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Fantasy The Roster of the Desperate (CS)

Main
Here
OOC
Here
Characters
Here
Lore
Here

Kylesar1

This is my loudest bork
Supporter
Rules:
  • Stay in genre. You get a LOT of creative freedom, but within reason. No Mass Effect Harvesters. I say this because it's happened before
  • Characters will be checked for anything potentially OP
  • Magic is VERY low leveled since the properties of the island all but destroyed it
  • No superficial weaknesses. If a weakness is put down, it MUST be a weakness that can be exploited or cause issues for the character
  • Everything is low leveled since you just came off this island
  • No divinity- Divinity consists of Deities, Gods, Angels, Demons, and Dragons. Being half of divinity is also prohibited.
  • The point of this CS is to update it as you go. As new skills are learned and new gear is obtained, update it on the CS







BASIC INFORMATION
Name
: (Their true name)
Aliases: (Other names, titles, nicknames, and aliases.)
Age: (Biological age. How long have you been there?)
Gender: (Male, Female, Genderless, or Hermaphrodite depending on Race)
Race: (You may create your own race, provided that you will write down a fairly detailed description of its physiology, specialization etc.)
Class: (Feel free to make your own, however, the basic, recommended list can be found here: Fantasy Character Classes - TV Tropes)



PERSONAL
Sexuality:
(Ships gotta sail, then sink each other.)
High Concept: (Sum up your character in a sentence.)
Character Alignment: (Lawful Good, Lawful Neutral, Lawful Evil, Neutral Good, True Neutral, Neutral Evil, Chaos Good, Chaos Neutral, or Chaos Evil)
Relatives: (People that are biologically related to your character)
Organizations\Affiliations: (Organizations, or people the character is affiliated with)
Bio: (At least a solid paragraph, no more than 4 paragraphs. Keep it relevant.)



PHYSICAL
Appearance: (Written, or a picture. If written, then at least a detailed paragraph of text)
Weapons & Armor: (Anything that the character uses for protection, or attack during combat)
Items & Personal Belongings: (Any other items that the character has, or belong to them)
Skills & Abilities: (Not magical. Include things like bartering, or the ability to pickpocket)
Spells & Magic: (Magical. Spells and magical abilities that the character has)
Weaknesses: (Weak sides of a character. Fears, inabilities, inexperience, emotional issues, mental issues, etc. Only ones that could be said to negatively affect the character)



FLUFF (Optional)
Hobbies
: (What does the dark lord do in his free time, when not vying for supremacy over the world?)
Quote\s: (Notable things that the character has said, that may show off their personality or speech type)
Theme: (Musical theme)
Other:


If you want it formatted exactly as above, just copy and paste this code below and then fill in your information

Code:
[B][U]BASIC INFORMATION[/U]
Name[/B]: (Their true name)
[B]Aliases[/B]: (Other names, titles, nicknames, and aliases.)
[B]Age[/B]: (Biological age. How long have you been there?)
[B]Gender[/B]: (Male, Female, Genderless, or Hermaphrodite depending on Race)
[B]Race[/B]: (You may create your own race, provided that you will write down a fairly detailed description of its physiology, specialization etc.)
[B]Class[/B]: (Feel free to make your own, however, the basic, recommended list can be found here: [URL='http://tvtropes.org/pmwiki/pmwiki.php/Main/FantasyCharacterClasses']Fantasy Character Classes - TV Tropes[/URL])



[B][U]PERSONAL[/U]
Sexuality:[/B] (Ships gotta sail, then sink each other.)
[B]High Concept[/B]: (Sum up your character in a sentence.)
[B]Character Alignment[/B]: (Lawful Good, Lawful Neutral, Lawful Evil, Neutral Good, True Neutral, Neutral Evil, Chaos Good, Chaos Neutral, or Chaos Evil)
[B]Relatives[/B]: (People that are biologically related to your character)
[B]Organizations\Affiliations[/B]: (Organizations, or people the character is affiliated with)
[B]Bio[/B]: (At least a solid paragraph, no more than 4 paragraphs. Keep it relevant.)



[B][U]PHYSICAL[/U]
Appearance:[/B] (Written, or a picture. If written, then at least a detailed paragraph of text)
[B]Weapons & Armor[/B]: (Anything that the character uses for protection, or attack during combat)
[B]Items & Personal Belongings[/B]: (Any other items that the character has, or belong to them)
[B]Skills & Abilities[/B]: (Not magical. Include things like bartering, or the ability to pickpocket)
[B]Spells & Magic[/B]: (Magical. Spells and magical abilities that the character has)
[B]Weaknesses[/B]: (Weak sides of a character. Fears, inabilities, inexperience, emotional issues, mental issues, etc. Only ones that could be said to negatively affect the character)



[B][U]FLUFF (Optional)[/U]
Hobbies[/B]: (What does the dark lord do in his free time, when not vying for supremacy over the world?)
[B]Quote\s[/B]: (Notable things that the character has said, that may show off their personality or speech type)
[B]Theme[/B]: (Musical theme)
[B]Other[/B]:
 
38d7d0f3cab68560400d2d57615b7d32.jpg


BASIC INFORMATION
Name
: Vespera Marine Seyres (Marine is pronounced Mar-Rin-Neh)
Aliases: Hermes- The title given to her by the king for being the fastest mail courier in the kingdom
Age: 224
Gender: Female
Race: True Blood Vampire- Vampire by birth from 2 vampires by birth
Class: The Detective; The Swashbuckler



PERSONAL
Sexuality:
Bisexual
High Concept: A friendly mail courier who got begged to join a desperate guild
Character Alignment: Chaotic Good
Relatives: Edmond and Maria Seyres- Her parents, and high aristocrats in the kingdom
Organizations\Affiliations:
The Stoneroses- The guild she was asked to join

Bio: Vespera was born to a family of aristocratic vampires. As someone who loved to run around and explore, she quicky got a job as a mail courier from the age of 10, making easy money delivering mail to the denizens of the city in which she lived. At adulthood, Vespera decided to leave the nest to achieve greatness on her own. While she can always go back, it's either she makes her way here, or she goes back and is forced into a political marriage. Her mother didn't agree with Ves's decision, but her father insisted that she goes to find her own way. As a vampire, thus immortal, she has nothing but time and, as such, she's still essentially a child in the grandest scheme of things. Her parents are both over 500 years old.

The Guildmaster, Arnold Asella, saw her speed carrying mail, he literally got down on his knees and begged her to join the guild. Unable to say no to that thumb of a man, Ves reluctantly joined. Luckily, Ves is a well known name around the neighboring cities, known for extremely timely deliveries and friendly service. In fact, it has earned recognition from the King, who gave her the title of Hermes, named after the Greek messenger of the gods, known for his speed. She is

"Day or Night, I'll deliver your package for a price!"

