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Fantasy Union of the Six CS

Name:
Sasco Yosei

Age:
18

Gender:
Female

Species/Race:
Elven/Fae (Elf and Fairy Hybrid)

Kingdom of Origin:
Earth

Abilities:
-Shown in the picture below, a double pair of almost spiritual arms coming from an symbolic looking ancient symbol that appears on her back, they can be formed out of stone form her surroundings to add an extra impact to her punches along with not quite what you'd call super but more greatly enhanced strength, it requires great focus an the ability to channel your energy clearly, a clean mind and being one with the nature in your surroundings, when using it she goes into an almost meditational state if trying to use it in battle but when using casually she simply prefers to stay relaxed and much around with it.

-Had gone out and completed her three months in the wild though only recently returned and hasn't mastered the ability by any means.

Personality:
-Mischievous
-Kind hearted
-Strong-Willed
-Kind-Hearted
-Caring
-Playful
-Childish
-Fun loving
-Confident
-Adventurous
-Energetic
-Hard Worker
-Laid Back
-Free Spirited
-Optimistic
-Cheerful

History/Bio:
//TBR, To Be Revealed For The Time Being//
Elven farther and Fae mother. Raised to be a kind and caring girl yet free spirited, her own mischievous fairy ike traits shining through alone with her training at her powers.

Job:
//None// Potentially a lookout or warrior?

Alignment:
Good

Appearance:

Sasco.png

Weapons/Armour:
-Armour, her own gauntlets and her side/hip plates. (her head pieces aren't actually armour but rather to keep her hair in place and for appearance.)
-Weapons, Her powers and on occasion a sleeping poison in a few flasks.

Other:
-Despite how she may act she does train hard to gain control over her abilities.
-She's sneaked off on more than one occasion to explore areas she possibly shouldn't.
-She's rather well known as a trouble maker within the kingdom.
-She's extremely in tune with nature and been in love with it even as a baby, so says her mother.
-She resembles her parents both rather equally but admittedly holds far more Fae trans appearance wise and personality wise than that of elven.
-Despite being of the Earth kingdom she has very few markings upon her body telling of her past as many others do.
 
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Name:
Sasco Yosei

Age:
18

Gender:
Female

Species/Race:
Elven/Fae (Elf and Fairy Hybrid)

Kingdom of Origin:
Earth

Abilities:
-Shown in the picture below, a double pair of almost spiritual arms coming from an symbolic looking ancient symbol that appears on her back, they can be formed out of stone form her surroundings to add an extra impact to her punches along with not quite what you'd call super but more greatly enhanced strength, it requires great focus an the ability to channel your energy clearly, a clean mind and being one with the nature in your surroundings, when using it she goes into an almost meditational state if trying to use it in battle but when using casually she simply prefers to stay relaxed and much around with it.

-Had gone out and completed her three months in the wild though only recently returned and hasn't mastered the ability by any means.

Personality:
-Mischievous
-Kind hearted
-Strong-Willed
-Kind-Hearted
-Caring
-Playful
-Childish
-Fun loving
-Confident
-Adventurous
-Energetic
-Hard Worker
-Laid Back
-Free Spirited
-Optimistic
-Cheerful

History/Bio:
//TBR, To Be Revealed For The Time Being//
Elven farther and Fae mother. Raised to be a kind and caring girl yet free spirited, her own mischievous fairy ike traits shining through alone with her training at her powers.

Job:
//None// Potentially a lookout or warrior?

Alignment:
Good

Appearance:

View attachment 343915

Weapons/Armour:
-Armour, her own gauntlets and her side/hip plates. (her head pieces aren't actually armour but rather to keep her hair in place and for appearance.)
-Weapons, Her powers and on occasion a sleeping poison in a few flasks.

Other:
-Despite how she may act she does train hard to gain control over her abilities.
-She's sneaked off on more than one occasion to explore areas she possibly shouldn't.
-She's rather well known as a trouble maker within the kingdom.
-She's extremely in tune with nature and been in love with it even as a baby, so says her mother.
-She resembles her parents both rather equally but admittedly holds far more Fae trans appearance wise and personality wise than that of elven.
-Despite being of the Earth kingdom she has very few markings upon her body telling of her past as many others do.
Pikachu, you mind explaining this ability in a way that makes sense that it is earth magic?
 
Name: Victor Anguis

Age: 45

Gender: Male

Species/Race: Dark Elf

Kingdom of Origin: Water Kingdom (Citizen of Fire)

Abilities:

CQC Master- Growing up as harshly as he did means that Victor needed to learn how to survive under any circumstances. Add years of training on top of that and there are few in the world that match Victor in skill, in hand-to-hand and dagger/knife combat.

Deception: One doesn't become the Master of Thieves in Linhael by being honest. Victor is a master of twisting thr truth and spinning webs of lies and deception. Whether it be to sabotage his enemies, bring someone to see his side of things, or just to slip past a heavy guard patrol. His skill in deception and acting are unmatched.

Sleight of Hand- The more you think you know, the less you actually see. The ability speaks for itself.

Enhanced Senses- Given his already heightened elven senses, Victor has not been able to speak. So, instead he's had to listen, see, feel and smell much more than others. This means these four senses are tuned to an extra fine point. Sharper than a razor's edge. Of course, this also means that sudden flashes of light or spontaneous loud noises will easily stun him if he wasn't expecting it.

Mind of a Tactician- One does not simply run a global underground operation of thieves. Victor is a strategist and his decades of leading this organization have only served to further improve his strategic mind. This functions very well both in and out of combat.

Stealth- Master thief and a dark elf. Nuff said. He's hard as hell to detect even for people within enhanced senses

Silent Heart- Victor doesn't have much in the way of use of his water abilties but with extensive training, he has found himself being able to slow his heart beat to such a low, that he could be considered dead.

Resistance to cold- Water kingdom passive attribute. Nuff said.

Elven nature- Nornally, his elven blood would allow him to connect with animals but since he never had anyone to show him how, he found himself incapable of using it. Though, due to Victor's love of snakes, he was able to break that block and can commune with serpents or serpentlike creatures.


Personality: Victor is, as you would imagine, incredibly cold. He sees the world through a very icy scope due to his upbringing because he had everything taken from him and given no mercy time and time again. So he naturally ended up being as emotionless and cold hearted as the Queen of Blood herself. Still, surviving as long as he did is a testament to his unbelievable will to live and thrive.

The man is as cold as he is intelligent; cunning. His personality is abrasive to say the best. There are very few people that he shows respect to and even less to people he GENUINELY respects, rather than out of necessity. While he is abrasive and cold, Victor is far from harsh or cruel. He does show kindness, mercy, and even pity to those in similar situations as him when he was a kid. He actually has a dislike for killing as well. He'd rather not take a life if he can help it.

History/Bio: Victor was conceived and born in the underground of Oceanian Kingdom. In a world embroiled by war, his parents were worse off then most and thats saying something. His parents were street urchins that were living off of scraps and Victor came at a bad time. His birth was in the came just as Queen Une's heart froze over, along with her land. When the time for slum rats was the most dangerous. Naturally, his birth mother fell ill right after his birth and passed away in the night, her freezing corpse still desperately trying to keep nubile Victor warm. His father followed shortly after, leaving Victor orphaned within a few days of his birth. The current pickpocket was left in the clutches of his mother's arms for several days before a middle aged man by the name of Kandros Anguis had come across him and actually took pity. Victor was a poor sight, incredibly weak, cold, starving, and sick from the days that had passed by. He had already cried so hard and so loud that he had actually permanently damaged his larynx, which is one of the main reasons he doesn't talk much in the present. The poor child no longer had the strength to cry, though he still desperately clung to life. Kandros had to pry him out of his mother's necrotic grip and rush to the nearest healer.


It had been close but Victor's life was saved. Kandros had taken him in as his own child and raised him throughout the years. He owned a small inn that he liked to call Siren's Song that attracted all kinds of patrons. It served as a pseudo-bar in the world and a safe haven for many. Criminals, guards, mercenaries, vandals, hunters, and commonfolk. Even the occasional VIP would visit. Kandros was a sour and complex old man. He had very strange ideals and views of the world, with an incredibly strict demeanor but he never cut corners with Victor. He always spoke to him as if he was a grown man. While this may have never given Victor the chance to have a real childhood, he grew up quickly and was much wiser than his years told. He was taught how to run the tavern by himself by the age of 12 and the regulars addressed him as if he was the apprentice of the establishment. During his time there, he learned many interesting stories from the patrons. They told him great tales of war and triumph. About how someone was able to sneak into enemy territory and bring down an entire settlement (that no one had heard of) overnight based on information alone. Or how one man was able to fend off 7 trained bounty hunters at once. Most of them probably weren't true but they were tall tales that Victor greatly enjoyed. It was probably the only moment he got to be a kid.


Alas, peace is never eternal. One night, while Victor and Kandros were running the bar together, several vandals tried to ruin the bar for no reason other than they found it entertaining. The world was a cruel place now filled with even crueler people due to the 100 year war. Victor did not know how to fight and Kandros was too old to handle multiple opponents. The Siren's Song was trashed and both old and young males were brutally beaten. The city "security" arrived several hours later to come across a deceased old man and a fatally broken child.


When he awoke, Victor realized how powerless he was. The Siren's Song had been burned to the ground and Victor lost the only home he ever knew along with the only Kin he ever had. He blamed himself for what happened and cursed his weakness. He vowed then, broken and distraught, to never let anyone trample upon him or his loved ones ever again. Homeless and bitter, Victor turned to pickpocketing and thieving to get by. The ravaged world didn't want a nearly mute, weak, homeless child and so he came to the decision, "If life wont give me a break, then I'll take it without asking."


The young child trained his body after he recovered for years until he was old enough to lead a band of thieves and hunters called Serpentine. They specialized in stealing anything worth anything and leaving absolutely no traces of their presence. Serpentine were also well-organized hunters as another source of payment.


The small elite group did not discriminate in their targets. They stole from guards, hunters, mercenaries, murderers, saints, Raiders, and even other thieves. They were ruthless, ghost-like, and wealthy as far as the thieves went. They were well-stocked on supplies and medicine for a group as small as theirs.


Through his experiences, Victor became an absolute master of stealth and deception. Having no voice forced him to listen far more intently than any normal person could. Victor's sense of sight and sound was sharpened to a needle sharp point.


He became a master of sleight of hand, hand-to-hand combat, dagger usage, and developed an incredible knack for strategy and tactics. His hunting job demanded he become a crackshot bowman as well. With his guidance and skill, his small cell of hunters became threats to be recognized.


