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Fantasy Unclaimed Wilds CS

Rerri

Junior Member
Character Sheet:

Your application was accepted. After applying to explore the Unclaimed Wilds, and months of waiting, the reply was finally delivered to your doorstep by a sooty, wild-eyed clank automaton this morning. You open it and pull free the fine parchment within to read. It's surprisingly brief.

"Congratulations!" it begins.
"You have been selected to represent Eternia by pioneering the Unclaimed Wilds! Your journey will not be easy, but the Council of Elders has faith in you, explorer! Your skill and bravery will be tested in the coming months, and you will surely face many of the beasts and monsters that plague our great civilization! But will you let our hard-earned peace go to waste? Will you let the scum of the dark continent steal into the homes of our forefathers? No! With your help, we will tame the untamable land! So be prepared, venture forth, and conquer in the name of Eternia!

"In exactly one month, you shall be expected at The Waving Moon Inn in Tingston City of the Dwarven Kingdom. There, you shall find a ship waiting for you to take you and the rest of your party to the Wilds. We suggest that you arrive at least one hour before midday (departure time) to meet your fellow party-members, as you will be working together over the course of your stent in our employ. If you cannot find suitable transport with which to travel to Tingston, please write soon and we will arrange for a steam carriage to retrieve you.

"We trust that you will dutifully prepare for the task ahead, and that you will make Eternia proud in your ventures!

"Good Luck"

It's signed "Mr. Barrows of the Committee of Propoganda, House of the Elders"

----


Name:

Age:

Appearance
(Picture preferred):

Race/ Species:

*Gender (if applicable to race):

*Sexual preference:

Class:

Abilities (must have limits):

*Backstory:

*Personality:

*Etc./ Other important information:

[* Denotes an optional category]

Interest check thread: https://www.rpnation.com/threads/the-unclaimed-wilds-closed.349903/
OOC: https://www.rpnation.com/threads/unclaimed-wilds-ooc.350250/
IC: https://www.rpnation.com/threads/the-unclaimed-wilds-ic.350357/
 
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Real Name: Darious Valor (only he and his creatations know this)
Name others know: Shadow (or you can call him King for some brownie points!)
Age: Looks in his early twenties, but is three centuries old.
Race: Demon
Gender: Male

Class: Learned Magic
Ablilites: (prepare your self) Due to his many years of watching over the untamed lands , he studied magic a lot. And as a demon, you are born with super speed and strength, however when Shadow studied magic so much, magic became his only purpose. He lost his physical capabilities and cannot do combat hand to hand or fight with weapons. He only has the speed of an average human and the strength of a human child. He can walk and such, but fighting it would feel like he gave you a pat on the back than an actual punch.
Summoning: He can summon creatures of the untamed lands to fight for him. Downside: he can only summon twenty-four of one species every five minutes. And only can summon three species every hour.

Illusions: Can only linger or work for a few minutes.

Being a full demon he can change what he looks like to others.

Telekinsis: Cannot use other magic at the same time, limited range.

Regeneration: Regenerate his health and heals over time.

Pyrokinsis: Worthless against water. Limited range.

Barrier: Surrounds an area in a force shield like barrier. Slowly shrieks over time. Until it gets close to it's center, then it collapses. If he cast it around himself, he can not take or deal damage.

Back history: {redacted for rp}

Appearence: Yes, he is actually grey and black, he holds no other color. His eyes are pure white.

Personality: I will give you one glimpse. He is sadistic and power hungry. Believing he is superior over the untamed lands and wishes to slowly take over the other lands.

Extra: Bad Guy, meant to be op.
 
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Name
Samuel "Ark" Moreau

Age
Thirty Two

Appearance
Samuel is exactly six feet tall, but often appears taller with his impeccable posture. His pride and confidence is reflected in his gait, but his meager body makes him far less imposing than he'd sometimes like. Two black curled horns grow from his skull, much like the two large black draconic wings that sprout from his back, and they match his monochrome color palette perfectly. The Moreau family's trademark black and white uniform adorns him almost always, and the nearest to a break in scheme are the many silver rings, armbands and necklaces that he wears.

There are other hints toward his dragonfolk ancestry, such as his right arm which is covered in scales from the elbow down and ends in 5 sharp claws. Furthermore, his tongue is split and elongated, his eyes an unnatural dark color and a strong tail sprout from his tailbone. That being said, very few could accuse Samuel of being unattractive. His symmetrical face, high cheekbones and sharp chin makes him stand out from the peasant public.

Race/ Species
Dragonfolk

Gender
Male

Sexuality

Heterosexual

Class
Bred Magician

Abilities
The Moreau family was found to be particularly in tune with the dragons that they once lived alongside, and has been bred to imitate the abilites of the ancient great beasts.

Hellfire - The control and conjuring of awe-inspiring white flames. The magical flames may burn hot but they absorb the energy of the user rather than regular fuel, meaning that they can not spread naturally nor very far.

Black Blood - Inside Samuel's veins boil tar-like blood. Regeneration, muscles, bone and skin density as well as the body's resistance to heat and magic are all embolstered by this magical and highly unusual fluid. Even empowered by this though, Samuel is primarily a magic user and hasn't improved upon his strength so that it breaks the normal boundaries. His skin isn't unable to break either, although his scaled arm can stop most blades. The power of his blood also directly correlates to how fatigued he is.

Dragon Spirit - The most unique ability of the Moreau bloodline is the physical manifestion of a dragon's might that they may display. To other speakers of the dragon tongue their voices seem more imposing and their words to carry more authority, but that hardly affects anything more than aesthetics. On the other hand, Samuel's personal manifestation is that if properly focused his attacks conjure solid phantom imagines of a true dragon. These white "shades" extend from his body out to 10 meters and hits with the might of an adult dragon, but is taxing. It's more usual to see a downscaled version of this ability where but a phantom light of the great power is expulsed. These powerful attacks are neither unblockable nor undodgeable, but they carry impact more reminiscent of a dragon than a human.

