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Fantasy VainGlory! [ Characters ]

Main
Here
OOC
Here

Blu

ᴏɴʟʏ ᴄᴏʟᴏʀꜱ ʟᴇꜰᴛ ᴀʟɪᴠᴇ.
Roleplay Availability
Roleplay Type(s)
My Interest Check
"Welcome to the Tantalus Adventure Troupe!"
Sign-ups below!


*You can format your CS in any style you like as long as you include all the necessary details*

Personal Information
Name: (Fantasy-esque name pls)
Gender: (Male or Female)
Age: (16+)
Appearance: (Description and/or picture, pic must be anime)
Personality: (List your traits or write any number of paragraphs detailing them)
History:

League Information
Rank: (10-50 range)
Class:
Equipment:
Abilities:
Parameters
Vitality: ? / 10
Strength: ? / 10
Stamina: ? / 10
Speed: ? / 10
Intellect: ? / 10
Charisma: ? / 10
Luck: ? / 10
(These parameters are arbitrary and doesn't really affect your character's capabilities)

Vices
(The big one. What makes your character so unattractive to Adventure Troupes. It can have something to do with your combat abilities, personality traits, etc. Have fun with it.)



Our Merry Crew
Arte Blueoak - Blu Blu
Minerva Gracille - Blu Blu
Bhurzak the Daft - Sizniche Sizniche
Zephyra Prospero - SilverFlight SilverFlight
Quintus Travexius - Elenion Aura Elenion Aura
Esquever Tragiasa - Dolches Dolches
Clunaira la Pérouse - NightMoves NightMoves
Dotera Opal - Croaker Croaker
 
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Zephyra Prospero
Zephyra1.jpg
shiba inu.jpg


  • Name: Zephyra Prospero
    Gender: Female
    Age: 18

    Personality:

    It was a wonder anyone would work with her before the enchantment really. Her pride and ego were enough to fill a sky barge to bursting. Zephyra, for the most part, is an insufferable narcissist with the solid impression that she is the very greatest of adventurers, rogues and swashbucklers this side of the New World. Her disposition has been recently and only slightly dampened by the fact that an angry wizard made sure she turned into an animal at the greatest moments of inconvenience. Zephyra now has a bit to reflect on regarding her character flaws and the way she treats others, though, she honestly tries very hard not to. Anyone sending praise her way is met with unrelenting agreement and as a result, Zephyra is extremely easy to manipulate in many instances. Her sense of humour would make her almost likable, but for the rest of her character.

    Underneath her flagrant ego however, there does beat a rather genuine heart: If Zephyra has hurt someone she considers a friend she does feel the guilt quite keenly, and often tries to make it up to them in awkward and impractical ways.

    Zephyra is very slowly beginning to develop a sense of right, though from a life of making a living as a criminal, the lesser acts of law-breaking are still a grey area for her. She is very slowly beginning to consider others (though not before herself) and clearly has a long way to go in terms to becoming a strong member of any team. The most well-hidden aspect of her character is her overwhelming guilt at abandoning her friends when they needed her most. She does not like talking about her past, and becomes nervous and frequently non-sensical as she tries to change the subject. Any matter of loyalty is met with much discomfort as Zephyra is put into a heated battle between her own interests and her projected guilt. Proud, self-centered and oftentimes fairly stubborn, Zephyra can be difficult to get along with, though even she recognizes how far she has fallen from grace, and the sacrifices she must make to climb back to the top.
 
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fe850329a885ae766c3ff80376234848.jpg
"If I told you all of what I knew, you'd soil those pretty white trousers, and we can't have that now, can we?"

  • Name:

    Quintus Travexius

    Gender:

    Male

    Age:

    31

    Appearance:

    Quintus is a man in his early thirties with a bronzed complexion, dark hair - expertly coiffed - and golden-amber eyes. He is of slightly-above-average height and build, and sports a particularly exquisite mustachio.