Within the Null Realm
Vespera had always had to deal with discrimination, being a Daedric woman in a Holy City. That discrimination got EXPONENTIALLY worse after the invasion and after Kraiven got plunged into the Null Realm, aka the Spirit Sea. Now in a realm of timelessness, it seems like the mentality of the people were locked in. No amount of work she did changed that fact that she was Daedric woman in a Holy city. No amount of goodwill or vital services she rendered would make her rise above "useful trash", someone to spit on if they weren't rendering services. She was a Vampire first and a person second. There was always options outside of Toron and Kraiven in general to deliver to that gave her a break from harsh treatment. Now? A girl clipped of her wings and trapped in a place where she was forced to deal with people who fundamentally hate her despite their need for her, it drained her mental state horrendously. Driven to the point of frequent lingering suicidal ideation, her work became the only thing keeping her from jumping into the Spirit Sea and ending herself, yet doing her work kept her in the way of harsh treatment. A terrible cycle of abuse. Cut off from her family, Ves felt like she never had a support circle, save for those like Efilisa

This went on for 200 years.


Ripped from the Null Realm
2 Centuries later, Kraiven was ripped from the Null Realm and thus began the battle with the forces of the ancient demon Mozreliun. The forces were defeated and the demon ultimately subjugated, but not without a devastatingly high casualty rate


Notable Relationships:
  • Positive
    • Nancy Noi: Best Friend; Loves (Platonic)
    • Efilisa the Receptionist: Attracted to; Loves
    • Demestral Asella: Friend; Loves
    • Arnold Asella: Guildmaster; Friend
  • Neutral
    • Mariah the Watcher: Positive-Aligned Neutral
      • Kept at arm's reach due to her being a follower of the Goddess Mariana
    • Nellie Noi: Pure Neutral
      • As a Scion of the Goddess, this is about as good as Nellie is going to get
    • Elaina Melora: Negative-Aligned Neutral
  • Negative
    • Mariana, Goddess of the Deepest Deep: Despises
      • This negatively affects Vespera's relationship with anyone who follows her
    • King Hemhart (Deceased): Despises
    • Evangeline the Enforcer: Frightened of

PHYSICAL
Weapons & Armor
:
  • Magic Enchanted Clothing- Her clothing is enchanted with defensive magic. This allows her to wear her normal clothes without dying in a single hit. That being said, it's still not exactly suitable for fighting in
  • Baton- An extendable baton made of Mythril given to her by her father. Allows her to defend herself without lethal force
  • Claws- She can use her claws as weapons in unarmed combat if needed
  • Fangs- As with every vampire, Ves's fangs are a weapon in itself. Her teeth are razor sharp.
  • Rocks- Ves has a bag of rocks she uses for longer range if needed. Her Vampire Strength makes these a viable projectile, and when combined with Bloodlust, these rocks become easily able to splatter someone's brains (something Ves has fortunately never had to experience)
Items & Personal Belongings:

  • Money
  • Unholy Water- The Dark equivalent of Holy Water. This water is black as tar, and is toxic to those under holy influence
  • Blood Vials- Blood in a vial used to stave off hunger and activate Blood Empowerment
  • Blood Pills- Blood in pill form. It doesn't stave off hunger much, but they take much less blood than to fill a blood vial. Their primary use is to activate Blood Empowerment
  • Canteen- This canteen Ves usually fills with blood. This is what she typically uses on a normal day for her nourishment.
Skills & Abilities:
  • Perfect Short Swordsman- From over 200 years of training, she has this craft absolutely perfected
  • Expert Climber
  • Blood Sense- Ves can sense blood, and identify people by their blood
  • Expert Tracker
  • Animal Communicator- She can talk to bats
Spells & Magic:
  • Blood Empowerment- Passive: When she consumes blood (at least a shot), Ves heals and gains both super speed and super strength for 60 seconds. Timer resets if she consumes more blood.
  • Beginner Thunder Magic- Mostly used to inflict paralysis against a hostile
    • Honed to Perfection. It is incredibly potent beginner level Thunder Magic, on the same level as an Advanced Thunder Mage with those beginner spells
  • Blood Magic- Mostly used to bottle already spilled blood into capsules, vials, or her canteen
  • Transformation- Into a Bat and back, Vespera can transform

Weaknesses:
  • Holy Magic- As with all unholy beings, she is weak to Holy Magic. This includes holy-enchanted relics, sanctified grounds, and holy water
  • Not a killer- Ves may be a vampire, but she is by no means a killer. While blood is fine, she is squeamish to gore
  • Berserker State- If her bloodlust gets too overwhelming, she will go berserk, getting immensely strong but losing any and all reason
  • Heat- While her True Blood nature keeps her from dying from sunlight, Ves still gets hot very easily.
  • Tainted Blood- Blood tainted with alcohol, drugs, or disease can pass on those effects to Ves.
  • Need to Feed- Blood is Ves's primary source of nourishment. While she can eat other stuff, blood is the most effective source of nourishment. Blood is also only thing that keeps Bloodlust at bay. Fortunately, with her True Vampire Blood, she can feed on any source of blood
  • Not a Fighter- Vespera has some fencing training, but she is not an effective fighter. Her arsenal is more for self-defense without the intent to kill.



FLUFF (Optional)
Hobbies
: City Exploration, Talking to the bats, playing violin and piano, pitching practice
Quote\s: "These packages aren't gonna deliver themselves!"
Theme: (Musical theme)
 
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BASIC INFORMATION
Name
: Nancy Noi
Aliases: Nervous Nancy
Age: 23
Gender: Male
Race: Lungborne Locathah
Class: "Alchemist"


PERSONAL
Sexuality:
Pansexual
High Concept: Hold the fish-out-of-water jokes, please...
Character Alignment: Lawful Neutral
Relatives:
  • Nelson "Nellie" Noi - Fraternal Sister, Elementalist Mage
Organizations\Affiliations:
  • The Stoneroses - New Member
  • Goddess Mariana - Follower
Bio:
Clutch sired by an esteemed Arch-Mage of great power, Nancy was hatched with great expectations weighing on his shoulders. Especially since his people, an isolated Locathah colony dwelling in a hidden network of springs, regarded the magic arts as the highest form of worship to their Goddess, Marianna of the Sea. As soon as he grew up from a fry, those expectations weighed heavier than the briny waters their ancestors had left behind. Each of his siblings were placed in a magic tutelage to expand upon their natural born abilities. Each poured themselves into their studies, and each passed the test that marked them as worthy Mages.

Each save for Nancy, that is. Problem was, while his siblings had inherited their father's Elemental Attunement (ability to tap into elemental forces), Nancy's ability to cast spells was limited to shooting excess slime coat from his palms. It wasn't impressive by any comparison to his Water and Ice Mage siblings, making him the black sheep of their prestigious family. But he didn't want to let them down. Though lacking in one area, he had a sharp mind when it came to other magical arts. Alchemy was his go-to, harvesting the bounty of the natural world to make creations his mana couldn't.

It wasn't enough to satisfy his family, when most Lungborne dabbled in alchemy to enhance every day life. To nobles, it was the lowest form of art and worship. To Nancy, it was all he had to offer. Feeling like he had no place among his own family, he found little solace among the everyday laymen as well, as his budding skills were not up to par with anything worth paying. In an isolated world, he felt further isolated by the only people he had.