Under normal circumstances, Serpentine would have been an infamous group of thieves/hunters and their deeds would be told across the kingdoms. The difference was that Serpentine had never left any traces of their presence. No one knew who they really were nor what they were truly capable of. They were the scary stories that men and women told each other while gathered around the campfire. With Victor earning the title, Hydra, king of the snakes among his peers.

There are now branches of Hydra's organization in every kingdom but the overall force remains as it began. A small, elite group of thieves and hunters that all work for the king of snakes.
Job:

Alignment: Chaotic Neutral

Appearance:

285a8ddb1469b5d186a44d2975b03980.jpg



Weapons/Armor:

44097f28db3d1c391476599a9eddb790.jpg

Armor is shown as above. Mostly leather with a cloth hood and mask.

Normally keeps multiple throwing knives, two daggers, and one hunting knife. He also keeps alchemic concoctions like smoke pellets, acid, poisons, oils, and potions that vary greatly depending on what he plans to do.

Other:

As a thief, he can pick pockets almost flawlessly every time and can practically open any lock, given enough time.​
 
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W45XzpQ9l-o.jpg
Alyn Jacelyne Une
Age: 23

Gender: Female

Species/Race: Mountain fae/human

Kingdom of Origin: Principality of Oceanius

Abilities:
-Water manipulation: Like a true citizen of the Principality, Jace knows how to manipulate the water around her, bending and shaping it to her will.

-Ice simulacrum: Jace blinks a very brief distance (up to 3 feet) and in her place appears an ice figurine mimicking her posture just before the ability was used, the simulacrum is too simplistic to actually trick anyone but it will definitely take an attack that would otherwise hit her. The ice shatters from any amount of direct force or melts very quickly if not destroyed (10 seconds).

-Mistscreen: With enough water present Jace can use it to create a dense mist that acts like a smokescreen, obscuring a small area.

-Water whip: Jace manipulates any small amount of water to lash out at an opponent with tendril of water that strikes with a force strong enough to break bones.

-Ice shards: With only a small amount of water needed Jace can freeze it into multiple small shards of ice which she throws at enemies.

-Resourceful: Jace can use water particles in the air around her as well as water stored in plants for use in her spells.

-Fast learner: Always the studious type, Jace is quick to pick up on new skills and techniques, and retains key information for much longer.

Personality: Curious and creative, Jace has a strong love of learning new things. She can constantly be found reading up on things that pique her interest, she has a special love for history such as the formation of the Principality and old wars. Her studious nature is what fuels her burning love of exploration, and she travels the countryside a great deal, enjoying the local scenery and searching for her next mark. She greatly enjoys camping out in the forest and stargazing, both of which were things she and her father did together when he was still around.

Towards her family Jace still holds a strong love towards her brother, who helped keep her in her time of need. Towards her mother though Jace tends to be a bit more distant, keeping their interactions brief. She still blames Patricia for abandoning her children when they needed her most.

History/Bio: Born to Alva Patricia Une of the Principality, Jace started off with a great lot in life! She had an elder brother who she loved to shadow, much to his dismay, as well as a caring family that provided everything she could ever need!
Times were comfortable and pleasant, and Jace thrived socially as well as in her schooling. But, all good things come to an end at some point.. Losing her father had been incredibly rough on the girl, there was no one she had been closer to, and when he was gone the girl shut down hard. She stopped talking to people, quit her lessons, and kept mostly to her room, not wanting to do anything else.

It was the work of her brother that finally finally coaxed a smile out of her once again, and slowly but surely she began to overcome her grief. With her mother distraught and uncaring, and her brother busy with his training, Jace found that she had little direction in her life, and aimed to change that. And so she joined an old friend of Patricia's, Captain Flinte, one of the captains of the Bloodfrost Maiden's fleet. The older elf took her in to help aboard his ship, where she quickly found a love for travel and exploration. While the younger girl wasn't allowed to go far from the kingdom, she still had her fair share of adventures with Captain Flinte as he taught her how to run a ship, including everything from washing the deck, to commanding the crew! He even taught her some more, special skills, like picking a locks and pockets, or fixing decks of cards, though.. mother never needed to know about that..

When Jace came of age she found herself looking for something to do with her life, and so she used her love of history and aimed herself at finding, preserving, and even making a profit off of older historical artifacts. Though her work is difficult and often times she she comes across a find after months of planning that's already been picked clean, she managed to make a decent enough living with the few things she did manage to find and sell. The tricks Captain Flinte taught her helped avoid the old, still active traps and get past the rustic locks in order to make her ventures more successful. Today she still enjoys her work, and aims to help preserve as much of the Principalities history as she can/

Job: Treasure hunter!

Alignment: Chaotic good.

Weapons/Armor:
d57502cdf1df2e848f58a5d34369e798.jpg
Jace's sword: Short, simple and reliable, Jace carries a steel shortsword wherever she goes.

a0c0fce25bd72e56dbbd32f7330cc6dc.jpg
Jace's hand crossbow: Extremely versatile, in and out of combat, Jace likes to use a small, single shot hand crossbow in her off hand.
 
View attachment 344009
Alyn Jacelyne Une
Age: 23

Gender: Female

Species/Race: Mountain fae/human

Kingdom of Origin: Principality of Oceanius

Abilities:
-Water manipulation: Like a true citizen of the Principality, Jace knows how to manipulate the water around her, bending and shaping it to her will.

-Ice simulacrum: Jace blinks a very brief distance (up to 3 feet) and in her place appears an ice figurine mimicking her posture just before the ability was used, the simulacrum is too simplistic to actually trick anyone but it will definitely take an attack that would otherwise hit her. The ice shatters from any amount of direct force or melts very quickly if not destroyed (10 seconds).

-Mistscreen: With enough water present Jace can use it to create a dense mist that acts like a smokescreen, obscuring a small area.

-Water whip: Jace manipulates any small amount of water to lash out at an opponent with tendril of water that strikes with a force strong enough to break bones.

-Ice shards: With only a small amount of water needed Jace can freeze it into multiple small shards of ice which she throws at enemies.

-Resourceful: Jace can use water particles in the air around her as well as water stored in plants for use in her spells.

-Fast learner: Always the studious type, Jace is quick to pick up on new skills and techniques, and retains key information for much longer.

Personality: Curious and creative, Jace has a strong love of learning new things. She can constantly be found reading up on things that pique her interest, she has a special love for history such as the formation of the Principality and old wars. Her studious nature is what fuels her burning love of exploration, and she travels the countryside a great deal, enjoying the local scenery and searching for her next mark. She greatly enjoys camping out in the forest and stargazing, both of which were things she and her father did together when he was still around.

Towards her family Jace still holds a strong love towards her brother, who helped keep her in her time of need. Towards her mother though Jace tends to be a bit more distant, keeping their interactions brief. She still blames Patricia for abandoning her children when they needed her most.

History/Bio: Born to Alva Patricia Une of the Principality, Jace started off with a great lot in life! She had an elder brother who she loved to shadow, much to his dismay, as well as a caring family that provided everything she could ever need!
Times were comfortable and pleasant, and Jace thrived socially as well as in her schooling. But, all good things come to an end at some point.. Losing her father had been incredibly rough on the girl, there was no one she had been closer to, and when he was gone the girl shut down hard. She stopped talking to people, quit her lessons, and kept mostly to her room, not wanting to do anything else.

It was the work of her brother that finally finally coaxed a smile out of her once again, and slowly but surely she began to overcome her grief. With her mother distraught and uncaring, and her brother busy with his training, Jace found that she had little direction in her life, and aimed to change that. And so she joined an old friend of Patricia's, Captain Flinte, one of the captains of the Bloodfrost Maiden's fleet. The older elf took her in to help aboard his ship, where she quickly found a love for travel and exploration. While the younger girl wasn't allowed to go far from the kingdom, she still had her fair share of adventures with Captain Flinte as he taught her how to run a ship, including everything from washing the deck, to commanding the crew! He even taught her some more, special skills, like picking a locks and pockets, or fixing decks of cards, though.. mother never needed to know about that..

When Jace came of age she found herself looking for something to do with her life, and so she used her love of history and aimed herself at finding, preserving, and even making a profit off of older historical artifacts. Though her work is difficult and often times she she comes across a find after months of planning that's already been picked clean, she managed to make a decent enough living with the few things she did manage to find and sell. The tricks Captain Flinte taught her helped avoid the old, still active traps and get past the rustic locks in order to make her ventures more successful. Today she still enjoys her work, and aims to help preserve as much of the Principalities history as she can/

Job: Treasure hunter!

Alignment: Chaotic good.

Weapons/Armor:
View attachment 344069
Jace's sword: Short, simple and reliable, Jace carries a steel shortsword wherever she goes.

View attachment 344068
Jace's hand crossbow: Extremely versatile, in and out of combat, Jace likes to use a small, single shot hand crossbow in her off hand.
Accepted
 
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  • Name: Naria Alejandro.
    Age: 21.
    Gender: Female.
    Species/Race: Beastkin/Human.
    Kingdom of Origin: Igninuim, the fire realm.
    Occupation: Slave merchant and goat herder.
    Alignment: Chaotic neutral.

 
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Name: Buras

Age: 36

Gender: Male

Species/Race: Beastman

Kingdom of Origin: Igninuim.

Abilities: Beasmen are, on average, physically stronger than humans. They can lift more, run faster and for longer, and their reaction times are often better.

A blessing and a curse, Buras cannot feel pain. This allows him to keep fighting even through the worst of injuries. However, until the battle is done, he will not know the severity of the wound. The amount of blood might give it away, but he won't know for certain.

Being a member of an elite fighting unit, it only makes sense that he has been trained. He, like most of the Emir Guard, are efficient in blunt weapons such as the mace and occasionally maul.

The title of Emir Guard naturally garners respect from those that don't have it, as well as fear. With an in depth knowledge of the laws of the land, he will be the judge, jury, and executioner of he so chooses to be. Though in the city, that is often not the case.

Personality: Buras does not show his emotions easily. He sees them as a sign of weakness. If people know what he feeling, they can use it against him. It's simply easier to do his job this way, even if people think he's cold hearted. Of course, he does have a soft spot. It just has to be found, is all.

All of his actions are made without hesitation, for he acts in the name of the Sultana. Not only because she is his ruler, but the training he has gone through has drilled it into his head to treat her as nearly divinity, and the rest of the nobility as less important divinity. Orders given by them are to be completed no matter the cost.