    Personality:

    As a young man, Quintus was arrogant and lazy, but undeniably brilliant. As an adult, his luster has somewhat dimmed as a result of all that he’s learned. Belief that the fate of the world rests on his shoulders has aged him before his time, and has made him a firm believer that the needs of the many must always outweigh the needs of the few. He retained the quick wit and sharp tongue honed in the days of his youth, but there's a certain heaviness to it now, a sort-of world-weariness. Quintus has always been fairly independent, preferring to forge his own path than to retread the steps of those who came before him.

    Years of ridicule have resulted in Quintus developing a thick skin. He isn't easily offended, and despite his relatively high birth, he is right at home among the lowest of the low of society's outcast and downtrodden. He has long since made peace with the fact that no one will ever believe him when he tells them that the very fabric of their reality is at risk. But he has never doubted it to be true. The facts, he believes, speak for themselves. If it wasn’t already obvious, Quintus can be stubborn, and exceptionally narrowminded at times. Couple that with an air of superiority and a general prickliness and he can be quite unpleasant to be around at times.

    As a byproduct of his independence, Quintus believes he is more than capable of leading a mostly solitary life. Friends are a luxury he can scarcely afford in his line of work. Worldly attachments are little more than distractions when considering the scope of the grand, cosmic collapse. He guards his possessions jealously, fearing what gruesome fate might befall the world if the books in his care fell into the wrong hands.



 
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Personal Information
Name: Bhurzak the Daft
Gender: Male
Age: Roughly 35
Appearance:
brute2.jpg

He is 8' 3", and 405 lbs.
Personality: To consider Bhurzak sapient is about the most you could say about him intelligence-wise; almost seemingly as a rule, Bhurzak acts more animal than human. He can barely string together simple sentences, can't read, can't do arithmetic, can't think of more complex battle strategy than "smash until it stops moving", barely understands how currency works, and can even barely spell his own name (incorrectly). He has the mental capacity of a four year old, though no one would say it to him out of fear of him breaking out in rage, as he has a tendency to do. His primary drives and motivations are as basic and animalistic as they get; eat until full, drink until hydrated, copulate until satisfied, sleep until rested. He is resilient to any form of control or boundaries, and refuses to follow orders, though it's debatable whether it is out of free spirit or him simply not understanding some of their importance. This creates issues in every party he is a part of, as he will often charge carelessly into danger without a second thought.
History: Born in the wilds to barbarians, Bhurzak lived much of his life in the wild, with nothing but his own two hands to fight with. He lived a savage life of eating animals alive for sustenance and drinking any water he could get his hands on, acting on animalistic instinct to get by. His introduction to civilization was when he was found mauling a bear--no, that is not a typo--by a group of adventurers who thought he would make a useful asset. They brought him to civilization, gave him a hammer and a pair of pants, and immediately regretted their decision to bring him questing when he tried to eat everything he killed. Still, he learned basically how currency worked--give gild, get stuff like food and drink--and enough about the adventurers guild to know he was basically a part of it, so he took it on as his new work to get gild to get more stuff. After the first few groups, however, finding work has become difficult.

League Information
Rank: 37
Class: Berserker
Equipment: One old two-handed warhammer scaled to his size, a pair of pants.
Abilities:
Berserker Rage - Bhurzak enters a frenzy where he ignores pain and becomes slightly stronger for one minute.
Gravity - Bhurzak drops something heavy, usually himself, on an enemy. He seems to have become rather partial to this one.
Parameters
Vitality: 10 / 10
Strength: 10 / 10
Stamina: 5 / 10
Speed: 3 / 10
Intellect: 1 / 10
Charisma: 1 / 10
Luck: 5 / 10

Vices
Dangerously Stupid: See Personality.
Gluttonous: Being a 8' 3", 405-pound beast of a man with no care for rationing or sharing meals, Bhurzak becomes difficult to keep properly fed and kept, with quintuple rations often being a minimum just to keep him docile. If he isn't fed properly, he will often start fights, and rumors say he'll go as far as eat another adventurer in the absence of a better alternative.
 