Backstory
There once existed a civilization at the farthest reach of the earth. A primitive society, consisting of several tribes that banded together against to protect themselves from the calamities of nature. They faced many obstacles in their simple life, but most of them they overcame. All but one, the event referred to as the dark flood. Most of the population died in it's fearful waters, but one particular tribe found the power within them to escape up into the mountains and be the first to face the dragons.

They learned from the dragons and adapted. The powers bestowed to them from exposure to the raw energy of these magnificent beasts turned them slowly and the Clan of Moreau, aptly named after the white dragon they seemed to be mainly affected by, was one of the first families in the world to become dragonfolk. Now, several centuries later, their bloodline is tainted and foul, corrupted by greed and power. The culmination of this abuse is Samuel, and this is where he began.

For as long as he could remember, Samuel had to be on guard. Moreaux had many enemies, but the true threat came from within. Sam was the son of the second highest standing family in the bloodline, of a father that previously had seemed to be sterile. He became a threat to the lower families' ability to rise to power, and as such he must quickly learn to take care of himself. Such paranoia was not healthy to grow up with.

Around the age of fifteen his family got into a dispute with the rest of the clan, and was subsequently cast out from the official family tree. He, however, had shown such promise through his powerful abilities and manipulative wit that the main family chose to take him in as their own. The constant threat only grew worse thereafter, but with guidance of his new family he learned to handle it far better.

He was introduced to the family business, and it didn't take him too much growing up to realize that they were little more than the glorified head of a crime syndicate. One reaching far into several large organizations, such as the church and private companies. Like his ancestors he learned and adapted, and excelled in the work. He had his hand in a lot of pies, and when the council of elders announced that the unclaimed wilds was up for grabs he was the first to volunteer for his family. Once his request was granted, he rounded up a few trusted individuals and gathered a personal crew to make his way to the new world.

To gain more power than his family ever could.

Personality
Samuel is a poisonous individual. His selfish way of viewing the world has ended many lives and turned him vile, but he is cunning. He earns the respect of many by being both ruthless and merciful when the situation calls for it. Those who've served under him refer to him as both harsh and fair, and most can not help but respect him for how effective he's been in the past. But it's far from all good.

His subordinates are equally as afraid as they are respectful of him. The man has little patience with those who disappoint him, and he would not jeopardize an entire plan for any single soul. There is no such thing as sympathy in his mind, he simply understands the need for good morale. First and foremost of priorities in his mind is power, but at the same time he has no interest in abusing it. He simply believes that he could handle it better than anyone else.

Etc./ Other important information
Though the primary dragon species seems to have been extinct, the much smaller subspecies of Wyverns still persist. Due to his family's deep spiritual connection to dragonkin, they've been close to the Wyverns for centuries. Samuel has one as a pet, a stealthy venom-spitting wyvern, called Bloodburn. A Blue-eyed Darkcrawler, to be specific.​
 

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The Human Marionette
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"My Name Is Marietta Van Marrow. Call me Mari"
age: Technically as a doll, she is only 4 years old, however she has the mental age of a twenty year old and the apperance of a sixteen year old.
"I'm classified as a female. "

"My race is a complicated thing. I have a humans body with a demon soul. Making me a demon human hybrid. However they call me a human marionette, All i can tell you is i am a creation.
Class:Warrior, Bred Magic

Abilities: Being a demon and a doll, she has three forms programmed into her. Emergency, Shut Down Passive. The Emergency and Shutdown forms are triggered by two different key words. Each has different effects.
Passive: Despite passive having two forms, her only abilities here are a demon super strength, super speed and flight that comes with her passive combat form.

Emergancy: losing her speed and strength, she is able to use magic.
Pyrokinesis: Worthless against water.
Telekinesis: Limited range.

Shutdown: She loses all magic and strength and speed. She becomes a puppet to the one who called for her shut down

Appearance:
Her passive form as shown above, she stands 4'10 and looks like she is made of porcelain glass. She looks vulnerable, but is stranger than many creatures. Strong things come in small packages. When in combat she turns into a halfway form. Keeping her control, but granting her a more durable body. In this form she gains her wings horns, and stands at 5'2, wielding two large black swords.
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In emergency mode, she allows her demonic side to take over, forfeiting control for magic and a dangerous mind. She stands at 5'8, losing her wings and horns and some hair. Her whole demour changes and her hair turns black.
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Bio: Mari was created four years to go as a protection doll. She was created not to feel and to carry out orders. {Info held back for rp sake}

Personality: she doesn't have a set personality. She ranges from sweet and innocent to I'm going to kill you with no regrets. She is determined and fiercely loyal to those she likes.

 
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Lucifer Sylvere
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Name:
Lucifer Sylvere

Age:
Appears to be about fifteen or younger (because of his height) although he is actually closer to 1,000.

Appearance:
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Lucifer has always been quite the short one standing at a small 4'11" on a good day. His wings can make him look taller than he actually is although he usually hides them unless he is flying to take up less space. He is quite thin weight about 80 pounds (not including his wings) and has no visible muscle on his body whatsoever. His eyes are a bright purple and his pupils are large and clearly don't belong to a human. His hair is a matching purple color and travels down to his shoulders and mid back section since he absolutely hates getting his hair cut.

Race/Species:
Half Angel/Half Demon

Gender:

Male

Sexual Preference:
No one really knows for sure, although he claims to be asexual.