History/Bio: Buras was born on the commoner side of the great river that brought life to the kingdom. He was not blessed to be born a Jinn or into one of the few non-Jinn families that held power. But he was lucky enough to be born strong and healthy, into a family that was capable of raising a child. And though money had to be stretched every which way to make it happen, Buras grew bigger and stronger.

Out on the streets, playing with his friends, his size made him the guardian of the group. If a bunch of older kids wanted to mess with them, they had to make sure Buras couldn't do anything. Or they outnumbered him. Usually the latter was the case, but he put up the good fight anyways. And usually after that the older kids didn't think it was worth the effort of getting past Buras, moving on to an easier group to extort.

As he got older, Buras didn't stop growing. His size, like always, is what got him in trouble. Though this was trouble of a different kind. An Emir Lieutenant found him, and decided that the beastman needed to join. And so Buras was drafted, trained, and put in the ranks of the Emir Guard.

Job: Emir Guard

Alignment: Lawful neutral.

Appearance:
1468683f530927cd8664daf27279295f.jpg

Buras stands at around 6'7", average for an Emir Guardsman though tall almost anywhere else. Scars across his body show that he is no stranger to fighting. Aside from the horns sprouting from his head and his cat like eyes, his arms and legs are covered in hair, have claws, and his legs are much like a dogs.

Weapons/Armor:
A considerable oddity in Igninuim, considering the heat, Buras and the rest of the Emir guard wear heavy armor that turns aside most blows with ease. A large steel shield, almost as tall as he, is strapped to his off arm and serves to further protect himself. To actually fight, he wields a heavy mace that does not pierce or cut, but instead crushes it's way through armor.

He has a more decorative set of armor for more formal occasions, such as parades.

Other: The Emir Guard are tasked with protecting Igniuim's elite class, such as Emirs, high ranking generals, and even the Sultana herself. If they are so ordered to, they make for terrifying front line infantry. Their heavy armor and brute strength allow them to hold the line, and if they are put in a choke point...

The Emir Guard have a couple physical standards that must be met before one is even considered. They must stand higher than six feet, and weigh 280 lbs or more. This is to make them as intimidating as possible, hoping that no one will give them a reason to do their job.
 
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Name
Zevon Von Novez

Age
945

Gender
Yes
Zevon has no actual gender, only whatever gender it chooses to be at the time

Species/Race
Doppelganger

Kingdom of Origin
Dark Kingdom

Abilities

Shapeshifting
Being a Doppelganger, Zevon can assume the appearance of any humanoid it has seen, copying their size, features, and even their clothing and voice

Master Bladesman/woman/thing
With 945 years under your belt, what excuse is there to not perfect your craft?

Regeneration
Kind of self explanatory, isn't it? Unless it is dead, Zevon can regenerate cuts and scrapes almost instantly, larger wounds and gashes could take anywhere to half an hour to multiple hours, depending on the size. Limbs would require a few days.

Minor Telepathy
How else is a creature with no mouth supposed to communicate? Zevon can transfer it's thoughts into other's minds. It can't read their minds though, so the receiver would have to verbally or visually reply. Of course this can also be used to transmit distracting images or noises into a victim's mind.

Chameleon Skin
Zevon is capable of changing the color and texture of it's skin in order to blend in with it's surroundings. Not quite invisibility, but it comes pretty damn close.

Personality
Zevon is what one would call a "problem child". While certainly not a child, Zevon definitely has some problems. It's a kleptomaniac, a bit of an alcoholic, and occasionally a jackass. It loves having fun, even if fun to it is killing. And drinking. And stealing. And drinking. And making jokes at others' expense. An all around great guy...thing. So great that, while money is a preferred payment, it will also accept alcohol, fine art, and romantic dinners in return for it's services. It is a big fan of goofing around. It considers the concept of "goofing around" to be one of it's greatest discoveries. Despite it's normally goofy attitude, it is dead serious when on the job. Usually. It views each job profesionally and refuses to be "bought off" or fail at a job. All in all, Zevon lives in the moment. After all, even if aging isn't really a factor, Zevon truly believes that you only live once and should make the most of your life.

History/Bio
Most of Zevon's life is unknown and secret, what is known is what it deems worthy of sharing. It grew up a lonely grey frog man thing, as most Doppelgangers do, with no knowledge of the parents that spawned it. They were most likely dead anyways. It was a very common occurrence, after all. Growing up, it lived however it wanted to, quickly learning the art of killing, which it used on whomever it wanted, before becoming them and living their life, until it got bored. Eventually, instead of using the name of whomever it was pretending to be at the time, it decided to name itself Zevon Von Novez, a play on the name of Baron Von Ez, whom it was impersonating when it came up with the clever idea. This went on for many years, before it discovered alcohol, something it could only experience when taking the form of a creature with a mouth. Quickly thereafter it discovered the joy of wealth. With a lust for money and alcohol on which to spend the money, it became an assassin for hire, to use it's joy of killing to fulfill it's lust for money, to sate it's thirst for alcohol. Eventually, Zevon was discovered to be the rare and hated creature that it was and was hunted down. Years were spent avoiding persecution. And then there was the rise of the Dark Kingdom. A "safe haven" for monsters like it. Who was Zevon to look a gift horse in the mouth? It fucking took the opportunity! Now living in the Dark Kingdom, it has not killed for years. But it is almost out of money, fine art, and romantic dinner dates. Which is not good. Not good at all.

Job
Assassin

Alignment
Chaotic Neutral
AKA Chaotic Greedy

Appearance
Actual Appearance
In Zevon's true form, it stands at 7 feet tall
60ac881b957a2e52552fb1dd83b8d525.jpg


Preferred Appearance
Zevon's current favorite appearance is that of an assassin that was hired to assassinate them, whom it counter assassinated 50 years ago. It's all very complicated.
Stands at 6 feet tall
f2ba79da8a6f9d2f90129e460321eb9d.jpg


Weapons/Armor
Zevon has 2 of these daggers
80ede7e4a50b77f1899515a726311004--poison-weapons.jpg

And 2 of these slicey short swords
AC1_Short_Blade.png

Zevon wears this armor when in it's preferred form (Because apparently naked humans are socially unacceptable), a mixture of plate and cloth armor, which is actually just an extension of it's own body, but still offers the same protection as the real thing.
1c9c51075d7b7a0c53b244add1bcf095-jpg.102066

Other
Zevon really does accept payment in the form of money, fine art, alcohol, romantic dinner dates, and other bizarre things.
RP started fam. Where you at?
 
Name: Xerxes Greenblood

Age: 250 (Appears 30)

Gender: Male

Species/Race: Forest Elf

Kingdom of Origin: Earth Kingdom

Abilities:

Commune: As is custom for Earth Kingdom subjects, and especially ruler alike he can commune with beasts. Xerxes control over the beasts is so potent that almost none of them can resist his control even able to turn the trained beasts from another kingdom against their masters with a few simple commands.

Cadence: Xerxes can restore life to people, plants and beasts alike. By whistling or playing a strange tune he can mend the wounds of any organic creature. Things made from stone or metal do not get restored, but living creatures do. The spell can treat nearly any wound, but cannot bypass spells or weapons that negate healing.

Conjure Disaster: With a mastery over nature magic Xerxes can create Earthquakes.

Eldritch Magic: Along with his abilities to conjure disasters he can also use smaller scale abilities such as using vines for ensnarement, creating trees for cover or making a whirlwind of viciously sharp petals that cut like a tornado of steel.

Elven Dexterity: As both a two century old elf, and a master combatant Xerxes has incredible dexterity and agility. Even if he does not out strength the opponent he can usually out maneuver them to land attacks quickly, and dodge anything they may throw at him.

Elven Biology: Xerxes requires very little food or sleep, and is usually fully fed and rested with only a slice of bread and an hour rest. Because of this he can go on long expeditions with very little drawback.

Personality: Xerces is a very caring ruler. someone that hasn't let his position get to him. To him each member of his kingdom is like family to him, and while he will still uphold the law, he gives all who deserve it a chance. The safety of his Kingdom is incredibly important to him, as is upholding the rights that he has implemented into their way of life. Xerxes cares for living creatures of all kind, but if that creature of person proves that they would kill or destroy for profit he loses all respect and care for it.

On the battlefield Xerxes is a stout defender for his people, and always takes the helm of battle. Xerxes is the kind of person that likes to end a conflict before it starts, and usually leads with his most powerful abilities. Being the confident leader of the Earth Kingdom he had fought with and developed a respect of the other kingdoms, even though he doesn't agree with their methods. Xerxes would prefer not to fight, but he knows he can't be a pacifist in his situation.

History/Bio: Xerxes lived in a time before the Kingdoms had risen to power, when there was chaos widespread and fighting around every corner. He was just a young elf from an insignificant village that kept to itself. He cared deeply for his home, but he knew the fighting would continue on if there was no one to make a difference. He joined a small resistance to fight against the larger scale armies, and what he saw made him sick to his stomach. He saw the land being destroyed, both belonging to the creatures of the wild, and the sentient people. He saw fire spread across the lands, and dead bodies piled in the thousands across each battlefield.

Xerxes fought and bled, but he was not making the difference he wanted. So he decided to start a kingdom, a community devoted to protecting not only their people, but the land itself since Xerxes always had a deep connection with the earth. He recruited the resistance members, and his family and friends, and everyone he could from his village. However there were not enough people fighting for him to make a difference so he used his commune magic to talk with the beasts. With beast and man fighting together they had an army that rivaled the current power play players, and he fought them. A battle to end them all. With victory in hand he solidified his place as king of the now official Earth Kingdom.

Since his ascent into power he changed the way that things were run. He implement laws and rights, he built a strong kingdom with the help of his people. With his status he was able to make a safe place for his friends and family and subjects. Soon other people wanted to join the kingdom, others that were sickened by the imperialistic way other cities and dwellings were run. Numbers were growing, and his territory was expanding naturally. Now he lives in a day and age were other kingdoms have their own rule and vie for power.

Job: King

Alignment: Lawful Good

Appearance:
171627525b630ac8cbfa69dede8dc888.jpg


Weapons/Armor:

Eldritch Green Blade:
cc9ed724e9ac8013528bf6751d506027.jpg

This magically imbued weapon has the ability to grow life wherever it cuts. It can restored destroyed forests to full life, grow new plant life and food. However when it is used on a living creature it infects them with poisonous wounds. Soon after the cut is made, fungal growths will start to eat away at them. If left untreated it can kill. Immediate effects include fatigue, nausea, dizziness, vomiting, and sores.

Other equipment includes what is in the appearance. The armor and katanas are not magical, but of incredibly high elven grade.

Other: One of the Kingdom Rulers
Get your post out ruler boy.
 