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[div class=Title]Arte Blueoak[/div][/div]
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Adventurer's League License

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Name
Arte Blueoak

Gender
Male

Age
18

Appearance
8zyGLe.png


Personality
Prior to him joining the Tantalus Adventure Troupe, Arte was a starry-eyed optimist keen on becoming a world-renown Adventurer. He had genuine enthusiasm for the life, giving up his previous livelihood as a boring but safe farmhand working at his parents' homestead. Unfortunately, his ill-fated meeting with Minerva and eventually the other members of the Troupe has caused him to become increasingly pessimistic about his new life; it only gets worse as he gradually discovers the harsh reality of Adventuring such as the constant threat of death and often low rewards from quests.

He becomes consistently sarcastic, cynical, and blunt, especially towards his own teammates, even though most of the time it's shrugged off as Arte being Arte. He has no qualms about reminding the others of their flaws and vices. However, this is not only exclusive to his fellow comrades as he is open about his disdain to just about anyone he finds annoying. Arte has a tendency to openly complain about the unfortunate situations he finds himself in to which he generally becomes more depressed and irritable.

While he is the most unassuming member of the Troupe, Arte is at his most reliable during critical moments. As such, he is shown to be surprisingly intelligent and a good leader. Despite his abrasive attitude, deep down, he is a kind person and fond of his friends, willing to do whatever it takes to keep their airship sailing at the end of the day.

History
Arte's history is as unassuming as he is. Born to farmers in the quaint countryside of the Old World, his life was one blessed by normality. The only thing not typical about the farmer's boy is that he managed to educate himself in the ways of language, writing, arithmetic, and the like with help from friends who lived in the neighboring city. He also learned a fair bit about combat from his uncle who was a soldier in the army. In his teenage years, he became somewhat of a shut-in, isolating himself from the rest of the world and had trouble forming or sustaining relationships with those outside of his immediate family.

At age 17 he met a beautiful girl, a noble from the city and made friends with her. It didn't take long for the relationship to bloom into something more but before he could confess his true feelings for the young maiden, she told him that she would soon leave the city and head off to the New World. She asked him to make a promise to meet up with her there. Like any hormone-filled boy, this spurred him into action and soon led to his decision to become an Adventurer. He dusted off his dead uncle's armor, picked up a sword, and registered for a license with the Adventurer's League.

The starry-eyed lad held in his heart ambitions for becoming a renown Adventurer and meeting up with that girl once more in the New World. What he doesn't know is that this is just the beginning of his troubles...

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Rank
1

Class
Warrior

Equipment
• x1 Steel Sword
• x1 Set of Worn Armor

Abilities
Unassuming Look: Due to his unassuming appearance, most people tend to not take Arte's claims of being a Adventurer seriously. The non-threatening farm boy vibe that he gives off automatically causes others to drop their guard around him. While this pisses him off to no end, he is not above taking advantage of this fact.

Intelligence: Because most of his parameters are below average, it comes as a surprise that his intellect is sufficiently high. This translates into a clever and cunning style of combat, often employing unorthodox tactics to win. Intellect is a key parameter for mages which means Arte has potential in using magic. Unfortunately, he has classed into being a warrior.

Luck: His luck parameter is insanely high but those of the Adventurer's League often question whether this is a useful parameter or not.

Parameters
Vitality: 3 / 10
Strength: 3 / 10
Stamina: 3 / 10
Speed: 3 / 10
Intellect: 8 / 10
Charisma: 3 / 10
Luck: 10 / 10

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As mentioned before, Arte's unassuming appearance is a major problem for himself. No one wants an Adventurer in their Troupe who looks as non-threatening as he is. They may let him join if he wants to mop the floors or something on deck, but Arte's pride would never allow that. Not to mention that nowadays there are hardly any Rank 1 Adventurers anymore. You have to have some experience for any Troupe to seriously consider you. Adding to this, other than his intellect—which is rendered nearly useless because he chose to become a warrior instead of a mage—and his luck—which is sort of useless in and of itself—the rest of his parameters are below average. This guy's a joke. He's also, at times, quite lecherous, which doesn't bode well for crews with female members who won't tolerate his behavior.