Class:
Bred Magician

Abilities:

Flight: Lucifer is quite a strong flyer and has been since he was young. He is able to carry his own weight and the weight of someone twice as heavy as he is while still being able to maintain a relatively fast pace.

Hydrokinesis: Lucifer has the ability to control and manipulate water, forcing it to do as he wishes. Because he's had so much time to practice it's almost as natural as breathing to him now and he uses it all the time without him realizing it. The only problem with it is that it is basically useless against fire.

Cydrokinesis: Similar to water Lucifer also has the ability to manipulate ice. He learned that he could do this a little later on in life so it's harder to control than water for him and sometimes it still spirals out of control along with his emotions since he has not yet learned to detach the two. It's only weaknesses are the fact that it's weak (but not completely powerless) against fire, and that he still hasn't gotten full control over the ability yet.

Backstory:
Lucifer's mother Hellen (who was an angel) and his father Aamon (who was a demon) fell in love and eloped to earth after learning that angels and Demons weren't allowed to be. They became fallen creatures and so did their children who were still inside the womb of their mother at the time. Lucifer and his older twin sister Luna were born three months later and were thrown into a life of hardship. Their mother died when they were born since she had grown weak, and their father neglected them because of the loss of his wife. They knew nothing of the world around them and had no homes to go to, and instead spent most of their time flying around for somewhere to stay and some food to eat. They learned early on about just how cruel the world could be to you when you were at your most vulnerable. (More will be learned throughout the rp)

Personality:
Lucifer took on more of his mother's angelic traits than his father's demonic ones. He is a kind hearted individual who knows a lot about self sacrifice and he puts others before himself and he can still seem quite naïve at times, despite having roamed the earth for 1,000 years. Half of the time he still has the mentality of a child while other times he has the mentality of someone who really has been alive for a thousand years, and often times he is still fascinated by many things that others have seen millions of times before. He has a bubbly personality and can seem quite childish at times and mature at others. He's soft spoken and is never loud and has a seemingly never ending amount of patience. Over all he's the polar opposite of his twin sister Luna.

Extra:
He's the younger twin of Luna
 
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~ Rhian 'Stella' Fletcher ~

  • Name: Goes by 'Stella' (star in Latin), real name is Rhian Fletcher
    Age: 19 years old
    Race/ Species: Human
    Gender: Female
    Sexual preference: Heteroflexible
    Class: Learned Magic
 
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Name: Logan Castvilla

Age: 25

Appearance:
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Race/ Species:
Human

*Gender (if applicable to race): Male

*Sexual preference: Hetrosexual

Class: Tinker

Abilities (must have limits):
None

*Backstory:
Born in the human kingdom, Logan showed from a very young age his adventurous spirt and his mind. Logan, when he was 14, created his very first creation that took him two years to build: The Ragnarok, a steam-powred mech that had claws for hands and could unleash flamethrowers from its back. This drew the attention of a dwarf named Yurddik Dunadrum and soon the dwarf took him in as his apprinatace. For nearly 5 years, Logan learned from Yurddik, who he called Yur for short, and soon learned to create machines using both steam and Starstone. He also taught him how to forge Dwarven metal, a metal lighter than steel and twice as durable. This caused him to modify his mech with Starstone and reoutfited it with Dwarven metal and created Dwarven spiders, spider shaped machines made of Dwarven metal who could scout out local areas and send it onto a map in his mech using Starstone. However, Yur went on a mining mission and died during a cave collapse hunting Starstone. This left Logan with all of his machines, notes, and designs and soon made a hefty profit selling war machines to the different nations. However, he never lost his sense of adventure and soon received the letter. He soon put on his mech, he activated his machines to carry his repair equipment, and they set out for their ship
 
Finished

Name: Eckart Blake

Age:
26

Appearance:

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Race/ Species:
Human

Gender:
Male

Class:
Warrior

Abilities (must have limits):

Explosives - Eckart is an expert at sapping and demolitions, and he loads himself down with explosives of every flavour, from the humble dynamite stick to firebombs, grenades and even a portable mortar. Fitted with the latest alchemical blasting caps and safety fuses, his weapons are safe from accidental detonation, and will function quite happily even under water.

Stealth - Being a veteran sapper, Eckart is skilled at getting along silently.

Combat -
Having fought and survived long years in battles too numerous to count, Eckart has become a skilled fighter. He prefers to couple his speed and skill with guns and bombs, but he can stand up to just about anyone with an arming sword or the butt of a rifle.

Protection - While Eckart travels light, his craft is a dangerous one, and he wears specialized armour designed to protect him from heat, shockwaves and shrapnel. As he is quite wealthy, and as his own life is his highest priority, he tends to wear the best equipment money can buy, replete with alchemical features. The metal parts of Eckart's armour are resistant to heat and corrosion, and his gauntlets double as fire strikers when knocked together in the right way.

Backstory:

Eckart's story is nothing glamorous. He grew up on a small pig farm, spent his life on thankless work and beating up the other kids at play. Once he came of age, he joined the army, and once he joined, it wasn't long before he found his true calling. Exhibiting a rare blend of high intellect and low sense of self-preservation, Eckart served as a sapper for some years before his talents were noted by martial-minded tinkers on the lookout for guinea pigs. Technological marvels regularly change the nature of warfare, but the engineers and alchemists rarely volunteer for the front lines themselves. The lives of foot soldiers are cheap, however, and so Eckart found himself field-testing newer and ever more destructive weaponry for his inventive overlords. By a mix of speed, tenacity and dumb luck, he somehow survived long enough to develop a certain expertise in his field, and once he caught on to the fact that he could make a far better living elsewhere, he left the army and took up the life of a wandering mercenary. And he wandered far.