Name: Buras

Age: 36

Gender: Male

Species/Race: Beastman

Kingdom of Origin: Igninuim.

Abilities: Beasmen are, on average, physically stronger than humans. They can lift more, run faster and for longer, and their reaction times are often better.

A blessing and a curse, Buras cannot feel pain. This allows him to keep fighting even through the worst of injuries. However, until the battle is done, he will not know the severity of the wound. The amount of blood might give it away, but he won't know for certain.

Being a member of an elite fighting unit, it only makes sense that he has been trained. He, like most of the Emir Guard, are efficient in blunt weapons such as the mace and occasionally maul.

The title of Emir Guard naturally garners respect from those that don't have it, as well as fear. With an in depth knowledge of the laws of the land, he will be the judge, jury, and executioner of he so chooses to be. Though in the city, that is often not the case.

Personality: Buras does not show his emotions easily. He sees them as a sign of weakness. If people know what he feeling, they can use it against him. It's simply easier to do his job this way, even if people think he's cold hearted. Of course, he does have a soft spot. It just has to be found, is all.

All of his actions are made without hesitation, for he acts in the name of the Sultana. Not only because she is his ruler, but the training he has gone through has drilled it into his head to treat her as nearly divinity, and the rest of the nobility as less important divinity. Orders given by them are to be completed no matter the cost.

History/Bio: Buras was born on the commoner side of the great river that brought life to the kingdom. He was not blessed to be born a Jinn or into one of the few non-Jinn families that held power. But he was lucky enough to be born strong and healthy, into a family that was capable of raising a child. And though money had to be stretched every which way to make it happen, Buras grew bigger and stronger.

Out on the streets, playing with his friends, his size made him the guardian of the group. If a bunch of older kids wanted to mess with them, they had to make sure Buras couldn't do anything. Or they outnumbered him. Usually the latter was the case, but he put up the good fight anyways. And usually after that the older kids didn't think it was worth the effort of getting past Buras, moving on to an easier group to extort.

As he got older, Buras didn't stop growing. His size, like always, is what got him in trouble. Though this was trouble of a different kind. An Emir Lieutenant found him, and decided that the beastman needed to join. And so Buras was drafted, trained, and put in the ranks of the Emir Guard.

Job: Emir Guard

Alignment: Lawful neutral.

Appearance:
1468683f530927cd8664daf27279295f.jpg

Buras stands at around 6'7", average for an Emir Guardsman though tall almost anywhere else. Scars across his body show that he is no stranger to fighting. Aside from the horns sprouting from his head and his cat like eyes, his arms and legs are covered in hair, have claws, and his legs are much like a dogs.

Weapons/Armor:
A considerable oddity in Igninuim, considering the heat, Buras and the rest of the Emir guard wear heavy armor that turns aside most blows with ease. A large steel shield, almost as tall as he, is strapped to his off arm and serves to further protect himself. To actually fight, he wields a heavy mace that does not pierce or cut, but instead crushes it's way through armor.

He has a more decorative set of armor for more formal occasions, such as parades.

Other:
Looks good fam
 
freyalise.jpg

Name: Freyalise Whiterose

Age: 87 (Appears to be in her mid 20's)

Gender: Female

Species/Race: Elf

Kingdom of Origin: Earth

Abilities:

Golem Artificer- As one of the few who have truly understood the art of creating sturdy, durable golems. These golems can only process a few simple commands at a time, such as "Move here and fight him until he does not fight back." They are easily outsmarted, but if one doesn't hear the orders, it can quickly become a losing battle against these stony defenders.

Bend Stone- As a denizen of the Earth Kingdom, Freyalise is able to control the earth with relative ease. She has had decades of experience under her belt with bending the earth to her will. Usually, she uses these abilities usually to quickly create fortifications, and to make golems much more quickly than if she didn't have this very useful power.

Elven Biology- Freya doesn't need much food or sleep, allowing her to work long nights and stay up all days without much of a bit of food, or an hour of rest. This means that she is able to research even further with her construct creations.


Commune- As with all denizens of the Earth Kingdom, Freya knows how to communicate with animals, and they are able to communicate with her. This does mean that she is able to communicate with the varying rodents that help her design her creations.

Ancient Understanding- Having been enchanted by a non-voluntary device, she is able to read magical tomes of knowledge at incredible speeds. During this time, she is entirely unconscious. With practice, she has been able to read normal books like this with some practice, but she prefers to actually enjoy the books she reads.

Personality:
A calm and level-headed individual, where many might find something to be disturbing, disgusting, useless, or even dangerous, Freyalise may find purpose where there previously was none. On the surface, she is just like any other denizen of the Earth Kingdom, loves animals, cultures a small garden, gives back to the earth what she takes, does her assigned job every day to support king and country, and the list goes on.

However, in private or with company she knows somewhat well, the line blurs between asset and person, and she can become very businesslike when appropriate (Creating golems, speaking with nobility, etc.). She drops her facade of being friendly in exchange for being efficient, but not to the point of becoming unfriendly and cold. She likes logic, and the knowledge of how things work. When she studies the trees and wildlife, she finds pleasure from knowing why the tree creates formations the way it does, or why the bone structure of an animal aids it's purpose, whatever it might be. This usually means that she is the resident 'problem solver', whatever that may pertain to.


History/Bio:
Freyalise was raised by her father, Tygus Whiterose in their humble abode in the trees. Tygus had his role in society as an explorer, one who researched ruins lost where nature had overtaken and reclaimed what was once taken from it. However, ancient tomes of knowledge from the past still linger in these crypts. Gathering the ancient forbidden tomes was a tough task, having to part the roots that had buried it in the first place was no easy task, and then knowing what type of traps might be guarding these requires and strong and experienced treasure hunter, which is exactly what he did. He was the perfect fit for the job, which he took very seriously.

In one particular event, he took his sole daughter with her. A sort of 'take your kid to work day' experience for the child. However, it was all fun and games until she was caught in a trap that bound and scarred her with ancient magical energies. No immediate effects were noticed besides from her eyes suddenly becoming awash with green glowing light, but they soon after left the dungeon with the loot they had accumulated. Since then, Tygus had kept his daughter from harm's way the best he could. Of course, children will be children, and poke fun at her green glowing eyes.

This stopped soon enough, and for her it became a fact of life. It wasn't until that she started actually interacting with the works stored in the library that her father had a part of that things had started happening. She instantly began learning everything in the tomes with a simple touch of her finger. It wasn't until she was pulled away from them however that she began to come to. Naturally, she was completely unconscious during the brief few moments she spent with her sudden extended comprehension.

Soon, she was preforming magical feats of power, scribing runes of ancient command into childhood dolls. Soon, she had them all milling about her room, placing one object somewhere else before it needed new commands. Her father realizing the potential this has, she was quickly introduced to the king of the earth kingdom. With practice, she was producing massive monsters of stone and earth, soldiers created for the protection of the earth kingdom and all of it's inhabitants. With that, she was employed by Xerxes as a military researcher. So far, it has been a quiet job of endlessly designing and creating golems, but it gets to be fun sometimes. Especially on the field.


Job: Golem Artificer

Alignment: Neutral Good

Weapons/Armor:

This is her most iconic weapon, never sheathed, but always with her. She creates this blade each time she is in need of a weapon, with their edges always ever sharp.
stoneforgedblade.jpg
Simple leather armor worn under her clothes. Good enough to block a few blows without having a arrow or sword slash through her.
leatherarmor.jpg
 
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Name: Nui En

Age: 18

Gender: Female

Species/Race: Human

Kingdom of Origin: Kingdom of Earth

Abilities:
  • Transformation: At will, Nui shifts into the form of a blackbird. Nui usually uses this for aerial travel, dodging attacks and scouting.
    • While in bird-form, Nui becomes smaller, quicker and far more evasive. However, she becomes much more vulnerable, any damage she takes in bird-form will carry over.
    • Becoming a bird for too long can have adverse, short-term effects on her psyche.
  • Acrobat: Traversing around the treacherous Earth Kingdom woods has taught Nui how to move quickly and efficiently. In combat, she uses her agility, along with her powers to disorient and outflank her opponents, opening them up for devastating strikes.
  • Earth Kingdom Guide: Nui has vast knowledge of the more dangerous Earth Kingdom denizens, and knows which roads are best for avoiding them.
Personality: Listless, apathetic, gets bored easily and tends to take things for granted. Doesn't take her job as seriously as she should, and slacks off often, preferring to rest on a sufficiently high canopy and daydream about life outside of the kingdom. She used to try harder.
Beneath that, she's still filled with the curiosity and wanderlust of her youth.

History/Bio: As a child, Nui was captivated by the majesty and mystery of the Earth Kingdom, she explored all that she could, marveling for days on end at the wonders that surrounded her, holding conversations with the strange beasts she met, and bringing home anything from the outside that caught her fancy.
Once she became of age, she passed her rite of passage and joined the ranks of the Earth Kingdom scouts, enthralled with the prospect of turning her passion of exploring the forest into a way to serve the kingdom.
Over time, Nui began to find less and less new things. Mystery became mundane, things that were extraordinary became ordinary, the vibrant shades of greens, browns, indigoes and violets that once overwhelmed her senses were glanced over without a second thought, or at the very least, sicken her.
Her enthusiasm dwindled, the only thing that she could find interesting were the stories the merchants and travelers she escorted would tell her, and even then, their faces and tales began to blend together into a muted nothingness, leaving her to yearn for some stories of her own to tell, to break free from the wooden cage around her, and fly free in the world lurking beyond the wood.


Job: Earth Kingdom Lookout/Guide

Alignment: Chaotic Neutral

Appearance:
__pixiv_fantasia_and_pixiv_fantasia_t_drawn_by_zen_o__b3eed4c4ec0e55c8d538e08eae1289f7.jpg


Weapons/Armor:
  • Short sword: Razor-sharp, single-edged blade made for quick, high-maneuver attacks. Given to her by her father.
  • Ranger Armor: Standard for Earth Kingdom sentries. Favors mobility and practicality over protection.
Other: Her hobbies include collecting interesting things she finds in the woods, bird-watching, daydreaming and being filled with existential angst.
 