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Vices

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Prepare to spin spoke into view if (eq ${TabSel} 1) (addClass SpokeReveal titleSpoke) if (eq ${TabSel} 2) (addClass SpokeReveal introSpoke) if (eq ${TabSel} 3) (addClass SpokeReveal requestsSpoke) if (eq ${TabSel} 4) (addClass SpokeReveal bbcodeSpoke) //spinning complete. Show the new stuff if (eq ${TabSel} 1) (addClass ShowContent titleContent) if (eq ${TabSel} 1) (addClass ShowHeader titleHeader) if (eq ${TabSel} 2) (addClass ShowContent introContent) if (eq ${TabSel} 2) (addClass ShowHeader introHeader) if (eq ${TabSel} 3) (addClass ShowContent requestsContent) if (eq ${TabSel} 3) (addClass ShowHeader requestsHeader) if (eq ${TabSel} 4) (addClass ShowContent bbcodeContent) if (eq ${TabSel} 4) (addClass ShowHeader bbcodeHeader) set TabHis ${TabSel} [/script]
 
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[div class=Title]Minerva Gracille[/div][/div]
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Adventurer's League License

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Name
Minerva Laan Gracille

Gender
Female

Age
17

Appearance
8z5dM7.png


Personality
Minerva has an interesting yet troublesome personality. She is high-spirited, cheerful, and carefree, but rarely thinks about the consequences of her actions. While she doesn't force her beliefs onto others, Minerva always acts or speaks on her whims; so, she can behave very inappropriately in many situations. It is also very easy to taunt Minerva with jeers or lure her with praises. She tends to perform good deeds, but then immediately ruins her own merits by seeking praises aggressively and persistently. Also, while many of her "good deeds" turn out fine, Minerva is very short-sighted, and some of these "good deeds" actually turn out to be complete disasters.

She thinks very highly of herself coming from her noble lineage but oddly is not against pleading and begging if it means getting what she wants. She is pathetically incapable of lying as, when she attempts to do so, the lies usually give themselves away or all it takes is pinching her cheeks to make her spill the beans. And on the other hand, she is also very easy to lie to. When Minerva is acting stubborn, other people may fib to her to improve her mood and make her more agreeable.

Minerva can be very observant and knowledgeable when she wants. She simply lacks the basic analytical skills and self-awareness to use her knowledge effectively. She can be very tolerant, and will easily accept and forgive other people's imperfections and mistakes. Part of her understanding nature, however, is actually an extremely bad short-term memory. Also despite her vanity and incessant praise-seeking, she is unaware of her natural talents for adventuring and combat, often performing extraordinary feats nonchalantly and not seeking approval for when she does so.

History
Minerva Laan Gracille, daughter of Aldofus Treagar Gracille and Cecily Laan Synphona, and sole successor of the Gracille family name. Theirs is a noble and old lineage, dating back centuries. A line of dragon slayers who serve kings for generations. When Minerva was born, it was said that a draconic comet flew across the heaven, blessing the infant with inhuman strength and power. It turns out, this story seems to be true as far as the inhuman strength part goes. Even as a child, her physical strength was that of ten men. Most children her age either fear or hate her because of this, looking at her as if she were a freak or monster. Sad to say, Minerva rarely had friends in her adolescence and, the friends, she did made liked her more for her wealth than for her character.

That aside, as the successor of a dragon slaying clan, Minerva was taught combat at an early age and her training would last until she was 15 years of age. Day in and day out, she had grueling training sessions of both body and mind to shape her into a powerful warrior. Although she hated her training, she knew the consequences of defying the wishes of dear old papa. In all truthfulness, she only continued the training with the hopes that one day she'll become the leader of the family and spend the rest of her life in leisure.