What else to do, than leave? It was lucky that one of his sisters had the same idea, as the dangerous marshland that surrounded their home was treacherous and inhabited by wild beasts. Being the most powerful mage among her siblings, her Ice Summoning was expected to be used in service of the clergy. She just wanted to throw ice spikes at things. Mutual dissatisfaction and a daring endeavor led them on a path out from home, to the Kingdom of Kraiven.

Finding work was easy for his sister. Her skill and magical prowess on par with some of the most powerful Elf Mages, she was readily accepted into one of the more illustrious Magic Guilds of the kingdom, The Sacrament of the Arcane. Her less accomplished brother? Not so much. One bad impression was enough to have that door slammed in his face. Who would have thought dragon's tongue and garlic seed made humans blow fireballs out the wrong end, huh? No self-respecting guild of the King's would want an oddball of an "alchemist", a title he now reluctantly bore. No one wanted a failure like him.

Except for other failures. Thank the Goddess for the Stoneroses.


PHYSICAL
Appearance:
(Picture ref coming soon)
See to the Lungborne reference sheet for overall appearance.

Nancy overall is pretty sizable compared to his humanoid peers. Standing upright at 6'5, which brings him around 12'10 in length total including the tail, he already towers over much of the Toron population. Fluctuating around 450 lbs, he has the heavier build associated with a nerdy shut-in who doesn't go out much (not obese, but overweight). The size alone and the unblinking stare tend to have the immediate reaction of intimidation in humans unfamiliar with Locathah, but it never lasts long in anyone short of a fish phobia. His generally nervous, yet sweet disposition quickly erases any fears, and he has a knack for turning folks around with this mostly unintentional charisma.

Chubby with a round face and a fat tail, "shaped like a friend" describes him aptly. Yes, he gives amazing hugs, if you don't mind the cooler body heat (just ask first please). His eyes are a soulful dark grey, his scales reticulated and with a marbled blue-grey pattern. The scales thin out around the fins, barbels, and underbelly, hinting at cream, pinkish skin. Of course, most of this is wrapped up in a dingy old mage robe, with a hood that protects him as much from the sun as from side-eyes from passers by. Along with this wardrobe is a belt for his travel bags, simple foot wrappings or boots depending on the occasion, and a necklace with an amethyst crystal set in the center.
Weapons & Armor:
  • Enchanted Mage Robes + Hood - Protects more against the elements than physical blows, but offers some defense
  • Shiv - Just in case
  • Crushing Bite - His jaw and teeth are designed to break crustacean shells. Bones won't be much better off, let alone flesh
Items & Personal Belongings:
  • Telepsychic Relic - A modified communication crystal fitted as a necklace. Converts thoughts into human speech, and allows him to communicate with landwalkers. Works above and below water. Only speaks in languages he knows.
  • Enchanted Notebook - A parchment notebook that replicates anything written onto an identical notebook. Allows Nancy to record his research without risk of losing it while out in the field.
  • Satchel - Nothing but moths here
  • Travel Pack - Full of spare flasks and random, common reagents
Skills & Abilities:
  • Amphibious - Fully functional above and under water
    • Interchangeable Lungs and Gills
    • Mucus Membrane - Protects his skin against the elements and keeps him from dehydrating
  • Master Swimmer
  • Dexterous - Eel-like physiology allows him to slip into tight corridors
  • Heightened Senses - All senses aside from sight are stronger than the average humanoid. Comes with the drawback of frequent overstimulation
  • Cold Resistant
  • Intermediate Florist/Mycologist - Knows many plants and fungi by name and use
  • Beginner Sign Language - He just learned this was a thing, and only knows a handful of signs
Spells & Magic:
  • Weak "Water" Summoning- Summons water from the palms of his hands. Due to his mucus glands working overtime, water comes out in a viscous, slippery consistency.
    • Wall Coat - Covers the walls and floors with mucus, making an effective slipping hazard
    • Blind - Obscures an enemy's vision when shot in the face
  • Novice Alchemist- To make up for his questionable summoning abilities, he's taken to potion-making. With mixed results.
    • Ability Buff (and Debuff) - Concocts a potion that buffs a drinker's preexisting skills. Also offsets with a negative side effect. (ie, a potion that buffs mana reserves at the expense of mental clarity)
Weaknesses:
  • Noncombatant - No combat experience/knowledge outside of self-defense; low pain tolerance
  • Heat/Drought Sensitive
  • Awkward Landwalk - Though he can live indefinitely out of water if he desired, he'll always be much more agile in water than in land due to his body structure.
  • Anxious - Culture shock and his inability to find work has left him increasingly frazzled
  • Sensitive Gills - A crippling hit if struck
  • Mute - He lacks vocal chords. Without his relic, he'd have no means of easy communication beyond writing and sign.


FLUFF
Hobbies
:
  • Creative writing
  • Cataloguing ingredients
  • Exploring the local waterways (and avoiding people)
Quotes:
  • "Um... HOW many people are gonna be watching, again?"
  • "I sure hope this works..."
Theme:
 
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BASIC INFORMATION
Name
: Nancy Noi
Aliases: Nervous Nancy
Age: 23
Gender: Male
Race: Piscean (Lungborne)
Class: The Sorcerer/Alchemist??


PERSONAL
Sexuality:
Pansexual
High Concept: Hold the fish-out-of-water jokes, please...
Character Alignment: Lawful Neutral
Relatives:
  • Nelson Noi - Fraternal Sister, Elementalist Mage
Organizations\Affiliations:
  • Sovereign of Springs - Mother and leader of the Lungborne colony
Bio:
Hailing from a secluded natural spring in distant forests, Nancy is a Lungborne (also known as River Gillborne to landwalkers), a variant of freshwater, amphibious Gillborne who branched off from their ocean-dwelling cousins countless generations ago. Their isolated community was recently discovered by the King's scouts within the last three decades. The King had little reason to claim their monster-guarded territory for what minute resources it had. In turn, the Lungborne had no reason to defend against or flee from a nonhostile invader. Thus, a trade of information was easily established. The King's scholars documented more about the fishfolk, and the Lungborne learned more about the world that laid beyond.

Though normally a reclusive people, their curious Sovereign of Springs wanted to broaden their horizons. This task was appointed to her two eldest children (eldest in that they were the first of the clutch to hatch, that is). Nancy and Nelson, human names taken in honor of the respected pair of researchers who worked with their mother, were sent to get up and personal to the landwalkers. They realized that they swapped the genders of the names way later, but the papers had already been processed, and it would have been a big hassle... anyway, Nelson was the bargaining chip with the King, a Water and Ice Summoner of exceptional talent and ability. Her skill and magical prowess on par with some of the most powerful Elf Mages, she was readily accepted into one of the more illustrious Magic Guilds.

Her less accomplished brother? Not so much. One bad impression was enough to have that door slammed in his face. Who would have thought dragon's tongue and garlic seed made humans blow fireballs out the wrong end, huh? No self-respecting guild of the King's would want an oddball of an... alchemist? Elementalist? Nancy himself still isn't sure what he qualifies as, but one thing's for sure: unemployment is a beast no Lungborne could be ready for.