Name: Nui En

Age: 18

Gender: Female

Species/Race: Human

Kingdom of Origin: Kingdom of Earth

Abilities:
  • Transformation: At will, Nui shifts into the form of a blackbird. Nui usually uses this for aerial travel, dodging attacks and scouting.
    • While in bird-form, Nui becomes smaller, quicker and far more evasive. However, she becomes much more vulnerable, any damage she takes in bird-form will carry over.
    • Becoming a bird for too long can have adverse, short-term effects on her psyche.
  • Acrobat: Traversing around the treacherous Earth Kingdom woods has taught Nui how to move quickly and efficiently. In combat, she uses her agility, along with her powers to disorient and outflank her opponents, opening them up for devastating strikes.
  • Earth Kingdom Guide: Nui has vast knowledge of the more dangerous Earth Kingdom denizens, and knows which roads are best for avoiding them.
Personality: Listless, apathetic, gets bored easily and tends to take things for granted. Doesn't take her job as seriously as she should, and slacks off often, preferring to rest on a sufficiently high canopy and daydream about life outside of the kingdom. She used to try harder.
Beneath that, she's still filled with the curiosity and wanderlust of her youth.

History/Bio: As a child, Nui was captivated by the majesty and mystery of the Earth Kingdom, she explored all that she could, marveling for days on end at the wonders that surrounded her, holding conversations with the strange beasts she met, and bringing home anything from the outside that caught her fancy.
Once she became of age, she passed her rite of passage and joined the ranks of the Earth Kingdom scouts, enthralled with the prospect of turning her passion of exploring the forest into a way to serve the kingdom.
Over time, Nui began to find less and less new things. Mystery became mundane, things that were extraordinary became ordinary, the vibrant shades of greens, browns, indigoes and violets that once overwhelmed her senses were glanced over without a second thought, or at the very least, sicken her.
Her enthusiasm dwindled, the only thing that she could find interesting were the stories the merchants and travelers she escorted would tell her, and even then, their faces and tales began to blend together into a muted nothingness, leaving her to yearn for some stories of her own to tell, to break free from the wooden cage around her, and fly free in the world lurking beyond the wood.


Job: Earth Kingdom Lookout/Guide

Alignment: Chaotic Neutral

Appearance:
__pixiv_fantasia_and_pixiv_fantasia_t_drawn_by_zen_o__b3eed4c4ec0e55c8d538e08eae1289f7.jpg


Weapons/Armor:
  • Short sword: Razor-sharp, single-edged blade made for quick, high-maneuver attacks. Given to her by her father.
  • Ranger Armor: Standard for Earth Kingdom sentries. Favors mobility and practicality over protection.
Other: Her hobbies include collecting interesting things she finds in the woods, bird-watching, daydreaming and being filled with existential angst.
Acceptado
 
Name
Zahir Mudawar

Age
29

Gender
Male

Species/Race
Human

Kingdom of Origin
Igniuim

Abilities
Large Pyromancy Potential [However, due to mental trauma, Zahir cannot make use of it]
Mastery of Horsemanship
Mastery of the Polearm
Expert Swordsmen
Proven Commander

Personality
Blunt || Insecure || Dedicated || Demanding

Zahir is an extremely blunt man, he speaks his mind and makes no attempt to hide his feelings on a matter and makes no apologies for hurt feelings or damaged pride he leaves in his wake. The world is bloody and dark enough without more lies and false promises from spoiled lips making it worse. To make matters worse, Zahir has no sense or skill in proper socially acceptable phrases or manners, and tends to be very crude and base and is always willing to yell, smack, or insult as that is what he was taught to do in the army to bring order and discipline in the ranks and as that is all Zahir really is, it is something that carries over to what little life he has outside of his duties.. which is to say none. His poor manners and mouth is what has kept him from getting promotions and it is often said that he only has his current position due to extreme luck and his commander's desire to see him die so that he can be replaced by someone more worthy. Despite his 'strong' and almost.. barbarically simple manners, Zahir is a very insecure soul due to the damage to his face. He hates being seen and will go as far as possible to avoid that such as wearing his helm no matter the situation or cost to his physical comfort as it is far preferable then revealing such a vulnerability. Even his adherence to his duty and obsession with his work is due to this same insecurity, familiarity is safe, he knows he is a good soldier, a good captain, he doesn't have to worry about trying something else, and failing, or being exposed and left vulnerable to the world to be burned and damaged even further then he already is.

Despite this... weakness in his character, Zahir's dedication knows no bounds. He has dedicated his life, mind and soul to Igniuim, its people and his Sultana, to an extent that is impossible to really fathom. It is not just loyalty that prompts that, it is the fact that his service is his life. It is all he truly has and being a soldier of Igniuim is not just 'what' he is, it is 'who' he is. It is how he identifies and validates his existence and purpose in life. Without that, he is nothing, nothing but a burned shell of a man moving through the motions of life, and that is a fate worse then death. He is unable to bring himself to make deep personal connections or even dream of having a wife and kids, as such, this is all he will ever have in life, and a deep part of him knows and understands this. He is nothing if not a soldier and he is content with that. This dedication does have its uses as it drives him to be the best soldier he can possibly be and while his men and women are drinking and living out a fulfilling life, Zahir trains, reads or takes on extra duties to further his goals. He is a perfectionist and few men or women of the kingdom push themselves to his limits and despite having no magical abilities, he is incredibly potent. This dedication does have a darker side then just restricting his personal life, it restricts the personal life of the soldiers working for him. Zahir would never ask anyone to do something he would be unwilling to, however, he demands they do what he does which, for many, is simply not possible. While his men and women are some of the best Wardens in Igniuim, his company also has an extremely high attrition rate even by Warden standards as most simply cannot keep up the pace and request transfers.. assuming they do not die in the field of battle before then. While he is deeply respected by his soldiers, he is also feared and hated in equal measure for being such a taskmaster and none in the company can claim him as a 'friend' due to his own distant nature as, outside of his position, he has no real personal life to speak of. He is... a controversial figure in the Igniuim military if not an unimportant one.


History/Bio
Zahir has no great epic or sorrowful tale. His mother was a soldier and his father a common baker. As a child, he was loved and well cared for and his burn was nothing more then bullying that had gone far too extreme, the burn did forever mar what magical potential he had and left him forever mentally traumatized as, to this day, Zahir has a crippling fear of fire and has trouble even being near simple camp fires, it is not truly as 'sorrowful' as any tale that can be heard from any random beggar on the street. His mother died in battle when he was a teenager, and his father swiftly after from an illness, and lacking any other options, he joined the military having been trained by his mother.

Zahir servied with distinction, even if he was not the most beloved of soldiers, and raised through the ranks at a steady rate, disliked by his commanders, but respected for his efficiency. He has not risen high enough to be someone of note or importance, he has never even been in the Sultana's presence and what experience he has with 'nobility' tends to be escorting them or listening to the lesser sons and daughters of nobles posture and explain why they, through superior birth and breeding, deserve to have this and that, and it is fair to say, his opinion on most nobles is fairly low. To be as blunt as Zahir is a soldier, nothing more, nothing less.

Job
Captain of the 'Emerald Spears' Igniuim Warden Company

Alignment
Neutral Good

Appearance
man-with-burnt-skin-in-city-in-ruins.jpg

Zahir is neither a tall man or a short man, he is neither a broad man nor a skinny man, he is neither a weak nor a strong man, he is simply a man. Normally, the only distinguishable feature on the man is his dead left eye that can be seen under the chain veil that always obscures his face for the man will, simply, not remove his helm in the presence of others not even after a long battle under the searing Igniuim heat, the white iris and pupil just a slight 'hint' lighter then the rest of his eyes giving it a certain 'ghostly' appearance, but it still focuses as if it could see making most people uncomfortable under its dead gaze, and normally, that is all he is. A captain of no real physical note with a dead eye that never seems to remove his armor. Under it.. is a different story. His body is littered with scars, new and old, from all manner of weaponry and tools, the worst of all being the left side of his face which is covered in a large burn scar that has mangled his face, starting at his forehead, stretching down to his jaw, through to his through and out past his ear, it is a hideous, deforming, scar that mars the appearance of what could have been called a ruggedly handsome face. Due to the scaring, facial hair only grows upon the right side of his face, and Zahir will keep it cut down to a stubble, not out of vanity, but need for having facial hair getting caught in a chain veil is a painful and distracting experience.

Weapons/Armor
mamluk_by_grantlion-d58esgh.jpg

His armor consist of finely crafted steel lamellar chest armor, pair of steel lamellar spaulders, steel lamellar skirt and a thin chainmail shirt that runs underneath it to protect the gaps on his torso. The chain mail sits above a loose fitted shirt that protects his skin from being rubbed raw and 'pinched' by the links in the chain. His legs have no real protection outside of the loose cloth that his pants are constructed of, he does wear leather boots with steel shin guards. He has a standard Igniuim helm, equipped with two emerald cloth strips coming out of the top for 'flair' and a chain veil that extends down from the bottom of the helm to protect his face and neck. He has a high quality Shamshir sword that came with his rank as a 'badge' of office that rarely sees use because, as Zahir says, 'Swords are for princes and spoiled nobles to play at war with, real soldiers use a polearm,' and Zahir's polearm of choice is the humble spear. His spear is well worn, its shaft rubbed raw from use and nicked in numerous places from blows deflected and the top of the spear's wooden shaft is slightly crimson, forever dyed with the blood it has spilled over the years. He also has a round steel shield and a Jambiya dagger at the small of his back, just out far enough for his left hand to grab and pull out. His last, and greatest, owned war equipment, is his warhose Dashir, his best, and really only, friend. The horse is getting older in years, but is just as stubborn and tough as he was in his younger years.

Other
The 'Emerald Spears' are a Warden company, meaning, they protect the long roads and caravans that connect the few cities and forts of Igniuim together. It is a thankless job and the single most dangerous position in the army for the roads of Igniuim are plagued by foes, both in the form of bandits seeking to plunder the caravans during their long journeys or by the various beast that lurl among the sands. It is easy to understand, after all, for Igniuim is an exotic land and thanks to its few cities and large land, caravans must travel very far and with an astonishingly large amount of goods, it is said a single raid upon a wealthy group can set a man and his fellows up for several lifetimes, but those caravans are the life blood of Igniuim and her cities, as such, some poor slum has to keep them safe, and forces like the Emerald Spears are one such unit. Due to spending most of their time out in the deserts, unsupported and often going a long time without reinforcements, Warden Companies tend to be a 'mix-match' of troop types as these companies have to be able to face down all enemy forces that cross their paths.

There are 250 soldiers in their company when at full strength which consist of a unit of 30 Light Lancers, 50 Igniuim Archers, 150 Igniuim Spears and 20 'auxiliary' this makes up the cooks, medical attendants, quartermaster and other such positions. These last 20 can be called upon to fight but it is rare and a sign of desperation when they do. They tend to be armored the same with chain under steel and bronze plates, due to needing to walk and fight in the hot deserts, their armor isn't as thick or protective as troops of other nations.

e667897a0b7cb805217ff2c47acd3259--soldier-helmet.jpg

Standard Warden Spearman​
So first pff. Wow lmao.