Cue in the events that transpired on her 16th birthday. Tasked with a seemingly impossible quest, Minerva is to slay an Arch Dragon from the New World or give up her right to her inheritance. All those years of grueling work, it can't be for nothing. Having no reasonable choice in the matter, Minerva accepted the task and set off to train for nearly another 6 months before registering with the Adventurer's League. Of course, she hadn't expect her father to add another condition to the already impossible task: she would receive no support from her family during her quest, monetary or otherwise. Meaning her army of attendants are staying put as well.

So, being creative, Minerva decided to invest what little money she had saved up and not frivolously spent on an airship and a charter for an Adventure Troupe. Enter Tantalus. Of course, what's a troupe without worthy Adventurers, Minerva set out to gather some only to find that no Adventurer worth their salt would team up with her due to her reputation and the task she's been given. Crap. Now what? She spent the last of her money on those now useless flyers. Please, someone join her doomed troupe!

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Personal
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Rank
12

Class
Dragon Slayer

Equipment
• x1 Enchanted Meteorite Longsword
• x1 Noble's Armor
• Various Potions and Charms
• x1 Magically-sealed Tome

Abilities
Dragon Slaying Knowledge: While her combat knowledge is already impressive enough alone, Minerva was specifically trained to slay dragons—formidable ancient creatures few dare to cross. Her knowledge of all things dragons is vast including draconic physiology, behavior, and weaknesses to name a few.

Draconic Magic: Minerva is one of the few practitioners of Draconic Magic in the world which is a special sect of magic derived from dragons themselves. Fight fire with fire as they say! The many and varied spells would take a while to list but her absolutely favorite spell is one that envelopes her sword with draconic aura, transforming its shape into a lance which will cause incredible destruction when thrown.

Blessed Strength: You can't mention Minerva without mentioning her ridiculous physical strength. Able to lift what ten good men can't together and all without breaking a sweat. The origins of her strength are a mystery. Come on, comets can't really bless people with strength now, can they?

Parameters
Vitality: 8 / 10
Strength: 10 / 10
Stamina: 8 / 10
Speed: 8 / 10
Intellect: 3 / 10
Charisma: 5 / 10
Luck: 3 / 10

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League
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Little Miss Nobility is lazy, self-centered, and not all that bright. And her short-term memory is a crapshoot where it counts. Combined all that with a unhealthy penchant of wanting praise and recognition from just about everyone and you get a high-maintenance lapdog. It's no wonder she can't court any adventurers to her troupe. Who'd be able to stand her? And forget dragon slayer, that's in title alone as the closest thing to a dragon that she's slain is the life-size wood model in her backyard. She also doesn't know anything of the real world having spent most of life in the lap of luxury, attendants catering to her every need and whim. Welcome to the real world, kid. Don't hold your breath.

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Vices

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Personal Information

Name: Clunaira la Pérouse
Nickname: Clu
Gender: Female
Age: 17
Appearance:
__elaina_majo_no_tabitabi_drawn_by_azuuru__sample-c21e42d9b8d1fb8c0bbb4f0f236afb2b.jpg
Personality: Clu is always happy to help! She’ll attempt to help everyone with her magic, most often failing in the process due to her vice. The only time she doesn’t have a smile on her face is usually when one of her spells fail and she made things harder on her party members, then she feels incredibly bad and tries to hide under her very large hat.

Despite her vices, Clu is very determined to go on adventures and won’t give up no matter how many times people tell her to do so.

History:
Clunaira was born to a rather prestigious family of mages. They were known as the best of the best, and she was expected to follow in their footsteps. Sadly, she never seemed to have any magical talent. No matter what she did, no matter who she trained with or how hard she tried, Clu’s spells have always had an 98.88% chance of misfiring.

The poor girl tried her absolute best to please her parents, training until she was exhausted, but nothing ever seemed to help. Failure after failure caused her once loving parents to grow extremely distant.