Over the next couple of years, Eckart blew up bandit camps, turned the tides of a few local wars, and served as the world's loudest caravan guard. Demanding a high price for his services, he was able to slowly build up his arsenal and continue to make a name for himself. Eventually, he received an offer to become the permanent retainer to a wealthy patron and, not being one to put in more work than necessary, Eckart accepted. The journey to the Untamed Wilds is just another job - his employer wanted a slice of that unclaimed land, and taking out a few stupid beasts sounded well worth a double payday.

Personality:

Eckart is the archetypal hard-eyed mercenary. His years of being underpaid, overworked and in constant mortal peril has left him with a deep sense of entitlement, that the world owes him a lifetime of back pay. While he isn't completely without a conscience, he has killed more people than he can remember, and he'll put his own life before the lives of others any day of the week.

A mercenary lives and dies by his reputation, and Eckart is mindful of his own. Once he accepts a job he sees it through, within reason. Changing circumstances might warrant renegotiation, but he is not the type to take a bribe or chicken out. Having already faced (and blasted apart) a variety of horrific creatures, he
 
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Appearance
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Arvien is rather scrawny and is somewhat short at 5'8". He has a multitude of scars along his body from various burns, cuts, and broken bones. His right pinky was broken at one point and never quite healed right, it is misshapen.
Name: Arvien Wicheta

Age: 17 years

Species: Human

Gender: Male

Class: Tinker


Abilities
Equipment:
Arvien carries an assortment of gear on his person, some specialized for certain situations while others are more generalized.

Goggles: Normal goggles with lenses tinted dark so as make himself immune to his flash bomb, he wears these goggles around his neck.

Gloves: A pair of elbow length gloves mainly meant for working with metal. They are quite durable and resistant to high temperatures. He keeps these in a nonmagical pocket of his toolbelt.

Boots: A pair of boots Arvien was gifted with. They are comfortable, durable, protective, and a bit too large for his feet. He compensates for this by filling the toes with a pouch of pleasant-smelling herbs.

Toolbelt: really just an ordinary toolbelt with stolen magical pouches sewn along the inside of certain pockets, 4 pockets to be exact. Each magical pocket can contain about a backpack's worth of stuff without feeling like a backpack's worth of stuff.

Multitool: One of the first things he made, mostly because he kept misplacing his tools. A franken-tool of all his most commonly used tools, collapsible for easy storage. It's kept in a non-magical compartment of his toolbelt for easy access.

Workstation: As Arvian's workbench was too big to fit in the toolbelt, he engineered a small collapsible table with, just as stolen magical, compartments for his materials, schematics, and a few of the more unwieldy tools. While not as feature-packed as his workbench back home, much of the functionality and workspace is still there. The wooden table itself is coated with fire-resistant oil, as those happen quite a bit. The table is kept in collapsed form in one of the magical toolbelt pockets.

Weaponry:
Inside the remaining magic pockets, Arvien has a few engineered weapons. They are mostly defensive and are the latest in his arsenal of gadgets. As such, they are not fully tested; about 1 in every 10 of them fail.

Flash bomb x20: A small ball that activates upon impact. When activated, a chemical reaction occurs with a bunch of volatile metal powders to create a loud flash of light and heat. It is meant to blind things exposed to it as the heat isn't that strong and the noise is just a small crackle. How long the intended effect lasts has ranged from a few seconds to a full 15 minutes in testing. A dud of this type usually just doesn't work. There are older balls with a different combination of metals that generate more noise and heat than necessary, some able to cause burns or ringing ears.

Shatter bomb x15: A small ball with a button. When activated, it internally produces steam and raises the pressure inside the ball. The shell is engineered to explode into several dozen metal shards after about 10-15 seconds of pressure. The ball also releases scalding hot steam that only stays that hot within a short radius, then reaches bearable temperatures after it dissipates a bit. A dud of this type doesn't explode but rather just lies there for a few minutes as a burning hot ball of fire hazard.

Modified Crossbow x1: This is Arvien's most ambitious project yet. A modified crossbow with strong enough recoil to knock a novice Tinker over. The crossbow was modified with collapsible legs, designed to be set up on any surface that isn't pure liquid. While upon these legs, the crossbow can be rotated to face any direction, and angled to hit even the most agile of targets. The limbs are reinforced with the strongest material he could find, knockoff dwarven steel. While not the genuine thing, it was cheaper to buy and easier to find, and still stronger than normal steel. The string was switched out with that of a bow rumored to once be owned by a legendary Elven archer. While likely a load of nonsense, the string was of higher quality than the one that originally came with the crossbow.

The rest of the crossbow was modified as needed to accommodate its new ammunition, custom-made bolts imprinted with runes copied from a drunkman's spellbook. These bolts are thicker than normal bolts and are made of steel rather than wood. In attempt to compensate, they are designed to be more aerodynamic than normal bolts. There are currently 3 varieties of these bolts: those imprinted with the rune for 'pierce', those imprinted with the runes for 'imbed' and 'flame', and those imprinted with the rune for 'fear'.

Not every rune is imprinted correctly, and as such not every bolt carries out its magical duty. Arvien is not yet experienced with the weapon and currently has lousy aim. He has more stolen runes in his workbench but hasn't come up with a use for them quite yet. Of the current bolts, there are 30 pierce bolts, 5 imbed blame bolts, and 10 fear bolts.

Projects:
Arvien has brought along a few of his schematics for things such as traps and weapons. He only has one prototype built at the moment, a partially built, collapsible shield that keeps jamming. He keeps these schematics and the prototype in his workstation.