Second off, great CS and the only thing I need is a short 2-3 sentence description of what each ability givws your character.

Third, while I know that the Emerald Spears are not all that influential in the grande scheme of the kingdom, Im tagging the ruler of the fire kingdom slim slim to make sure she is okay with you take a role like that. You have my go but you'll need hers as well due to the influence your character will have.
 
View attachment 344815

Name: Freyalise Whiterose

Age: 87 (Appears to be in her mid 20's)

Gender: Female

Species/Race: Elf

Kingdom of Origin: Earth

Abilities:

Golem Artificer- As one of the few who have truly understood the art of creating sturdy, durable golems. These golems can only process a few simple commands at a time, such as "Move here and fight him until he does not fight back." They are easily outsmarted, but if one doesn't hear the orders, it can quickly become a losing battle against these stony defenders.

Bend Stone- As a denizen of the Earth Kingdom, Freyalise is able to control the earth with relative ease. She has had decades of experience under her belt with bending the earth to her will. Usually, she uses these abilities usually to quickly create fortifications, and to make golems much more quickly than if she didn't have this very useful power.

Elven Biology- Freya doesn't need much food or sleep, allowing her to work long nights and stay up all days without much of a bit of food, or an hour of rest. This means that she is able to research even further with her construct creations.


Commune- As with all denizens of the Earth Kingdom, Freya knows how to communicate with animals, and they are able to communicate with her. This does mean that she is able to communicate with the varying rodents that help her design her creations.

Ancient Understanding- Having been enchanted by a non-voluntary device, she is able to read magical tomes of knowledge at incredible speeds. During this time, she is entirely unconscious. With practice, she has been able to read normal books like this with some practice, but she prefers to actually enjoy the books she reads.

Personality:
A calm and level-headed individual, where many might find something to be disturbing, disgusting, useless, or even dangerous, Freyalise may find purpose where there previously was none. On the surface, she is just like any other denizen of the Earth Kingdom, loves animals, cultures a small garden, gives back to the earth what she takes, does her assigned job every day to support king and country, and the list goes on.

However, in private or with company she knows somewhat well, the line blurs between asset and person, and she can become very businesslike when appropriate (Creating golems, speaking with nobility, etc.). She drops her facade of being friendly in exchange for being efficient, but not to the point of becoming unfriendly and cold. She likes logic, and the knowledge of how things work. When she studies the trees and wildlife, she finds pleasure from knowing why the tree creates formations the way it does, or why the bone structure of an animal aids it's purpose, whatever it might be. This usually means that she is the resident 'problem solver', whatever that may pertain to.


History/Bio:
Freyalise was raised by her father, Tygus Whiterose in their humble abode in the trees. Tygus had his role in society as an explorer, one who researched ruins lost where nature had overtaken and reclaimed what was once taken from it. However, ancient tomes of knowledge from the past still linger in these crypts. Gathering the ancient forbidden tomes was a tough task, having to part the roots that had buried it in the first place was no easy task, and then knowing what type of traps might be guarding these requires and strong and experienced treasure hunter, which is exactly what he did. He was the perfect fit for the job, which he took very seriously.

In one particular event, he took his sole daughter with her. A sort of 'take your kid to work day' experience for the child. However, it was all fun and games until she was caught in a trap that bound and scarred her with ancient magical energies. No immediate effects were noticed besides from her eyes suddenly becoming awash with green glowing light, but they soon after left the dungeon with the loot they had accumulated. Since then, Tygus had kept his daughter from harm's way the best he could. Of course, children will be children, and poke fun at her green glowing eyes.

This stopped soon enough, and for her it became a fact of life. It wasn't until that she started actually interacting with the works stored in the library that her father had a part of that things had started happening. She instantly began learning everything in the tomes with a simple touch of her finger. It wasn't until she was pulled away from them however that she began to come to. Naturally, she was completely unconscious during the brief few moments she spent with her sudden extended comprehension.

Soon, she was preforming magical feats of power, scribing runes of ancient command into childhood dolls. Soon, she had them all milling about her room, placing one object somewhere else before it needed new commands. Her father realizing the potential this has, she was quickly introduced to the king of the earth kingdom. With practice, she was producing massive monsters of stone and earth, soldiers created for the protection of the earth kingdom and all of it's inhabitants. With that, she was employed by Xerxes as a military researcher. So far, it has been a quiet job of endlessly designing and creating golems, but it gets to be fun sometimes. Especially on the field.


Job: Golem Artificer

Alignment: Neutral Good

Weapons/Armor:

This is her most iconic weapon, never sheathed, but always with her. She creates this blade each time she is in need of a weapon, with their edges always ever sharp.
View attachment 344861
Simple leather armor worn under her clothes. Good enough to block a few blows without having a arrow or sword slash through her.
View attachment 344863
Shes good m8
 
Name:
Atlantia Stinger

Age:
20

Gender:
Female

Species/Race:
Mermaid

Kingdom of Origin:
Oceanius (water)

Abilities:

Overheat - This ability is used by hand and is mainly used to dry her tail off when she gets out of the water. Think of this like a real hot hairblower evaporating water off.

Light Water Manipulation - She is able to manipulate water to a certain extent and is able to create decent waves with a wave of her hand. She is also able to pick up water in a orb-like form. Though she can make it as big as a basketball and as small as a marble (a little bigger than a marble).

Dolphin Communication - She's able to speak with dolphins underwater perfectly, while on land she can do the same but it sounds a lot more odd to those around her.

Whirlpool (Trident Equipped) - She can create a underwater tornado which makes the surrounding area harder to move in and slowly drag the person -that is directed at- into it. Causing them to spin out of control till the whirlpool disperses. Which is about after 5 seconds unless more power into it. (She's not strong enough, especially given her age.).

Trident Blast (Trident Equipped) - Atlantia is able to send a shot of energy through the trident and right at her opponent. Its a strong blast and depending on the opponent, it varies in how much damage it actually does.

Water Bullets - Atlantia is able to make marble sized water pellets in which she can send at high speeds to attack the target she wishes. Though this may not be lethal, it does hurt like a bitch because its a bunch of pellets almost all at once.


Personality:
Atlantia is a very kind and generous mermaid, she will do what she can to help and take care of others if they are in need of it. Even mammals in the water and fish! Tia is a young woman who really doesnt like being mean or rude to other people, though if others ask for rudness, she would probably give it to them. She follows the rule of "Treat others how you want to be treated" and wont take any shit from anyone who treats her wrong. Tia is a very big explorer of the ocean and never forgets to take her trident with her for protection. Now, given her kind nature, she cant help but be super curious. This can sometimes actually lead into her getting into some trouble. Fighting on land is something she cannot do and requires training, which makes her pretty helpless on land. Despite this fast, she's still strong-willed and confident in her actions and words. Atlantia loves to eat shellfish, and because of this, her friend has to hold her back when they go shopping for fish becaust Tia will go on and spend a big bulk of money on fish. When it comes to relationships, she's pretty shy and very sweet. To be the best girlfriend she could be towards someone. Her love is great and she would do almost anything for the person she's fallen in love with.

History/Bio:
Atlantia was born and raised inside the water kingdom by a Mermaid mother and a Human father. Her parents happily raised her on land -her mother gains her tail when in water just like Atlantia- and taught her the way of being a human. They wanted to teach her how to be human before teaching her how to be a mermaid and learn the abilities that one could possess. So, her mother taught her every way that she knew, teaching her some abilities, skills, even how to communicate with fish and dolphins whenever she was at sea. Of course, Tia was facinated with how different the world was underwater compared to land and of course embraced her Mermaid nature as fast as she could. Going out on adventures at sea while staying home with her parents on land. Her father was happy for her and loved that she was happy and having fun. But what bothered him most was that she spent more time at sea with her mother rather than spend time with him on land. Sure, he'd go on trips with her but he couldnt go on and travel the under water world with her. So one day he came up to her while she was swimming around in a lake and comfronted her on the matter. Of course Atlantia felt bad because she didnt realise how she was making her dad feel, being in the water all the time and not spending more time with him. She apologized and promised that she would make it up to him...

And she did.

She went out shopping with him, went out on walks, went swimming in a lake where they splashed and played around. Of course mother had to join in on the action too! So they were a happy family spending time together. Once Tia was old enough and became a proper adult, she opened up a shop with her father, getting things from the ocean such as artifacts and lost items at sea. Surprisingly, this business went well and the family still runs the store to this day. Tia even took over just so her father can relax while she worked. Whenever orders were made from other places, he would take over shop while she ran off to make delivery. Her mother still lives and happily takes care of her home while still going to sea from time to time.


(Cheesy, I know, stfu xD)

Job:
Works in Argos as a Merchant. Sells goods like Jewels, Antiques, Jewlery.

Alignment: (e.g. Chaotic good)
Good

Appearance:
8f1babcae4a274d637e237d5c987b066--fantasy-images-fantasy-art.jpg


Weapons/Armor:
a7b02a061e02cb56d0865ad678854167.jpg


The helmet doesnt look like that. It is like a normal helmet.

fa73e97bc6f0320ec967827a94eb95ed--fantasy-weapons-waffen.jpg

Other:
a27f0d1141169a1bda6bbec7d305fc75.jpg
ac1738330609131a20238be2723b922b.jpg
shop.png
[/heightrestrict]
Once water comes into contact with her, she has only a few seconds to get into a body of water before her tail takes over her legs.
She has gills on the back of her ears when she transforms. These arent noticeable until thoroughly looked at.
To bring her legs back, she has to be fully dried off.
Can make Jewelry with the gems/pearls she gets.
 
Last edited:
Name: Myrides Armuna

Age: 32

Gender: Female

Species/Race: Siren

Kingdom of Origin: Water Kingdom

Abilities:

Enchanting Allure- Like Succubi, Sirens are the epitome of beauty and sensuality. Her features are flawless, as of hand crafted by the gods of beauty themselves. If anyone finds themselves attracted to women, they will have a hard time keeping their eyes from wandering while speaking to this siren.

Siren's song- A beautiful singing voice that is meant for more than just sounding pretty. In the days of old, sirens would hypnotize sailors or fools brave enough to venture into the ocean waters. Their song has hypnotic properties and even the strongest of will, will find themselves not being able to think clearly.