As her parents only cared about having a prodigy, they disowned her and kicked her from the family home, deeming that she was incapable of using magic. This was when she decided to become part of the league and prove herself worthy to not only her parents, but everyone who ever doubted her.

Despite her parents forbidding her from using their last name, she still does. This causes people to laugh at her, as they believe that there is no way she could be part of the Pérouse family with her sub-par magical abilities.

League Information

Rank: 11
Class: Buff Mage
Equipment:
1x Mage outfit that is slightly too big for her (See pic)
1x Worn wooden staff

Abilities:
Buffer: Clu can buff allies, or even enemies, with increased speed, strength, accuracy, dodge chance, etc.

Debuffer: Clu can debuff enemies, or even allies, with decreased speed, strength, accuracy, dodge chance, etc.

Crowd Controller: Clu is also able to apply some crowd control to enemies, or allies. Some of these spells include but are not limited to stuns, roots, and silences.

Parameters

Vitality: 3 / 10
Strength: 1 / 10
Stamina: 5 / 10
Speed: 7 / 10
Intellect: 8 / 10
Charisma: 5 / 10
Luck: 0 / 10

Vices

Clu’s spells misfire 98.88% of the time. Sometimes the spell she casted has absolutely no relation to the spell that she meant to cast, and other times what she casts is the complete opposite of what she wants.

Examples:
Clu means to buff ally defense, but accidentally lowers that ally’s defense.
Clu means to stun the enemy but accidentally stuns her ally. Oopsies.
Clu means to silence the enemy and accidentally buffs its attack, defense, speed, accuracy, dodge chance, etc. How do multiple spells go off when she only casted one? She has no idea. It probably has to do with her 0/10 luck.

Oh yeah, she's also pretty clumsy because you know. 0/10 luck.
 
The Iron Maiden.jpgDotera "The Iron Maiden" Opal
Final Desciple of the Sun

Personal Information
Gender:
Female
Age:
24
Appearance:
The stunning platinum and gold ornaments wrapped and welded purposefully to each individual plate of Dotera’s armor gleam brilliantly in the sun, often giving the inquisitor a heavenly glow in days of strong sunlight. The paladin is known – and often viewed – as a brooding monarch of redemption, silent in the presence of others, giving her a deathly aura that is only amplified by her intimidating, ornamental armor. Because of this – and because she rarely removes her armor in the presence of others – Dotera is generally avoided by most sane people. This, however, has lead to much speculation as to what the woman actually looks like underneath her brutal mantle. Many visualize the snarling maw of a battle-scarred woman, more animal than human. Other minds might conjure up images of an Amazonian woman bearing hard-set features, dispassionate and sexless. As it turns out, none of these are true.
Because Dotera has become somewhat comfortable with her new troupe, she has allowed herself to relax somewhat around them. This means removing the armor occasionally in her compatriot’s presence. In revealing the creature beneath the Iron Maiden guise, many would be surprised to find a fairly young woman, seemingly in their early to mid twenties. Large bright eyes, shining warmly like the sun, greet those that catch her gaze, while framing her heart shaped face is an unkempt tangle of shock white hair. And while Dotera’s skin remains mostly unblemished – save a single scar claiming the left side of her face – a band of freckles has appeared across the bridge of her nose.
When in her armor, Dotera stands at an imposing 6’, though when outside the mantle, she is no more than 5’9”. The Paladin possesses a well toned body, and prides herself in maintaining her physique.