Backstory
Arvien was born to a family of blacksmiths and shopkeeps, having a couple of older siblings to play with him and a father to teach him the basics of metalworking. He was content to be a blacksmith when he grew older. That is, until a Tinkering dwarf came to the market when he was about the age of 12. It was love at first sight for Arvien. Not the dwarf, but rather the inventions the dwarf had brought along. There were suits of armor that moved with the power of steam, weapons that changed shape, boxes that talked. He was inspired, and begged to be the dwarf's apprentice.

The dwarf said no. So Arvien created on his own. At least that was the intent, a large amount of his time was spent working at the family shop, assisting his father in basic, menial tasks. At night he created in candlelight, mostly drawing up ideas of things he could make. He barely got any sleep and it began to show in his work. He would be more clumsy, more quick to anger, less perceptive, and have slower reflexes. He caused countless accidents, mostly small ones, but in a field as delicate as metalworking, those small accidents mattered, especially to the wallet. Eventually his family had had enough of his hobby interfering with his work and gave him an ultimatum: stop Tinkering or he would be kicked out. Arvien thought this was a bluff, so naturally he refused.

It wasn't a bluff. He was 14 and homeless. He snuck into his old home, retrieved his belongings, and never returned. He stuck around the town though, occasionally running into his family. There was a few people who took him in, but they kicked him out when he caused a fire, explosion, or flood, respectively. Mostly he was fending for himself, working underpaid jobs and apprenticeships to buy food and other necessities. He Tinkered in his free time, creating small toys and trinkets, useless, really. All they did was get stolen. It was fair enough, it wasn't as though he didn't steal to create the trinkets in the first place. Though that gave him an idea, he sold at the marketplace, chasing down parents with children, or in several cases the children themselves if they sounded jingly enough.

He eventually saved up enough to rent a small room atop a repair shop. He kept up his toy gig, but also began to create the things he had designed so many years ago. He acquired more tools, more materials, whatever he needed to create. Mostly through theft, though was it really stealing if you never got caught doing it? People were starting to suspect, though. Wondering, rightfully so, how a so-called orphan and, until recently, streetrat could afford expensive tools and real estate. Of course he denied these rumors, which meant he began to buy materials legally. It was expensive and slowed his progress, so he kept to smaller projects. Projects that could perhaps be used to aid in running away.

It was around this time that Arvien noticed a new notice in the town center. He saw words that intrigued him, namely 'reward' and 'unknown territory'. He reasoned that if he went, he'd come back with enough money to Tinker, and while he was gone there wouldn't be this threat of being arrested. People would forget, it would be perfect. Naturally he signed up. And naturally, months later he was accepted.


Personality
Personality:
Arvien is somewhat hostile towards others, able to achieve smalltalk and be friendly towards them, but unwilling to trust them. He gets suspicious of others relatively easily. He is independent, and inexperienced in teamwork. He is also inexperienced in combat, preferring to flee or defend. He is adept at fleeing, but knows sooner or later he'll have to fight. He fears when that day comes, not for the fear of combat, but for the fear of not knowing if he is ready for combat.

He's lived in different degrees of poverty throughout his life. As such, he sees an abundance of food as a luxury, something that can be taken away at any time, so he eats the minimum amount of food to survive. He is a light sleeper, having trained himself to keep an ear out for any suspicious sounds, namely footsteps and yelling. He is confident in his skills to survive when he has nothing, no matter where that may be. He's smart, he figures, he can make do with what he has. If he doesn't have it, he'll steal it, and if he can't steal it, he knows how to find things for cheap, however frustrating it may be. He is adept at sneaking due to this way of thinking.

He is obsessed with his Tinkering. He sees it as part of who he is, and lashes out against those who try and take it away from him. He does not take kindly to criticism of his creations, constructive or otherwise. He sees himself as inexperienced, a novice, and hates this about himself. He blames this on his circumstances throughout life for taking the opportunity to Tinker away from him and wishes to improve his tinkering. He gets cocky in his skills but when faced with someone with more experience, he feels inferior.


Important Information:
As a relatively inexperienced Tinker, Arvien has yet to delve into the more advanced projects Tinkers are famous for.
 
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Luna Sylvere
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Name:
Luna Sylvere

Age:
She appears to be about sixteen or so, but she is really closer to 1,000

Appearance:
Luna has long black hair that travels down to her waist and is usually brushed to keep it looking neat. Her wings are large and black and she has no problem showing them. Her most noticeable feature are her eyes which are a bright almost glowing color. They are usually cold and hold no emotion, unlike her twin brother. She stands at a rather tall 5'8" and weight 145 pounds (not including her wings). She is rather thick with some nice curves, although she personally couldn't care less about them.

Race/Species:
Half Angel/Half Demon

Gender:
Female

Sexual preference:
Asexual, she thinks having feelings for anyone is stupid and an utter waste of time

Class:
Bred magic

Abilities:
Flight: Like her younger twin brother Lucifer, she is a strong flyer and always has been since birth. She has the ability to carry her weight and someone two times her weight and still being able to go relatively fast. She is actually faster and stronger than her brother and has no problem in showing it.

Aerokinesis: Luna has the ability to control and manipulate air, which is quite useful at times. She is also able to partially cut off the airflow of others and while it isn't completely lethal for a few short minutes, it can be dangerous for long periods of time. The only problem with this is that she's often times too lazy to use her abilities, and she's still not fully in control of them resulting in multiple accidents that she rather not bring up.

Personality:
Luna is a cold hearted individual who does not care much for others. She has no true sense of right and wrong and often times does whatever she feels like doing at the time. Mercy, grace, and kindness are all rather foreign to her as the only person she has a soft spot for is her twin brother, and even then she still isn't completely "nice" to him. One thing that she can guarantee you is loyalty and seeing things through to the end no matter how lazy she gets.

