, as well as runs a blacksmith. He hired and manages a staff of refugees to help run his farm and smith.
 
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Name: Ignac Il-Natalinar
Age: 29
Species: Half-Elf
Gender: Male
Occupation: Scholar-archaeologist, arguably grave robber
Weapon: Ornate curved dagger (similar to jambiya)
Appearance: Tan skin, curly, dark hair, pierced pointed ears and light eyes. Average height. Wears loose fitting, robes. Has intricate, blue runic tattoos on arms, neck and torso.
Clothing Style: Wears loose fitting, light robes, usually covering entire body and concealing a number of pouches and belts. Light reddish-brown with blue, orange and yellow embroidery. Wears many small trinkets and pieces of turquoise and brass jewelry.

[ Equipment ]
  • Writing and cartography materials (rolled parchment, dip pen, a vial of ink, a compass, calipers, signet ring and sealing wax)
  • Enchanted hooded lantern
  • Twenty-five meters of hempen rope
  • Climbing spikes
  • Pouch of Tav Leaf (Native to Casimira, has euphoric, intoxicating and pain-numbing effect when chewed, or brewed into tea)
  • Various trinkets, talismans and fetishes storing magical effects
  • Various scrolls and maps
[ Skills ]
  • Summoning magic (can summon small familiars made of solid mana using talismans, trinkets and tattoos)
  • Defensive/utility magic (utilizing elemental earth and wind, useful for defense and some utility, but unlikely to do damage in combat, very draining to use)
  • Good sense of direction
[ Knowledge ]
  • History
  • Ancient cultures
  • Linguistics
[ Personality ]
Well-educated, yet foolish would be an apt description of Ignac Il-Natalinar. The half-elf is scheming, sharp tongued and competitive, a combination that often gets him into trouble, compounded by his inexperience in combat. He's driven by a keen sense of curiosity, and desire for knowledge. To document, collect and archive.

Ignac enjoys fine things. Intoxicating herbs, fine clothing and jewlery. Alcohol, as well as an interest in the process of brewing. Unfortunately, his lifestyle rarely supports these luxuries, and he's often short for money as a result.

[ Background ]
Ignac Il-Natalinar was a sickly child, born the third son of a civil servant and enlisted architect in the desert nation of Casimira. He took interest in books from a young age, as he was often unable to play with other children. Afraid of being overshadowed by the successful careers of his older siblings, Ignac's interest in books became fierce devotion to his studies as he grew, eventually resulting in his admittance to one of Barros' prestigious studiums, where he studied history and ancient cultures.

Despite his education, Ignac struggled to find work to support his dreams of a lavish lifestyle, so when a wealthy academic offered to sponsor an expedition to the lost continent in order to document what remained post-calamity (and seek out valuable artifacts), he gladly accepted.

  • Population: 35% Elf, 50% Human, 10% Goblin, 5% Other
  • Capital city of Barros, near Tavilar river, rocky, sparse desert surrounded by mountain range.
  • Linguistically similar to Portuguese, culturally and aesthetically similar to Morocco.
  • Matronomic names (ex: Il-Natalinar = third son of Natalina, Ul-Rosinha = first daughter of Rosinha).
  • Strong cultural value in academia and civil service.
  • Magic tradition blending ancient and modern magic, uses talismans, trinkets and tattoos to store and release effects.
  • Adobe/mud brick/rammed earth architecture, some stucco and tilework, astrological decorations mirrored on tattoos and talismans, colorful mosiac paving.
  • Cities built like ksour with some Manueline influence, older cities are unplanned and chaotic, newer cities more geometric, squared minarets, houses often have courtyards and windcatchers/shabestans for passive cooling.
  • Founded by migrating groups of Elves and Humans, with a later wave of missionaries that make up large religious population.
 

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