PHYSICAL
Appearance:
As a Gillborne, Nancy fits the bill of a walking fish. The Lungborne aptly resemble lungfish in appearance, their nonsapient counterparts. A long, serpentine body, upright standing at 6'5, not counting the long paddle tail, which brings him over 7' in length total. His legs and arms are on the shorter side, making his walking gait a bit of an awkward hobble, and each ending with wide, paddle-like hands and feet. He has a long face with grey, unblinking eyes, and two lobe fins that mimic ears on his head. His scaleless skin is speckled with brown and black, and is covered in a mucus membrane that dries to a smooth surface when above water.
Weapons & Armor:
  • Enchanted Mage Robes + Hood - protects more against elemental damage than physical blows, but offers some defense
  • Shiv
Items & Personal Belongings:
  • Telepsychic Relic - A modified communication crystal fitted as a necklace. Converts thoughts into human speech, and allows him to communicate with landwalkers. Works above and below water. Currently only speaks in English.
  • Enchanted Notebook - A parchment notebook that replicates anything written onto an identical notebook in the Sovereign's hold. Both waterproof, a gift given by the landwalker researchers to aid her and her children in their studies
Skills & Abilities:
  • Amphibious- Fully functional above and under water
    • Interchangeable Lungs and Gills
    • Mucus Membrane - Protects his skin against the elements and keeps him from dehydrating
  • Master Swimmer
  • Dexterous - Eel-like physiology allows him to slither into tight corridors
  • Cold Resistant
  • Intermediate Beast Lore - Being a physically frail race and easy pickings for predators, he's been educated since a young fry on the beasts of land and water that would hunt them
  • Beginner Sign Language - He just learned this was a thing, and only knows a handful of signs
Spells & Magic:
  • Weak "Water" Summoning- Summons water from the palms of his hands. Due to his mucus glands working overtime, water comes out in a viscous, slippery consistency.
    • Wall Coat - Covers the walls and floors with mucus, making an effective slipping hazard
    • Blind - Obscures an enemy's vision when shot in the face
  • Novice Alchemist- To make up for his questionable summoning abilities, he's recently taken to potion-making. With mixed results.
    • Ability Buff (and Debuff) - Concocts a potion that buffs a drinker's preexisting skills. Also offsets with a negative side effect. (ie, a potion that buffs mana reserves at the expense of mental clarity)
Weaknesses:
  • Frail
  • Heat Sensitive
  • Awkward Landwalk - Though he can live indefinitely out of water if he desired, he'll always be much more agile in water than in land due to his body structure.
  • Anxious - Culture shock and his inability to find work has left him increasingly frazzled
  • Sensitive Gills - A crippling hit if struck
  • Mute - He lacks vocal chords. Without his relic, he'd have no means of easy communication beyond writing. Landwalkers probably can't read bubbles.


FLUFF
Hobbies
:
  • Creative writing
  • Cataloguing ingredients
  • Exploring the local waterways (and avoiding people)
Quotes:
  • "Um... HOW many people are gonna be watching, again?"
  • "I sure hope this works..."
Accepted
 
Name: Yaokai Smolder

Aliases: Kai (by his 'family') Dweller, Foxy

Age: 22

Gender: Male

Race: Kitsune, but not in the traditional sense. This species is a race of humanoid foxes that dwell in extreme climates usually, such as arid deserts, freezing tundra's, torrential downpour forests and some even live deep underground in pitch blackness. A kitsune can have a varying amount of tails, however many tails one has determines their level of innate magic that lies inside them. Kitsune as they grow older often can grow more tails depending on their trainings with magic, it is very rare and almost unheard of that a Kitsune has one tail, and furthermore doesn't grow any more.

Kitsune come in different colors ranging from dark gray, rust, orange, red, blue, white and yellow, they are smaller creatures usually never being over 4'5". Their tails are their greatest strength and their greatest weakness, grabbing onto a Kitsune's tail can cause one to curse you but it can also make the Kitsune feel ill, they protect their tails at all cost. It is thought that a bearer of one tail is bad luck amongst the Kitsune clans

A Kitsune can be a master of elements, often they are assigned a Sigil marking at birth that determines the elemental prowess. Sigils can dictate fire, air, earth, water, light, dark and more.
A kitsune can practice other magic but it wont come as naturally as the kind that is dictated by their Sigil marking. Every Kitsune is born with a Sigil; those born with a dark magic Sigil tend to be destined for evil and can be thrust out of their clans at birth.

Class: The Pickpocket, The Musician

PERSONAL

Sexuality:
Straight

High Concept: An edgy walking, talking sob story, now with assholery!

Character Alignment: Chaotic Neutral

Relatives: Unknown

Organizations\Affiliations: Malumvilus Circus (Former employer, Against will) The Underdwellers (Family 'Business')

Bio: Yaokai was abandoned and found in a field as a small Kit. He was 'employed' by his saviors brother in his Circus, he was a pickpocket amongst other things in the circus. (to be revealed) Yaokai was most likely abandoned due to him only having one tail as well as a Dark Sigil. Two big no-no's in the Kitsune clans. Yaokai was taught the art of thievery and later escaped with some...Minor inconveniences. He found his way into a small community, or 'family' as they called themselves: The Underdwellers, an underground criminal organization that specialized in trickery and thievery. Yaokai eventually decided that he didn't just want to steal his whole life to get by, and things from his past that haunted him were starting to give him more frequent nightmares so he decided to do something with his life and join a Guild. Unfortunately no one wanted a petty thief who was, honestly, kind of a major asshole at times. He'd heard whispers of a Guild that would allow those not wanted elsewhere and decided to join.



PHYSICAL
Appearance: 88194326_579567832636208_3000945730488631296_n.jpgalways wears his cloak, refuses to let others see him without. Carries a small lute strapped to his back. 4 feet exactly

Weapons & Armor: Small Daggers

Items & Personal Belongings: Pocket Change, Lute, Some bandage wrappings, Deck of cards

Skills & Abilities: Pickpocketing, Deceit, Songwriting (albeit cynical and dark songs), Ability to squeeze in small areas and quick-footed, quick-witted and ability to come up with insults, can speak Sylvan (he figures he must have learned it before being abandoned.)

Spells & Magic: he's been too afraid to practice magic, though he does have the potential to use Dark Magic, however having one tail, he always believed he wouldn't be
able to conjure any even if he wanted to (This is the opposite of the truth but that's spoilers oop)
Exception: Kitsune have the ability to produce flames, he just hasn't done so as he's afraid of fire.

Weaknesses: PTSD when it comes to certain names being spoken and large fires. Tail being grabbed, Large fear of fire as noted before, he can handle small fires in the form of matches or a torch but even staring into a fireplace or a cooking fire can bring back bad memories. Hard to hold his tongue



FLUFF (Optional)
Hobbies
: Gambling, Magic tricks, Drinking, Being a dick

Quote\s: "Is there room for one more in that coffin, I think we'll need it."