At home- Siren's were born in the water and are most at home in the water. She is capable of breathing in water while in Siren form and can move at incredible speeds underwater. Even out of siren form, her prowess in the water is supernatural.

By land or sea- Myrides moves with grace and elegance within the water or on land. She is capable of coming up onto land and shifting her tail into human legs. Most Sirens have difficutly walking on land but this particular lady doesnt suffer that penalty.

Hydromancy- She can manipulate water to some degree. Not exactly her strong suit but she is capable of forming blades of water on her fingertips. These blades have the pressure necessary to slice through metal like a hot blade through butter.

Death by sound- Most sirens used their voice to lure sailors into the depths to which they were drowned. They were never very good combatants and this applies to Myrides as well. She has instead mastered the art of assassination and seduction by use of her voice. Her voice can operate at different decibel ranges. She is capable of slipping inaudible sonar "attacks" into every day conversation. These undetectable attacks tear the body apart bit by bit from the inside. Its not uncommon for someone to go to bed and not wake up the next day from the microscopic destruction.

Death by sound II - Myrides is capable of letting out a banshee-like wail that can cause loss of hearing and will leave the affected stunned for several seconds.

If this ability is used underwater, due to water accelerating the effects of sound, it is even capable of rendering a royal unconscious for 3 seconds. (Long as they are both underwater)

Assassin training- Having received extensive training, Myrides is no push over should push come to shove. Stealth and blade combat is nothing new to her though it isnt her strong suit. Its mainly a last resort, preferring to use her sonar attacks and allure to eliminate her opponents.

Personality: Myrides is a surprisingly gentle persona that tends to not cause trouble for anyone. Rather than be sultry and seductive like most sirens, she opts for the sight of an alluring, silent beauty. With all the tranquility and serenity of a still sea during a moonlit night.

This serenity is only one part to her. Just as the sea is beautiful, it is treacherous and horrifying. This gentle beauty is capable of taking lives and spilling blood as easy as breathing. Its as if she doesnt have a sense of remorse within her. Her loyalty is fleeting and she has no problems betraying any group or anyone. The only people she has problems betraying are any she falls for. A curious trait universal to all sirens. Once they fall, they fall hard.

History/Bio: Born within the sea and tides, this siren was not so different from the others. Nothing about Myrides really stood other than her siren's song being above the others at an early age. Her melodies were as enchanting as they were haunting.

For several years, she played the role of a true siren. Using her beauty, sensuality, and song to lure the unexpecting to their dooms. Myrides was always very gentle in comparison to her siren sisters but she carried that same indifference to killing that seemed to be universal with them. She didnt really care if the ocean was the crystalline blue it is or a crimson red. It didn't really make much of a difference to her.

(Adding more.)

Job: Blackscale Assassin

Alignment: Neutral Evil

Appearance:
sirens-03-jpg.308117

18c92ea3172270e5e855cd48a05e8b7e-jpg.308118


Weapons/Armor:

An enchanted cutlass that doesn't require sharpening and is difficult to damage.

Black, formfitting leather and cloth armor for when she walks about on land.

Other:​
 
elf_warrior_by_sbalac-d6n7zdy.jpg.cf.jpg

Name: Ashanti Bane

Age: 197

Gender: Female

Species/Race: Light Elf

Kingdom of Origin: Dark Kingdom (from light kingdom)

Abilities:
Slash: She focuses light to slash through whatever she desires in a long arc.
Shield: She can create a bubble around herself in a small area that blocks attacks.
Healing Touch: She can heal wounds and treat most poisons as long as she makes contact with a person for a set amount of time. It drains her immensely depending on the severity of the wound.
Illusion: She can cast life-like illusions of herself or others.
Natural Grace: She can move quickly and has the strength of someone twice her size.

Personality: Ashanti is a strong-willed person who only listens to those she respects, which isn't a lot of people. She carries an air of confidence wherever she goes and never backs down from something she believes she needs to fight for. She's not one to get a temper but if she's angry, she tends to keep it all in and give the silent treatment instead of going on a rampage. If her anger doesn't dissipate itself, she may take out things on others but nothing too bad, just rude words. Although she has a serious demeanor, it fades off quickly and she can be found cracking up with servants and nobles alike. Her loyalty is unwavering when someone earns her respect and she has no problem putting her life on the line. She's a spitfire and always says what's on her mind no matter what the consequences.

History/Bio:​
Ashanti was born in the Light Kingdom to two uptight Priests. She could remember a time where she wasn't hearing about their God's grace and goodness and told not to act in such a matter that would cause the god to get angry. Ashanti started loathing the mere mention of "Lumin" but couldn't go against her parents on the subject, so she stayed quiet. She was brought up to be meek and respectful and benevolent, but the elf seemed to be the exact opposite. She had a furious temper and perfected the art of sarcasm without even knowing the definition of it. Her parents punished her but she kept acting up and soon she was kept out of the eye of public out of embarrassment. Her mother thought it was a punishment to her and her husband for any previous sins. Ashanti was only allowed tutors to see her and free range of the house and gardens but nothing outside of it. She attempted multiple escapades by using small light bursts to blind her captors and making s run for it, but she was usually caught by a beastkin named Farkin who she fondly called "Butt Face" who was pretty old and partly blind but could smell out a mouse in a giant forest. The two were equally annoyed by each other, but he started teaching her swordplay when she showed interest and begrudgingly agreed to train her, as long as she stopped attempting to escape her own home. Ashanti was far from being good because she preferred wielding the sword like a hammer. She'd grab it with her small hands and bring it down as hard as she could while Farkin looked on tiredly. As the years passed, she did get better and lost her childish anger.


Her parents allowed her back into the public eye after saying she had been gone because she was traveling around the six kingdoms as to not tarnish their appearance by being the type of people to square their only child away in the house like some kind of hermit. Ashanti asked them for sword lessons since Farkin had exhausted his use and they agreed.


The war started and Ashanti joined with no hesitation. Her parents didn't say anything as she left, just watched her ride off like they were parting with a guest that had stayed the night.


It was tough, but all wars are. She fought hard even though sometimes she wondered why.


There was a battle against the Dark Kingdom where the forces met and the Light Kingdom lost. There were a lot of casualties and Ashanti was in a battler haze until she realized her opponent had stopped fighting. Her unit had been wiped out. She surrendered and was taken prisoner, but her captors soon realized the girl had a death wish. She fought every single bit of the way and tried killing the jailor with her breastplate when he tried giving her food while she was in her cell. Ashanti was completely confused on why everyone was so complacent. Why weren't they torturing her or something? She soon was taken to the Dark King who announced she was...free. Truly it had to be some joke, but he looked at her with no emotion. She was unchained and led outside of the castle and the doors closed behind her. She was baffled.


She stayed in the Dark Kingdom for a while and everyone was so nice it was painful. She was allowed a room in an inn for free even though she was clearly the enemy and treated like any other citizen. There were no uptight nobles or priests wandering around with their nose upturned and she didn't even hear about religion and honestly forgot it existed. She wanted to stay, but she had to show her parents she was ok. She packed some food and gave her thanks to the people who had helped her and set off. She traveled for a while until a Light Kingdom unit found her and gave her a horse after finding out who her parents were. The couple were in the sun room eating when Ashanti entered, still wearing dented armor and a sunburn along with mud and assorted twigs in her hair. She was told to clean up if she wanted to eat.


She wasn't even that mad anymore at the two. She'd never be the daughter they wanted and that was fine. They asked her when she was going to return to the front lines and she said never. She was going back to the Dark Kingdom, but permanently. It was the first time she had seen her mother fly into a rage. Ashanti felt her mothers hand connect with her face and was in shock for a moment. Her father did nothing but stare with a steely gaze. Ashanti's temper flared and soon she was yelling. Yelling that she thought their God was stupid and nothing more than a ball in the sky, that they were hypocrites and no better than the people they looked down on . She wasn't expecting the flash of light that burned her. Farkin heard her scream and found her mother with a pale face hovering over her fallen daughter. Farkin told the stable boy to get a healer.


Her mother was jailed for striking her daughter and her father never visited Ashanti while she was recovering from her wound. Her belongings were tossed out and Ashanti went by the house to retrieve clothes and her sword after she healed and her horse before saying goodbye and thanks to Farkin and setting out. She fought on the Dark Kingdom's side and when the war was over, the king remembered the fiesty light elf he had captured so many years ago and offered her a place as his personal guard, which she accepted. She doesn't have a personal vendetta towards her former home, and often she still finds herself missing it for some reason.


Job: Personal Guard

Alignment: Chaotic Good



Weapons/Armor:
a562abd7dfc49631f4387d8b5d987682.jpg
Other: has a burn mark from her collarbone to the middle of her stomach, 1 inch in diameter.

 
Name
Zahir Mudawar

Age
29

Gender
Male

Species/Race
Human

Kingdom of Origin
Igniuim

Abilities
Large Pyromancy Potential [However, due to mental trauma, Zahir cannot make use of it]
Mastery of Horsemanship
Mastery of the Polearm
Expert Swordsmen
Proven Commander

Personality
Blunt || Insecure || Dedicated || Demanding

Zahir is an extremely blunt man, he speaks his mind and makes no attempt to hide his feelings on a matter and makes no apologies for hurt feelings or damaged pride he leaves in his wake. The world is bloody and dark enough without more lies and false promises from spoiled lips making it worse. To make matters worse, Zahir has no sense or skill in proper socially acceptable phrases or manners, and tends to be very crude and base and is always willing to yell, smack, or insult as that is what he was taught to do in the army to bring order and discipline in the ranks and as that is all Zahir really is, it is something that carries over to what little life he has outside of his duties.. which is to say none. His poor manners and mouth is what has kept him from getting promotions and it is often said that he only has his current position due to extreme luck and his commander's desire to see him die so that he can be replaced by someone more worthy. Despite his 'strong' and almost.. barbarically simple manners, Zahir is a very insecure soul due to the damage to his face. He hates being seen and will go as far as possible to avoid that such as wearing his helm no matter the situation or cost to his physical comfort as it is far preferable then revealing such a vulnerability. Even his adherence to his duty and obsession with his work is due to this same insecurity, familiarity is safe, he knows he is a good soldier, a good captain, he doesn't have to worry about trying something else, and failing, or being exposed and left vulnerable to the world to be burned and damaged even further then he already is.