Extra:
She's the older twin of Lucifer
 
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Name: Peple (Pep) Vodhopad
Age: Appears to be 17 human years. She's actually around 238 years old.

Appearance (Picture preferred):


Kanzaki.Ranko.full.1861502.jpg


Peple has gray, ashen hair, and red eyes, both symbolizing her birth. She stands at 5'5“. Her hands and feet are also gray, and she has a few gray blotches over her thighs and back.

She usually wears short dresses so that they wouldn't get in her way, and while working – an apron. She loves colorful robe – (like all nymphs, she's attracted to colours), but she mostly keeps to black and dark colours for stealth and practical purposes.
Race/ Species: Nymph

*Gender (if applicable to race): Female

*Sexual preference: Asexual
Class: Tinker

Talents (Abilities):


Polylingual – 238 years of wandering around the Earth is a long, long time. Since Peple migrated from a community to community, she ended up knowing many languages – from really obscure ones, to more spoken ones. Anyway, if you stumble upon a cave of dark Abnurian seashell trolls, there's at least one party member who can get you through it.

Mining – Peple spent a long time in mines, especially as she was at home with the dwarf community, being raised by a well-known dwarf herself. Because of this she knows how to judge terrain, and has developed instincts as where Starstone can be found.

Harmonica playing – just a hobby she picked up. She knows how to play quite a repertoar on it, mostly various folklore songs.

Excellent cook – she knows how to make food from all over the land.

Fire unharmed – being born from ash and fire, she has natural immunity to heat.

Tools:

- A small belt bag which she uses for keeping tools in it. It has a few pockets, but each of them can fit much more – like a storage.

- Portal gun. With it, she can transport objects to a pocket dimension of a kind which serves as her private workshop.

- Portable wardrobe which is actually a small cube.

- Multi-tool weapon. She wears a ring which can transform into a dagger, spear, or a rapier.

- There are more, various, hidden tools in her belt bag.

*Backstory:

Nymph's appearance resembles her natural surrounding, the world she was born into, the piece of land that connects with her very soul. Peple was born in a field of ash, just as the fire that roamed the land and ate everything in front of itself started to die out. Other nymphs hurried to see the child that was a reminder of their pain and sorrow, each of them hurting, screams of trees still echoing in their ears. Child with ashen hair and red eyes.

Things weren't looking well from the beginning. While some nymphs did their best to get over hurtful memories, saying the child did nothing wrong, others would look at Peple and scoff. This forced basic tolerance went on for a while. When it became clear Peple could not use magic – the nymphs rejoiced, finally having an excuse to banish her from society.

She was still a child at the time – old enough to understand what was going on, too young to be able to take care of herself properly. Most of nymphs wanted to just leave her on her own, but one of them, who always took pity on poor kid, decided to drop Peple off to doorstep of an old dwarf who lived in the woods. She left the child in front the house, and disappeared.

The dwarf, loner and old grumpy man, had no idea what to do with a lost, little girl on his doorstep. He took her under his wing anyway, despite never having any experience with children. Fortunately, Peple showed great interest in his craft. The dwarf was one of the most famous tinkers back in his day, having worked with the Dwarf Committee as well. He has retired since, but Peple's fascination with tools his house was full with made him pick his them up again. He loved his new daughter, and even though it's not common for tinkers to share their secrets, he made sure to pass as many as possible onto her.

Peple was in her twenties when the dwarf passed away. Hit by great sadness, she could not stay in his home – so she decided to flee. She picked up some tools, food, and made her way out the woods to the nearest city.

Her following years were filled with crafting, adventures, and never managing to find a place where she fits in.


*Personality:

Despite being an outcast, Peple never lost hope. She's genuinely curious and optimistic. Her curiosity is partially because of her upbringing without magic – she always had to figure out how to get things done non-conventional way and make her way around them, as most nymphs just used magic for it.

She's empathetic and understanding, doing her best to try to understand everyone's feelings, opinions, and positions, and evaluate them. She always searches for causes to such behaviour. That's, partially, thanks to her class – she's a tinker – and she applies her tinker thinking process to personal relationships. As a craftsman, she has to understand how and why machines work, causes and effects of things. Another thing that her class has taught her is that everything can be useful for something – you just need to find the right way to use it.

She takes things lightly and not in a very serious manner, as she believes every situation can be resolved or turned around. She finds life and most things in it funny and not worth stressing over.

She mostly makes smaller machines or tools though, or tries to find a way to lessen her workload (for example: she can't lift a huge metal plank – she will construct a smaller device which will do it for her). Her crafts lean more on wits than brute strength.

*Etc./ Other important information:

- She has a pet – a big mole who helps her find Starstone. It's a crystal mole which she adopted from one of crystal mines. His name is Cittek.
tumblr_otevrw6sM41s5vrgao1_1280.png

design by me! OvO

- She proudly declares that she is a magicless nymph. Her dwarf caretaker taught her to be proud of her victories.

- She is a collector of... anything and everything useful. Her bags are loaded with various trash and things that „might come in handy“. From keys, to candles, to shoelaces, to broken lightbulbs, to books, to dictionaries, to-...​
 
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Name: Aequitas lux

Age:30

Appearance
(Picture preferred):paladin.jpg

Race/ Species: Human


*Gender (if applicable to race):Male

*Sexual preference: Heterosexual

Class: Paladin (warrior Branch Class)
Melee/Learned Magic
Abilities (must have limits):
Swords master: As a paladin Aequitas has been trained extensively in melee combat, learning the ways of the one handed and two handed. Swords are usually his to go weapon, usually enchanted with holy of nature energies.