Theme: To be added

Other: N/A
 
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Name: Yaokai Smolder

Aliases: Kai (by his 'family') Dweller, Foxy

Age: 22

Gender: Male

Race: Kitsune, but not in the traditional sense. This species is a race of humanoid foxes that dwell in extreme climates usually, such as arid deserts, freezing tundra's, torrential downpour forests and some even live deep underground in pitch blackness. A kitsune can have a varying amount of tails, however many tails one has determines their level of innate magic that lies inside them. Kitsune as they grow older often can grow more tails depending on their trainings with magic, it is very rare and almost unheard of that a Kitsune has one tail, and furthermore doesn't grow any more.

Kitsune come in different colors ranging from dark gray, rust, orange, red, blue, white and yellow, they are smaller creatures usually never being over 4'5". Their tails are their greatest strength and their greatest weakness, grabbing onto a Kitsune's tail can cause one to curse you but it can also make the Kitsune feel ill, they protect their tails at all cost. It is thought that a bearer of one tail is bad luck amongst the Kitsune clans

A Kitsune can be a master of elements, often they are assigned a Sigil marking at birth that determines the elemental prowess. Sigils can dictate fire, air, earth, water, light, dark and more.
A kitsune can practice other magic but it wont come as naturally as the kind that is dictated by their Sigil marking. Every Kitsune is born with a Sigil; those born with a dark magic Sigil tend to be destined for evil and can be thrust out of their clans at birth.

Class: The Pickpocket, The Musician

PERSONAL

Sexuality:
Straight

High Concept: An edgy walking, talking sob story, now with assholery!

Character Alignment: Chaotic Neutral

Relatives: Unknown

Organizations\Affiliations: Malumvilus Circus (Former employer, Against will) The Underdwellers (Family 'Business')

Bio: Yaokai was abandoned and found in a field as a small Kit. He was 'employed' by his saviors brother in his Circus, he was a pickpocket as well as a performer, providing music while other acts performed. Yaokai was most likely abandoned due to him only having one tail as well as a Dark Sigil. Two big no-no's in the Kitsune clans. Yaokai was taught the art of thievery and later escaped with some...Minor inconveniences. He found his way into a small community, or 'family' as they called themselves: The Underdwellers, an underground criminal organization that specialized in trickery and thievery. Yaokai eventually decided that he didn't just want to steal his whole life to get by, and things from his past that haunted him were starting to give him more frequent nightmares so he decided to do something with his life and join a Guild. Unfortunately no one wanted a petty thief who was, honestly, kind of a major asshole at times. He'd heard whispers of a Guild that would allow those not wanted elsewhere and decided to join.



PHYSICAL
Appearance: View attachment 1035189always wears his cloak, refuses to let others see him without. Carries a small lute strapped to his back

Weapons & Armor: Small Daggers

Items & Personal Belongings: Pocket Change, Lute, Some bandage wrappings, Deck of cards

Skills & Abilities: Pickpocketing, Deceit, Songwriting (albeit cynical and dark songs), Ability to squeeze in small areas and quick-footed, quick-witted and ability to come up with insults

Spells & Magic: None currently, he's been too afraid to practice magic, though he does have the potential to use Dark Magic, however having one tail, he always believed he wouldn't be
able to conjure any even if he wanted to (This is the opposite of the truth but that's spoilers oop)

Weaknesses: PTSD when it comes to certain names being spoken and large fires. Tail being grabbed, Large fear of fire as noted before, he can handle small fires in the form of matches or a torch but even staring into a fireplace or a cooking fire can bring back bad memories. Hard to hold his tongue



FLUFF (Optional)
Hobbies
: Gambling, Magic tricks, Drinking, Being a dick

Quote\s: "Is there room for one more in that coffin, I think we'll need it."

Theme: To be added

Other: N/A
Nice drawing. Accepted. Post at will
 
BASIC INFORMATION
Name
: Quiwynn (Alt Spelling: Quinn)
Aliases: Witch Doctor
Age: 23 human years
Gender: Female but identifies as non-binary (She/They)
Race: Firbolg (DnD 5e Race)
Class: The Druid/Healer



PERSONAL
Sexuality:
Asexual (Panromanic)
High Concept: A druid that values life but also respects the need for death for, without death, life has no beginning.
Character Alignment: Neutral Good
Relatives: Their parents are most likely alive and still
Organizations\Affiliations: A small hidden tribe of druids
Bio:
Born into a small tribe of druids, they had nothing special about their life. They were raised in a forest, and were happy with their quiet life and studying medicine like their mother. This was until one day, they accidentally ate a mushroom that happened to be highly poisonous, thinking it was one that was safe to eat. The side effects happened rapidly, causing her parents to do everything in their power to keep them alive. However, as she was potentially dying in her bed, Quiwynn knew that death was coming, and did not fear it. In fact, she accepted this fact at such a young age, repeatedly telling her parents "It's okay if I die." only to get a response "You will not die!". Within days, Quiwynn was back on their feet, very much alive. This was her first encounter with death and not the last. It was this first experience that lead to her belief in the importance of death, which wasn't as highly emphasized as life in this clan. As she grew older and started to gain some abilities as fellow druids, Quiwynn felt something off, and it all appeared too quickly. She had just turned into an adult, many other members of her tribe were concerned about her continued studies of death and fascination with it, as she is always testing and trying what was safe and unsafe, constantly bringing themselves to near death since that first encounter with death. With enough encounters with death, she started to understand how life blooms from death, like other various fungi. That's when she accidentally cast magic she knew she had, but never used, necrotic damage, seeing the chilling ghostly hand grab hold of a fellow druid that was taunting her once again. They had never fit into this tribe of druids, their values were far too different. Without waiting for the uproar that followed this magic, she would run. And that is how she ended up leaving that forest and starting on her own. Over the next few years, she finally had the freedom to study and explore the world outside of that isolated tribe, and managed to make a living with her ability to understand medicine and herbs, creating mixtures and sometimes portions for travelers and became what now call them "Witch Doctor". However, this meant she was stuck in one place, and they wanted to continue exploring until they learned the need for money and heard about a guild, something that might help her keep an income coming in, but give her the chance to continue to explore.


PHYSICAL
Appearance:

image0.JPG
They stand at about 7'7 (in counting) when standing fully upright but tends to be hunched over since most other creatures and places are built for shorter creatures. When they travel they put on some minor leather armor but prefer to not wear it.