Despite this... weakness in his character, Zahir's dedication knows no bounds. He has dedicated his life, mind and soul to Igniuim, its people and his Sultana, to an extent that is impossible to really fathom. It is not just loyalty that prompts that, it is the fact that his service is his life. It is all he truly has and being a soldier of Igniuim is not just 'what' he is, it is 'who' he is. It is how he identifies and validates his existence and purpose in life. Without that, he is nothing, nothing but a burned shell of a man moving through the motions of life, and that is a fate worse then death. He is unable to bring himself to make deep personal connections or even dream of having a wife and kids, as such, this is all he will ever have in life, and a deep part of him knows and understands this. He is nothing if not a soldier and he is content with that. This dedication does have its uses as it drives him to be the best soldier he can possibly be and while his men and women are drinking and living out a fulfilling life, Zahir trains, reads or takes on extra duties to further his goals. He is a perfectionist and few men or women of the kingdom push themselves to his limits and despite having no magical abilities, he is incredibly potent. This dedication does have a darker side then just restricting his personal life, it restricts the personal life of the soldiers working for him. Zahir would never ask anyone to do something he would be unwilling to, however, he demands they do what he does which, for many, is simply not possible. While his men and women are some of the best Wardens in Igniuim, his company also has an extremely high attrition rate even by Warden standards as most simply cannot keep up the pace and request transfers.. assuming they do not die in the field of battle before then. While he is deeply respected by his soldiers, he is also feared and hated in equal measure for being such a taskmaster and none in the company can claim him as a 'friend' due to his own distant nature as, outside of his position, he has no real personal life to speak of. He is... a controversial figure in the Igniuim military if not an unimportant one.


History/Bio
Zahir has no great epic or sorrowful tale. His mother was a soldier and his father a common baker. As a child, he was loved and well cared for and his burn was nothing more then bullying that had gone far too extreme, the burn did forever mar what magical potential he had and left him forever mentally traumatized as, to this day, Zahir has a crippling fear of fire and has trouble even being near simple camp fires, it is not truly as 'sorrowful' as any tale that can be heard from any random beggar on the street. His mother died in battle when he was a teenager, and his father swiftly after from an illness, and lacking any other options, he joined the military having been trained by his mother.

Zahir servied with distinction, even if he was not the most beloved of soldiers, and raised through the ranks at a steady rate, disliked by his commanders, but respected for his efficiency. He has not risen high enough to be someone of note or importance, he has never even been in the Sultana's presence and what experience he has with 'nobility' tends to be escorting them or listening to the lesser sons and daughters of nobles posture and explain why they, through superior birth and breeding, deserve to have this and that, and it is fair to say, his opinion on most nobles is fairly low. To be as blunt as Zahir is a soldier, nothing more, nothing less.

Job
Captain of the 'Emerald Spears' Igniuim Warden Company

Alignment
Neutral Good

Appearance
man-with-burnt-skin-in-city-in-ruins.jpg

Zahir is neither a tall man or a short man, he is neither a broad man nor a skinny man, he is neither a weak nor a strong man, he is simply a man. Normally, the only distinguishable feature on the man is his dead left eye that can be seen under the chain veil that always obscures his face for the man will, simply, not remove his helm in the presence of others not even after a long battle under the searing Igniuim heat, the white iris and pupil just a slight 'hint' lighter then the rest of his eyes giving it a certain 'ghostly' appearance, but it still focuses as if it could see making most people uncomfortable under its dead gaze, and normally, that is all he is. A captain of no real physical note with a dead eye that never seems to remove his armor. Under it.. is a different story. His body is littered with scars, new and old, from all manner of weaponry and tools, the worst of all being the left side of his face which is covered in a large burn scar that has mangled his face, starting at his forehead, stretching down to his jaw, through to his through and out past his ear, it is a hideous, deforming, scar that mars the appearance of what could have been called a ruggedly handsome face. Due to the scaring, facial hair only grows upon the right side of his face, and Zahir will keep it cut down to a stubble, not out of vanity, but need for having facial hair getting caught in a chain veil is a painful and distracting experience.

Weapons/Armor
mamluk_by_grantlion-d58esgh.jpg

His armor consist of finely crafted steel lamellar chest armor, pair of steel lamellar spaulders, steel lamellar skirt and a thin chainmail shirt that runs underneath it to protect the gaps on his torso. The chain mail sits above a loose fitted shirt that protects his skin from being rubbed raw and 'pinched' by the links in the chain. His legs have no real protection outside of the loose cloth that his pants are constructed of, he does wear leather boots with steel shin guards. He has a standard Igniuim helm, equipped with two emerald cloth strips coming out of the top for 'flair' and a chain veil that extends down from the bottom of the helm to protect his face and neck. He has a high quality Shamshir sword that came with his rank as a 'badge' of office that rarely sees use because, as Zahir says, 'Swords are for princes and spoiled nobles to play at war with, real soldiers use a polearm,' and Zahir's polearm of choice is the humble spear. His spear is well worn, its shaft rubbed raw from use and nicked in numerous places from blows deflected and the top of the spear's wooden shaft is slightly crimson, forever dyed with the blood it has spilled over the years. He also has a round steel shield and a Jambiya dagger at the small of his back, just out far enough for his left hand to grab and pull out. His last, and greatest, owned war equipment, is his warhose Dashir, his best, and really only, friend. The horse is getting older in years, but is just as stubborn and tough as he was in his younger years.

Other
The 'Emerald Spears' are a Warden company, meaning, they protect the long roads and caravans that connect the few cities and forts of Igniuim together. It is a thankless job and the single most dangerous position in the army for the roads of Igniuim are plagued by foes, both in the form of bandits seeking to plunder the caravans during their long journeys or by the various beast that lurl among the sands. It is easy to understand, after all, for Igniuim is an exotic land and thanks to its few cities and large land, caravans must travel very far and with an astonishingly large amount of goods, it is said a single raid upon a wealthy group can set a man and his fellows up for several lifetimes, but those caravans are the life blood of Igniuim and her cities, as such, some poor slum has to keep them safe, and forces like the Emerald Spears are one such unit. Due to spending most of their time out in the deserts, unsupported and often going a long time without reinforcements, Warden Companies tend to be a 'mix-match' of troop types as these companies have to be able to face down all enemy forces that cross their paths.

There are 250 soldiers in their company when at full strength which consist of a unit of 30 Light Lancers, 50 Igniuim Archers, 150 Igniuim Spears and 20 'auxiliary' this makes up the cooks, medical attendants, quartermaster and other such positions. These last 20 can be called upon to fight but it is rare and a sign of desperation when they do. They tend to be armored the same with chain under steel and bronze plates, due to needing to walk and fight in the hot deserts, their armor isn't as thick or protective as troops of other nations.

e667897a0b7cb805217ff2c47acd3259--soldier-helmet.jpg

Standard Warden Spearman​
I really like him. Accepted
 
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  • Name: Grimsby T. Fellow.
    Age: 117.
    Gender: Male.
    Species/Race: Woodland elf.
    Kingdom of Origin: Kingdom of Earth.
    Occupation: Ranger of the woods.
    Alignment: Chaotic Good.

 
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  • Name: Elrich Typhanos.
    Age: 63.
    Gender: Male.
    Species/Race: Summer fae/Human.
    Kingdom of Origin: Elysium, the kingdom of light.
    Occupation: Chapel Maester.
    Alignment: Neutral good.

 
Name: Sridit

Age: 35

Gender: Male

Species/Race: Dwarf

Kingdom of Origin: Oshus (Light)

Abilities:
Dwarfen Rule: No dwarf listens to some ponce king. Unless he's also a dwarf.
A rolling boulder: Once he has settled on doing something, it takes a large amount of effort to change his course. Whether that be standing shoulder to shoulder with his kin and fighting to doggedly pushing a bill for Caralyss to pass, though she has rejected it countless times before hand.
Dwarfen politicking: He is no stranger to clan politics, and can navigate it's intricate web with ease, along with the finer strands of honor woven throughout the whole thing.

Personality: Sridit is a man ruled by his emotions. One minute he could be raging about the atrocities that he has allegedly witnessed firs hand to guffawing at a joke he had heard. If one were not careful, they'd say that he could only have one emotion at a time, him not being big enough for any more. These grand displays of emotion make him relate-able to the dwarf population of Oshus who give him their backing.

History/Bio: Sridit was born the heir to clan Arnskull, a well known and respected clan among the dwarf folk. He was fully prepared to become the next clan leader of Arnskull. He was not, however, prepared to become the next king of Oshus. There was also the fact that his queen was Hysh. Hm, he'd have to change that somehow.

Job: Ruler of Oshus.

Alignment: Lawful Good

Appearance:
1e7880d335471af4cd1670fbbf423d4d.jpg


Weapons/Armor:
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Dark steel armor with gold inlay to provide a more pleasing appearance. This armor is not just for show, and is even better than most other armors similar to it. The King must be protected, after all.
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An axe told to be forged by Holbris himself and handed down from king to king.

Other: Sridit has forsaken his clan name, like all kings before him, to show that he will not favor any one clan over another.
 
Name: Caralyss

Age: 30

Gender: Female

Species/Race: Hysh

Kingdom of Origin: Oshus

Abilities:
Hysh Physiology: She, like all Hysh, has the upper half of a human, lower half of a spider, can produce silk, and is cold blooded.
Nest Queen: The Hysh see her as the matriarch of their very large family. They don't have to do as she says. But it's recommended.
Fasha's Chosen: Supposedly marked by Fasha the Weaver herself, Caralyss is the religious leader of the Hysh. Though she has no magical potential, she can weave a web so fine and so intricate, that one could wonder if she did actually have magical powers.

Personality: Where Sridit is ruled by his emotions, Caralyss rules her emotions. When interacting with other people, they are met with a face carved from ice, her pale features only exaggerating it. Very few people have been blessed enough to see her smile, but even then they wonder whether that's because she was genuinely happy or attempting to manipulate them.

History/Bio: Everyone knew Caralyss was special when she was born. Once she hatched and was big enough for markings to be made out, that became clear. A fractured web stretched it's way across her back and abdomen. This marking was nothing like the simple lines or the couple dots that most Hysh were born with. Surely that must be proof that Fasha herself had plans for her. Since the discovery of those markings, Caralyss had been groomed to replace the aging High Priestess. Yet as she was taking the mantle of High Priestess, the aging queen passed away. Surly a sign from the Weaver that Caralyss was to also take the throne. So she was quickly put into power by the Hysh people. Sadly they still had to contend with the Dwarf's King, but Caralyss and her supporters were confident in their ability to bypass him.

Job: Ruler of Oshus

Alignment: Lawful neutral

Appearance:
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Weapons/Armor: Caralyss sees no reason to arm and/or armor herself. Armor would ruin her appearance as chosen by Fasha, and a ruler should never have to touch a weapon themselves.

Other:
 
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