Aegis Armor: Aequitas has armor which has been blessed from above supposedly, making it quite resistant to dark, and unholy magic or the likes, Said armor is quite resistant to many of the elements too, although if the armor sustains enough damage it is in fact breakable like almost all other armor. The Aegis armor has an added effect of having a holy defensive aura on itself and anyone who wears said armor. The Aura's primary purpose is to resist damage the armor would not usually resist on its own, to a degree, eventually if said aura takes enough damage it will fade away, and can only be restored through magic.

Hammer/Mallet/Mace Master: As a Paladin he has also learned extensive use in Hammers/mallets/Maces combat wise, Although he usually only uses such on foes tougher in nature.

holy/light eques magics: As a Holy Paladin, Aequitas has been trained in holy/light magic to a degree. Although he is far from being a master.
Some of the magical abilities include:

Virtually all of his weapons due to their blessed nature do increased damage to the undead, demons, ect.


Illumination: Aequitas is simply able to light up the darkness in a certain area, so that seeing is much easier.

Blessing: Aequitas is able to bless/enchant items or weapons for added defense or offensiveness. +Usually can add a light/ holy element to said weapon.

Healing: Aequitas has enhanced passive regeneration of wounds due to his constant exposure to the light so to speak, (Able to heal medium to light wounds but heavy or fatal wounds not so much)

For his light abilities Aequitas pulls from a pool of mana, which all paladins do in fact.
As he becomes more experienced more abilities become more evident and more powerful as time goes on.





*Backstory: Aequitas is from a highly prestigious group of paladins, from the east. They believe that they are a light in a dark corrupted world, and they are humanity's advocates. In fact they had been thanked many times for saving cities and villages all over the known world from foreign threats, for many years. Unfortunately even groups with the best intentions have some flaws. The Paladins were in full favor of burning Wiccans at one point, as they were believed to be evil. As a result Aequitas is a bit suspicious of Wiccans, even though this was occurring long before he was a part of the group. When Aequitas was young in a fairly standard human settlement in the east, a group of demons appeared and began to slaughter people for the sake of slaughtering them it seemed.. Unfortunately his mother was a fatality in the incident. Thankfully a group of Paladins came down and personally took care of the demonic menace. Due to Aequitas having no where left to go the Paladins decided they would take him in and make him a squire of theirs. As a result Aequitas grew up and became a Paladin himself and has yet to find a squire of his own. He has traveled the realm protecting humanity with the groups of Paladins now ever sense he became one, but now with this invitation he has decided he must investigate this new land to ensure that humanity will not succumb to any threats which llie within the land.

*Personality: Aequitas Lux strongly believes justice, and good morality are key to success in many cases. He is a knowledgable experienced adventurer. He cares deeply for human life, and believe that people deserve second chances in many cases. He is very decisive and generally confident in nature taking threats on, and most of all he is not afraid to die for the cause which he believes is just.

*Etc./ Other important information: N/A for now.
 
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0ecdefcef9c209958f58492695242337-dawyrej.jpg
Name
Mystil Solreni

Age
???

Race/ Species

Winter Succubus

Gender
Female

Sexual preference
Homosexual

Class
Bred Magic with some learned

Abilities
Hidden Arsenal
or Victoria's Secret Compartment
The user of this ability can conceal weapons and items usually too big to hide or carry normally Mystil can use this to pull things from her cleavage.
Hypnotic Beauty
The user can put others in a suggestive trance upon visual contact with the user's eyes, the effect may take a few minutes to work or happen instantly. While in the trance, the person becomes highly pliant to their suggestions.
Sexual Intuition
The user possesses innate seductive skills and charming allure which they can use to easily and efficiently seduce and manipulate anyone of either the same, opposite or entirely different species of sex. This ability gives the user a near irresistible level of charm that can be used to influence many opponents. The user also possesses intuitive knowledge of how to make people feel sexual arousal, lust, bliss, and pleasure in others, and can always make people feel immense sexual satisfaction including oneself.
Sexual Instinct
The user has complete mastery of any and/or all form of sexuality whether it be scientific, magical, divine, supernatural, natural, etc, making them the ultimate sexual partner in life, having full mastery in sexuality and anything related to it by nature.
Drowning Kiss
The User kisses the opponent and drowns them with magically created water forced into their lungs
Freezing Blow
The user blows a kiss that freezes over anything it hits
ETC Ice and Water magics
Backstory

Mystil has been wondering this plane of existence for many many years, spawn of a Ice Druid and a Succubus, she became very powerful in ways of seduction and nature. Mostly just traveling she never had any goals and simply tagged along with others which eventually got boring. Now she likes to cause mischief and can be swayed if given probable cause or...Bribed, either works for her.

Personality
Wip

Other important information

Wip



 
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~Gretia Brenrock~

  • Name: Gretia Brenrock
    Age: 105 years old (21 in human years)
    Race/ Species: Faun
    Gender: Female
    Sexual preference: Pansexual
    Class: Bred Magic
 
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27d459c3626f4b2c2e5457c5709fa2b0.jpg

Name: Kyle Redwood
Class: Bred Magic
Age: 132, looks 15
Race: Bat-Dragon Hybrid
Abilities: Kyle is also physically weak, however can still fight hand on hand fairly decent unlike Darious.
Echo-location: even though Kyle can see in black and white, his vision isn't perfect. He has to use echo location to see his surrondings. A down fall in itself.

Sensitive Nose and Hearing

Can fly

Can call on bats to assist him or scout.

At night/ in the dark he is more harder to spot since his body naturally start to camoflague with his environment. Weakness is light, it blinds him if exposed to to much. Also if he is bleeding such camoflague will not work.