Screen Shot 2018-05-18 at 11.22.51 PM.png
Personality:
Adorned in ornamental plate armor, radiating a blinding holy light, Dotera is the living hand of her God’s will, a product of pure righteousness. The Paladin is known for their devotion to their religion, even though the rest of the church’s disciples have been executed or deserted, rendering the religion essentially dead. Regardless, the Iron Maiden holds true to her faith and continues to spread the good word of Sodra, King of Thorns, God of the Morning Star.
Dotera, though frequently blunt and forthright with people, is genuinely a kind person at heart. Despite their rules and moral code being a fair bit stricter than most folks, the Paladin means well in the end, and is in desperate need of companionship. Being a constant victim of rumor, many people think that Dotera is a bloodthirsty avenger, hell bent at single handedly resolving all of the world’s injustices. In reality Dotera is a pacifist at heart, generally only choosing to fight when absolutely necessary. Of course, when it does come time to throw fists, one can expect Dotera to be right upfront in the thick of it, brutalizing enemies in ways you wouldn’t think possible.
History:
Dotera likes to believe she had a fairly standard childhood, not much unlike yours or mine. Each day went as one would expect for a young girl growing up in a small town, starting of course with an early morning prayer to the sun, before continuing on with church attendance, followed then by some sort of religious or combat study, and ending once again with prayer before sleep. You know, your run of the mill kid stuff.
Of course, it wasn’t like that all the time. When daddy was out crushing the skulls of heretics, and purging this world of its many evils, Dotera would frequently find herself with a day entirely to herself. It was on days like these that Dotera would go out and try to make friends with the other local kids. That was always a fun game! Of course, she never actually did manage to make a friend, but she got close a couple of times.
Despite the uneventfulness of Dotera’s childhood, the Paladin still looks back on those days fondly. Childhood is a comforting thought for the Iron Maiden, as memories of such carelessness harken back to a time when her church was thriving. Sadly, these days, Dotera is the final disciple of the Sun, and struggles to spread the good word of Sodra, King of Thorns, God of the Morning Star. After the year long culling of her people, and the Seven Days of Fire that were held between The Children of Sodra and The Church of Lunalis, Dotera is all that is left. Nevertheless, the Paladin refuses to give up hope. After joining the Adventurer's League, Dotera found herself on a quest to rise through the ranks of adventurers, Dotera's hope being that her success might inspire others to join her faith. No luck yet, though surely things will turn around soon.

League Information
Rank:
32
Class:
Paladin of the Sun
Equipment:
- Ornamental Battle Armor
- Ornamental Tower Shield
- Trusty Flail (it is a sin for a Paladin of the Sun to flay the flesh of another living creature)
- Covenant of the Dawn/Covvel Sultana (Bible)
- Covenant of the Dawn Booklets (for passing out to interested parties)
Abilities:
Dotera has trained most of her life for combat. She is well versed with using a flail and mace, whilst also covering herself and allies with her tower shield.
Outside of physical combat, Dotera is also imbued with a divine energy, granted to her by her God. She can use this energy to bestow blessings on others to grant minor boons or protections, as well as repair non-lethal wounds. However, this divine energy is much better when used to smite heretics. Dotera can imbue weapons with radiant and holy energy to deal extra damage when striking enemies.
Parameters
Vitality: 8 / 10
Strength: 10 / 10
Stamina: 5 / 10
Speed: 2 / 10
Intellect: 5 / 10
Charisma: 2 / 10
Luck: 7 / 10 (does holy intervention count as luck?)

Vices
Though Dotera is a gentle and kind soul, it has been proven that she can be easily cajoled into fighting. Should someone commit blatantly heretical behavior, Dotera will step in to make sure the blasphemer repents, or pays for their crimes with their body. Because Dotera is generally uncharismatic, she has trouble getting people to repent for their sins, and thus far has had to rely on beating the snot out of heretics to make them pay. Also, Dotera is very adamant about her religion and will not break any of its commandments no matter the cost. Her devotion makes her a nuisance to most folk, as it's all she seems to care about and Dotera is infamous for trying to convert anything with a pulse.
In short, Dotera is generally seen as an uncharismatic kill-joy, hell bent on converting the world to Sodrism.
 