Weapons & Armor:
  • Simple leather armor
  • A dagger just in case
  • A short bow with a quiver
Items & Personal Belongings:
  • Various bags and bottles containing different plants and herbs
  • Books: To read for fun and to study
  • Parchment w/ink and quill: To take notes on their current studies or any ideas
  • A large staff that is overgrown with different plants (mostly mushrooms as they are studying them right now) and so they always have nature with them even in a city with low nature
  • A mushroom cap-hat, it has no magical abilities but magic does keep it fresh
  • A bag with basic medical supplies (bandages, medical tools, etc.)
Skills & Abilities:
  • Medic: They understand how different herbs and plants can be used to heal others in different ways, both for physical and even mental issues
  • Firbolg strength: As a relative to the giant kin, they are naturally stronger than most, even the weakest firbolg could lift a bolder
  • Speech of Beast and Leaf: The ability to have a slightly better understanding of plants and animals, not able to fully communicate but gain slight insight as to what they might be feeling and saying
  • Attune to nature: Good at knowing paths through nature and identifying safe and unsafe plants
  • Navigating and tracking: Ae they once did wander around for a few years and can connect with nature (they talked to passing trees and weeds and such), they gained a good sense of direction and how to track down a variety of races, animals, and sometimes forms of transportation
Spells & Magic:
  • Druid craft: A small spell that allows the caster to interact with nature in very minor ways, as a druid, they can make a flower bloom, predict the weather of the next hour, or create small nature-related effects that can last for a few minutes such as leaves falling, or the sound of the wind.
  • Healing: With powers drawn from nature, with the right words and components, they can close and disinfect any wound to some extent, enough that one might be able to continue to battle until they can be properly treated
  • Chill touch: An unusual druid that values life and death equally learned the understanding of necrotic damage, that's most effective against anything undead as well as prevents whoever the spell is cast upon unable to heal until the spell is over. It appears as a ghostly hand that seems to sap away health at its target, an offensive spell just in case.
  • Wither and Bloom: In a small circle, plants begin to die and wither away. With their ability to understand the balance of life and death, she can take away the life from living creatures seen as an enemy and give small amounts of healing to those she sees as her allies, a spell she crafted in a combination with her other two spells and represent the balance of life and death. However, the damage and healing are not as effective as normal healing and chill touch spells.


Weaknesses:
  • Unskilled fighter: Hasn't been trained how to fight in any way
  • Hard to hide as a giant: Not the most stealth of creatures due to their large size already
  • Not a lot of protective armor: They only wear light armor since they're already large enough, making them easier to hit and take damage.
  • Doesn't fear death: A blessing and a cure, if they're going to die, they will gladly accept it as fact, and would easily throw their lives in front of someone else if they care about them enough
  • Overstimulation: Being a part of a small closed-off tribe means they aren't used to large crowds, while they have learned since they left, at times they can completely breakdown in group settings over 5 (going non-verbal, crying, lashing out, leaving at really bad times, etc.)
  • Mom friend: A responsible head on your shoulder means you have to watch others do the stupidest things and you have to come in and try and stop them, and they will try and will get hurt trying (they would die for someone if needed)



FLUFF (Optional)
Hobbies
: Collecting herbs to use or study, reading for fun and to learn more, trading their medical herbs for other needs, and selling them when needed to make a living
Quote\s:
"I have no reason to fear death, if I die I know nature will reclaim my body to create new life."
"Life and death are a cycle that balances each other out. One without the other would bring an end to our existence."


Theme:


Other:
This is heavily based on a retired dnd character that I've wanted to use in roleplay for a while, I just reallllly leveled them down
 
Last edited:
BASIC INFORMATION
Name
: Quiwynn (Alt Spelling: Quinn)
Aliases: Witch Doctor
Age: 23 human years
Gender: Female but identifies as non-binary (She/They)
Race: Firbolg (DnD 5e Race)
Class: The Druid/Healer



PERSONAL
Sexuality:
Asexual (Panromanic)
High Concept: A druid that values life but also respects the need for death for without death, life has no beginning.
Character Alignment: Neutral Good
Relatives: Their parents are most likely alive still
Organizations\Affiliations: A small hidden tribe of druids
Bio:
Born into a small tribe of druids, they had nothing special about their life. They were raised in a forest, and was happy with their quiet life and studying medicine like their mother. This was until one day, they accidentally ate a mushroom that happened to be highly poisonous, thinking it was one that was safe to eat. The side affects happened rapidly, causing her parents to do everything in their power to keep them alive. However, as she was potentially dying in her bed, Quiwynn knew that death was coming, and did fear it. In fact, she accepted this fact at such a young age, repeatedly telling her parents "Its okay if I die." only to get a response "You will not die!". Within days, Quiwynn was back on their feet, very much alive. This was her first encounter with death, and not the last. It was this first experience that lead into her belief of the importance of death, that wasn't as highly emphasized as life in this clan. As she grew older and started to gain some abilities as fellow druids, Quiwynn felt something off, and it all appeared too quickly. She had just turned into an adult, many other members for her tribe concerned about her continues studies of death and fascination with it, as she is always testing and trying what was safe and unsafe, constantly brining themselves to near death since that first encounter with death. With enough encounters with death, she started to understand how life and bloom from death, like other various fungi. Thats when she accidentally cast a magic she knew she had, but never used, necrotic damage, seeing the chilling ghostly hand grab hold of a fellow druid that was taunting her once again. They had never fit into this tribe of druids, their values were far to different. Without waiting for the uproar that followed this magic, she would run. And that is how she ended up leaving that forest, and started on her own. Over the next few years, she finally had freedom to study and explore the world outside of that isolated tribe, and managed to make a living with her ability to understand medicine and herbs, creating mixtures and sometimes portions to travelers and became what some now call them "Witch Doctor". However, this meant she was stuck in one place, and they wanted to continue exploring until they learned the need for money and heard about a guild, something that might help her keep an income coming it, but give her the chance to continue to explore.


PHYSICAL
Appearance:

View attachment 1035879
They stand at about 7'7 (in counting) when standing fully upright but tends to be hunched over since most other creatures and places are built for shorter creatures. When they travel they put on some minor leather armor but prefers to not wear it.

Weapons & Armor:
  • Simple leather armor
  • A dagger just in case
  • A short bow with a quiver
Items & Personal Belongings:
  • Various bags and bottles containing different plants and herbs
  • Books: To read for fun and to study
  • Parchment w/ink and quill: To take notes on their current studies or any ideas
  • A large staff that is over grown with different plants (mostly mushroom as they are studying them right now) and so they always have nature with them even in a city with low nature
  • A mushroom cap-hat, it has not magical abilities but magic does keep it fresh
  • A bag with basic medical supplies (bandages, medical tools, etc.)
Skills & Abilities:
  • Medic: They understand how different herbs and plants can be used to heal others in different ways, both for physical and even more mental issues
  • Firbolg strength: As a relative to the giant kin, they are naturally stronger than most, even the weakest firbolg could lift a bolder
  • Speech of Beast and Leaf: The ability to have a slightly better understanding of plants and animals, not able to fully communicate but gain slight insight as to what they might be feeling and saying
  • Attune to nature: Good at knowing paths through nature and identifying safe and unsafe plants
  • Navigating and tracking: Ae they once did wonder around for a few years and can connect with nature (they talked to passing tress and weeds and such), they gained a good sense of direction and how to track down variety of races, animals, and sometimes forms of transportation
Spells & Magic:
  • Druid craft: A small spell that allows the caster to interact with nature in very minor ways, as a druid, they can make a flower bloom, predict the weather of the next hour, our create small nature related effects that can last for a few minutes such as leaves falling, or the sound of wind.
  • Healing: With powers drawn from nature, with the right words and components, they can close and disinfect any wound to some extent, enough that one might be able to continue to battle until they can be properly treated
  • Chill touch: An unusual druid that values life and death equally learned the understand of necrotic damage, thats most effective against anything undead as well as prevents whoever the spell is casted upon to heal until the spell is over. It appears as a ghostly hand that seems to sap away health at its target, an offensive spell just in case.
  • Wither and Bloom: In a small circle, plants begin to die and wither away. With their ability to understand the balance of life and death, she can take away life from living creatures seen as an enemy and give small amounts of healing to those she sees as her allies, a spell she crafted in combination of her other two spells and represent the balance of life and death. However, the damage and healing is not as effective as a normal healing and chill touch spell.