Shadow manipulation: Can turn shadows into sharp dagger and throw them at his foes, limited range and he must be able to see his target. lights or water magic can ruin his shards

Bat Transformation: Even though part dragon, he is not intuned with that side of him. Since he lived on his own for so long, he learned how to connect with his inner bat to stay hidden. He can now transform into bat. He loses all abilities except echo-location, hearing, and smell.

Amazing memory: He is very detailed and exact when it comes to stuff he experienced or seen.

Backstory: Kyle was abandoned at a young age, mostly because his parents hid the fact he existed. He was a experiment that wasn't suppose to happen. Making him an out cast. He learned to live in the wild on his own, knowing how to cook (though he still burns things a lot.) But can set up a camp quickly if provided materials.
 
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Name: Locasta "Loca" Vilemire

Age: 20

Appearance (Picture preferred):
72c1e84650693c7877b301f992411f7b.jpg


Race/ Species: Wiccan

*Gender (if applicable to race): Male

*Sexual preference: Heterosexual

Class: Learned Magician

Abilities (must have limits):

-
Cartography - Loca is a trained map maker. He's honed this skill since childhood, working closely with his father on many voyages to other kingdoms to create detailed maps.

- Purifying alchemy - Loca has tinkered with naval chefs, potion-makers and alchemists, and has learned how to purify certain blights. Notably, he can cure rancid foodstuff, and make dirty water or salt water potable. He can also brew some medicinal draughts to cure several common (non-magical) illnesses.

- Stun vial - Made from a few common, spore-producing plants, this concoction can be throw to briefly debilitate a would-be attacker. Affects don't last long and won't work on creatures with high immunities to the toxins within.

- Swordsmanship - After signing up to go to the Unclaimed Wilds, Loca took as many self-defense and swordsmanship classes as he could. He's not very good, but he's better than a complete amateur. Enough to defend himself from attacks anyway. He just won't be doling out the hurt very much.

*Backstory: Loca spent a lot of his early life on naval ships with his dad, a cartographer for the human Eternia military (despite being Wiccans). It allowed him to travel the world, or most of it, at least, and learn the art of map-making. When he's on land, he typically seeks out alchemical shops and books on magic. He has a mom, but she and Loca's sister split from their dad to go live in the North.

*Personality: Not shy, but has very little experience with people in a social setting. He tends to focus on the task at hand and tries to promote team synergy. Likes to joke and party, but only after all the jobs for the day have been completed.

*Etc./ Other important information:
 
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Fairy form;
6968d868af37eacff1481a966734a150--anime-angel-girl-anime-girls.jpg

Human Form;
3f82690b5a49da47e1960c0754c54efe--demon-art-demon-anime.jpg

Name:Queen Eloise of the Fae, or just Eloise.
Race: Fairy
Gender: Female
Age: 380, quite young for a queen.
Class: Bred Magic
Abilities: When in human form she can throw you across the area with her tail.
Healing: Can heal nearby allies. Limited range, she must have physical contact.

Army: Can call for a ten person fairy army to fight along her side.

Enchanment: By touch she can temporarily enhance a items strength

Shield: Limited range. Can cast a shield around her allies or a barrier around her foes or her camp.

Nature Manipulation: Sacrifices movement and flight for the concentration. Limited range, physically draining.

Flight in fairy form

Backstory: Eloise is helping the explorers because her friend, and sister dissappered when they ventured to these lands, and she feels they are still alive somewhere. Determined to find them, but not strong enough on her own she joined the explorers.
 
Name:
Urash Ki An'kur

Age:
6,969

Appearance:
image.jpeg

Race/ Species:

Orean Crabman
"Did you just assume our genders?!"
Orean Crabmen are humanoid crustaceans with a great aptitude for earth magic. Their powerful claws and seemingly impenetrable shells ward off all but the most desperate predators. They possess the ability to molt, becoming slightly larger, tougher, and stronger with each molt. Unfortunately, they are extremely vulnerable both during and right after a molt.

Gender:
Male

Sexual preference:
Hetero-sexual
"Big, smooth, and curvy, shells are preferrable. Symmetrical claws score bonus points."

Class:

Warrior, Bred Mage

Abilities:

Terrakinesis
Urash is able to manipulate the earth to protec, attac, and most importantly, to crac his enemies bones. The ability's effects are strongest within 6 meters of him, and weaken for every 9 inches outside of the 6 meter radius. Projectiles are significantly less affected by this limitation.

Nerves of Steel
Urash can absorb nearby minerals in order to make his already durable shell even tougher, encasing it in layers of said minerals. It can also be used as camouflage. The downside is that it will gradually slow him down, making it easier to hit him, while it becomes harder for him to land blows himself.

Not Feelin' It

Crabbo cannot feel any pain, and no amount of questioning by a certain yellow sponge will change that fact. However, he can still accurately pinpoint the location of it's injuries.

Molt
Urash enters a comatose state as his old shells are replaced by new ones, which are larger and more durable. It is different from the traditional molting process most crustaceans undergo, with almost no work to be done on the Crabman's part. It can take several hours to complete the process, during which he will be very vulnerable.

Bubbles
While Urash spends much of his time on land, he still possesses a set of gills which allow him to breathe underwater.

Backstory:



Personality:
Urash is fiercely territorial, and will not hesitate to enforce his dominance through force or other cruel means, should an uninvited guest step into his territory. He has absolutely no sense of honour, and will always fight dirty, regardless of the opponent's strength and skill. Brutal and unforgiving, he is not to be trifled with.

Even if he's sentient, he remains a monster at heart. However, that does not mean he's pragmatic. Quite the contrary, in fact. He often willingly risks his life in order to obtain seemingly useless objects (which he hoards who-knows-where), or needlessly hunt dangerous 'delicacies.'

Etc./ Other important information:
Loves shiny metal objects, and will go out of his way to obtain them.​
 
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