Weaknesses:
  • Unskilled fighter: Hasn't been trained how to fight in any way
  • Hard to hid as a giant: Not the most stealth of creatures due to their large size already
  • Not a lot of protective armor: They only wear light armor since they're already large enough, making them easier to hit and take damage.
  • Doesn't fear death: A blessing and a cure, if they're going to die, they will gladly accept it as fact, would easily throw their lives in front of someone else if they care about them enough
  • Overstimulation: Being apart of a small closed off tribe means they aren't used to large crowds, while they have learned since they left, at times they can completely breakdown in group settings over 5 (go non-verbal, crying, lashing out, leaving at really bad times, etc.)
  • Mom friend: A responsible head on your shoulder means you have to watch others do the stupidest things and you have to come in and try and stop them, and they will try and will get hurt trying (they would die for someone if needed)



FLUFF (Optional)
Hobbies
: Collecting herbs to use or study, reading for fun and to learn more, trading their medical herbs for other needs and selling them when needed to make a living
Quote\s:
"I have no reason to fear death, if I die I know nature will reclaim my body to create new life."
"Life and death are a cycle that balances each other out. One without the other would bring an end to our existence."


Theme:


Other:
This is heavily based off an retired dnd character that I've wanted to use in roleplay for awhile, I just reallllly leveled them down

You are accepted. Post at will
 
inbound8145986190671104610.png
Name: Æria
Aliases: The Man Devourer, The Flesh Render, The Six Time Winner Of the Calloway Cosplay Commision-

Age: Technically 3,000 or so, but he's been funny asleep for the past 2,600.

Gender: Male.

Race: Tarrasqian.
Essentially, humanoid variations of the legendary Tarrasque.
Extremely tough natural armor, almost 7-8 feet tall, extremely strong, bearing sharp teeth and incredibly potent stomach acid.
However with all that physical prowess, comes loss of... Brain.
Incredibly dumb, and prone to aggravation. They also require up to 3 medium humanoids in calories as sustainance. Otherwise he gets grumpy and can be prone to....
Rash actions.

Class: Variant Barbarian gunslinger. Basically a barbarian but he has a funny gun.

PERSONAL
Sexuality: Aromantic Asexual. He's a beast of war and a man eater. He can't afford to have those feelings.

High Concept: Funny God eater turned smol, now sadge.

Character Alignment: Chaotic Neutral. (With a side of cannibalism.)

Relatives: N/A
Organizations\Affiliations: N/A
Bio: A Tarrasque that was attacked by Acererak and his Lich disciples, and turned humanoid in an ancient ritual to kill him. He disrupted the spell, however it went haywire and put him to sleep.
When he awoke, he was humanoid. He had nothing.



PHYSICAL
Appearance: Photo included.
Weapons & Armor: Natural armor (IE, DND terms ac 17)
Items & Personal Belongings: Nope.

Skills & Abilities: Extremely intimidating and freakishly strong.

Spells & Magic: His carapace is mildly resistant to magic.

Weaknesses: Extremely stupid. Is a cannibal and will regularly be forced to consume flesh in high quantity.



FLUFF (Optional)
Hobbies: Eating.
Quote\s: "I'm Hungy."

Theme: Do You Feel My Heartbeat (Gigachad Theme)
Other: N/A
 
View attachment 1036149
Name: Æria
Aliases: The Man Devourer, The Flesh Render, The Six Time Winner Of the Calloway Cosplay Commision-

Age: Technically 3,000 or so, but he's been funny asleep for the past 2,600.

Gender: Male.

Race: Tarrasqian.
Essentially, humanoid variations of the legendary Tarrasque.
Extremely tough natural armor, almost 7-8 feet tall, extremely strong, bearing sharp teeth and incredibly potent stomach acid.
However with all that physical prowess, comes loss of... Brain.
Incredibly dumb, and prone to aggravation. They also require up to 3 medium humanoids in calories as sustainance. Otherwise he gets grumpy and can be prone to....
Rash actions.

Class: Variant Barbarian gunslinger. Basically a barbarian but he has a funny gun.

PERSONAL
Sexuality: Aromantic Asexual. He's a beast of war and a man eater. He can't afford to have those feelings.

High Concept: Funny God eater turned smol, now sadge.

Character Alignment: Chaotic Neutral. (With a side of cannibalism.)

Relatives: N/A
Organizations\Affiliations: N/A
Bio: A Tarrasque that was attacked by Acererak and his Lich disciples, and turned humanoid in an ancient ritual to kill him. He disrupted the spell, however it went haywire and put him to sleep.
When he awoke, he was humanoid. He had nothing.



PHYSICAL
Appearance: Photo included.
Weapons & Armor: Natural armor (IE, DND terms ac 17)
Items & Personal Belongings: Nope.

Skills & Abilities: Extremely intimidating and freakishly strong.

Spells & Magic: His carapace is mildly resistant to magic.

Weaknesses: Extremely stupid. Is a cannibal and will regularly be forced to consume flesh in high quantity.



FLUFF (Optional)
Hobbies: Eating.
Quote\s: "I'm Hungy."

Theme: Do You Feel My Heartbeat (Gigachad Theme)
Other: N/A
Accepted. Post at will
 
d9z846q-11043d81-900b-4d99-8bb3-313915ce3a32.jpg


BASIC INFORMATION
Name
: Efilisa Oterah
Aliases: Efi
Age: 30
Gender: Female
Race: Arachne- Arachne is a type of Arachnis. Arachne specifically is what's essentially what looks to be a spider centaur
Class: The Beast



PERSONAL
Sexuality:
Bisexual
High Concept: A kind spider maiden always quaking in her exoskeleton
Character Alignment: Lawful Neutral
Relatives: TBA
Organizations\Affiliations: Stoneroses- A Receptionist and cleaner for the Stoneroses
Bio:
Born deep in Arachnis territory, a place called Hallow Nest, Efilisa hatched along with her 5 siblings to a peaceful Arachne parents. Not much of note happened as they grew up. Since the Arachnis tend to stay in Arachnis territory, Efi never travelled much. She graduated top of her class, learned English and, for a while, served as the Broodmother's translator for a while. At 29, Efi decided to leave Hallow Nest as her silk was high regarded among the Hallow Nest and she knew she could make it as a shopkeeper making luxury clothing

Once she made it to the human city of Toron, she found it hard to find someone even accept her. Even though Toron was known as a melting pot for many different species, Arachne were still fairly off-putting regardless. As a result, she began to struggle. It wasn't until a human man named Arnold Asella hired her as a receptionist for the rundown Stoneroses Guild, that she finally made some pocket change and had a place to stay (which wouldn't be important if not for people who'd see an Arachne and trying to kill her with fire

Firmly in her place as receptionist, it is her goal to make money while building up the guild so she can fund her real passion, which is to open a clothing store, making cloth armor, and luxury clothes with her high quality, healthy, strong silk. The first person she got to join? Vespera. One of the most renowned mail couriers in the Kraiven Empire. By getting Vespera on part time and becoming one of Ves's most dear friends, Efi is loyal to the Stoneroses despite not wanting to be a combatant



PHYSICAL
Weapons & Armor
:
  • Her Exoskeleton is incredibly hard and she can harden it to the hardness of steel with magic
  • Claws- Her nails can extend into claws and can secrete venom
  • Fangs- Her bite is incredibly strong and can poison her target

Items & Personal Belongings: Maid outfit to cover her human bits..........loosely. Efi has like no modesty given the culture she came from.
Skills & Abilities:
  • Expert Seamstress- She can use her silk to make/repair clothes, and can make writable silk paper
  • Master House Maid- Her cleaning is second to none. As an Arachne, she can very easily clean a place top to bottom
  • Master Receptionist- Her attention to detail and ease of talking to people make her very approachable.......if you can get pass the whole spider's body thing. She is extremely knowledgeable about the city of Toron, and will give you all the knowledge you need to succeed

Spells & Magic:
  • Harden- Hardens her Exoskeleton and skin to the hardness of reinforced steel
  • Silk Spin
  • Razor Silk- Spins silk with the hardness of steel, that is so thin yet durable, that it can cut the skin when touched
  • Venom- Her venom is immensely potent. The poison can completely liquify her target's organs if not cured, which will prevent them from being revived. This venom can secrete from her mouth, claws, and limbs
  • Healing Cocoon- She can wrap up an ally in silk. When wrapped, the ally begins to heal at a moderate rate

Weaknesses:
  • HATES fighting- Efi is not here to be a combatant
  • Her human half is more fragile than her spider half
  • Massive Backside- Yeah, her Aunt Fanny ass can make her a massive target. Only at midnight can she even attempt stealth
  • Unarmed
  • Untrained in formal combat- Don't expect her to do anything besides play dirty



FLUFF (Optional)
Hobbies
: Repairing Vespera's torn clothing, Knitting, tidying up, shining her exoskeleton
Quote\s: "Don't track dirt in, please." "Are you here to join?"
Theme: (Musical theme)
Other:
 
BASIC INFORMATION
Name
: ???
Aliases: Zeltzin Shirazi
Age: 276
Gender: Agender (she/they)
Race: Naga, 1/4th Gorgon
Class: The Sage; The Detective



PERSONAL
Sexuality:
Why don't you ask her?
High Concept: A merchant with an ant-sized business, hiding a network of sprawling secrets
Character Alignment: True Neutral
Relatives:
  • She has mothered two clutches. Unwilling to give details
Organizations\Affiliations:
  • The Daedric Lady of Taboos - Favored Follower
  • The Seven Point Palm - Store Owner
Bio:
No one knows where Zeltzin came from, or why she chose Kraiven to set up shop. She just arrived one day half a decade ago, bought a disheveled property a little too close to the slums, and turned it into a thriving magic business. Not quite booming on the scale of the most renown shops, but she caters to a very specific clientele: fellow Daedric users or creatures in need of wares and services hard to come by in a Holy city. As a result, she's earned a lot of favor and respect among the Daedric crowd, but just as much infamy among the predominantly Holy demographics.

Regardless, she's happy enough serving her community in the face of adversary. But business has been teetering off lately. Daedric citizens are moving out, and a publicly demoralizing fiasco has turned off potential new customers from setting foot in her shop. Foreseeing hard times in her future, Zeltzin has a new plan to set in motion that-- to her hope-- will pick things back up. But it's a bit of a longshot.



PHYSICAL
Appearance:
As a Naga person, Zeltzin is easily one of the largest citizens of Kraiven. Her full towering height while "standing" ends at 8'4 ft, and from head to tail-tip totals near 20 ft. Yeah, she's massive, and she doesn't try to hide it. With her scales of beautiful iridescence, colorful wardrobe, and an imposing countenance that demands respect, she sticks out in a crowd more than damn near everyone.

A mane of snakes adorns her boa-like head. How many exactly? Only she knows, since she always wears some sort of headdress or hood. Her choice of clothing is more conservative in general than typical Naga fare, fancying flowing sun dresses, but often has to settle with shorter tops given how much she has to lean just to navigate inside buildings.

View attachment 1134534View attachment 1134535

Her main body is orange. Her head snakes are black.
Weapons & Armor:
  • Hard Scales
  • Poison Darts - Induces paralysis upon strike. Requires general antidote to cure (alchemical or spell)
  • Constricting Muscles
Items & Personal Belongings:
  • Headwear - Always seen with a hat, indoors or out. Obscures the number of snakes on her head
  • Trinkets - Wears an array of luck charms and colored bands
  • To-Go Apothecary - Carries a mortar and pestle, flasks, and reagents in case of emergency
Skills & Abilities:
  • Master Infiltrator - Lived a life of espionage prior. Very aware of her surroundings and the going-ons of people around her, with an impeccable memory
  • Sleight of Hand - Very, very good at hiding things on her person
  • Master Alchemist
  • Master Botanist
  • Expert Mercantile
  • Thermophile - Thrives in hot environments
Spells & Magic:
  • Expert Divination - Can invoke Spirit Magic to predict the future in a number of ways. Most often a ritual that requires a small sacrifice, the accuracy and type of reading depends on the sacrifice and its quality (herbs, textiles, money, her own snakes)
  • Immobilizing Gaze - Locks her target in a state of frozen fear with a glare. Effectiveness depends on the target's willpower
  • Daedric Magic - Favored by her Lady, with magic that allows her to summon her snakes almost indefinitely
  • Head of Snakes- 10 snakes max, each an extension of her mind. Can die, but grow back anywhere between 2 weeks to a month, or immediately if given tribute to her Lady
    • Summon Snake - Summons snake from her head to her hand, allowing it to free roam. All 10 can free roam at a time, but more mana requirement for each snake. Resummoning from a distance requires mana, resummoning while holding has no requirement
    • Eye Spy - Projects her senses through a snake. Allows her to see and speak though any at a time
    • Camouflage - Makes the snake(s) translucent. Eliminates their scales' iridescence
    • Kill Code - Cuts mana off, leaving the snake(s) to dispel into nothingness
Weaknesses:
  • Aloof - Intimidating and hard to read, making her off-putting to potential customers
  • Large Size - Stealth is impossible in her main body, navigating in buildings cumbersome. Her serpentine nature allows her more finesse in cramped quarters, but a huge-ass snake is still a huge-ass snake. Depends on delivery and assistants to get what she needs to the shop
  • Cold-Sensitive - Chills very easily. You'll never see her out in winter, as the weather could kill her
  • Holy Magic



FLUFF
Hobbies
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