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Personal Information
Name: Monty Bayeo
Gender: Male
Age: 24
Personality: Monty is a courteous gentleman, and will treat all women and children kindly. Men, on the other hand, are irrelevant. Meticulous and refined, he’s an extreme perfectionist. His curiosity often takes him to various places, and his interest is easily sparked, yet fleeting. He’s tactful and attentive, his honest smile speaking humility. His forgiving nature often allow others to speak freely and carelessly, a trustful character. But it all comes from an empty place. He’s reliable, but only to the degree of self interest.
History
“Men are filthy beasts.”
Those were the last words his mother had spoken to him before leaving their family. He couldn’t blame her. She was pitiful, really. His deadbeat dad was sickening, gambling his life away and robbing them of a decent life. It was your typical distraught family.
Nonetheless, young Monty was a hopeful and bright eyed child. He had a healthy body and mind, and most importantly, his dear beloved sister. He would never let her live a life of destitution, no. And though his father was useless, he wasn’t heartless enough to leave him to rot in his poor life decisions.
Monty was a capable kid, and enjoyed his busy life tasked with various jobs. When his sister had fallen ill to a curable but expensive disease, he put in strenuous effort to afford its treatment.
But mother knows best.
It was only when his father ran off with the money that Monty had ever asked others for help. But reality settled in. The community that adored his diligence left him in the dust. It was too late for her, anyways. Did he fall into a pit of self pity? No. He didn’t waste his time victimizing and feeling sorry for himself. Instead, he chose to live as his own life’s priority, before all and everything else.
In current time, he really is living his best life. He’s an excellent adventurer, but his self indulgence ranks him at the bottom with all the other scum. He’s done many guilds dirty, and is known as a conniving snake.


League Information
Rank: 42
Class: Swordsman
Equipment:
- A sword. Any will do.
- Magical pair of gloves. Absorbs impact, good for blocking and sanitary reasons.
Abilities:
Exceptional Swordsman
Speed Monster
Household (not!)Magic

Parameters
Vitality: 6 / 10
Strength: 7 / 10
Stamina: 4 / 10
Speed: 10 / 10
Intellect: 5 / 10
Charisma: 3 / 10
Luck: 8 / 10


Vices
Monty is a hedonist, and is more than willing to seek pleasure or benefit himself at the cost of another. He’s a self serving bastard with the rouse of a sincere man. Lying is second nature to him, and he has no problem cheating or abandoning an issue that he feels no attachment to. His faithlessness spurs his detachment, separating himself from others into a “me” and “them” mentality, which excuses himself of his disloyal behaviour. There are many harbouring deep resentment against him, as he often screws people over without a shred of guilt. Monty has an obsessive habit of keeping free of superficial imperfections. His compulsions result in excessive cleaning that often interferes with his daily life and surroundings.
 

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Lecia Sagax v1.png
Lecia Sagax
  • Name: Lecia Sagax
    Gender: Female
    Age: 27
    Appearance:
    Having squirreled herself away for a good number of months since what she calls a “minor” accident, Lecia has unsurprisingly developed rather poor eyesight and consequently needs to always wear her glasses. She keeps her hair haphazardly tied up, revealing the undercut she has on the back of her head -- a result of a rather amusing accident that resulted in her hair color being a strange mixture of chestnut brown with faint hints of pink and blue like that of cotton candy. Her fingertips are often stained with color due to the amount of time she spends grinding ingredients in her attempt to make new harebrained elixirs. Despite the stains and her strangely colored hair, she tries to maintain some semblance of tidiness.

    Personality:
    Considered a touch eccentric, Lecia displays an absurd amount of patience when working on her experiments; however, that cannot always be said of her behavior toward her peers. Never one for idle chit chat with strangers, she comes across as a bit straight-forward, but that could not be further from the truth. Growing up among a family of scholars, Lecia was often encouraged to explore anything that struck her fancy and pursue all the tangents that came along with it. This eventually turned into an insatiable curiosity to tinker and experiment as she grew into her teenage years and well beyond. She easily loses herself in thought and ponders aloud when working, and so her reputation as an eccentric was born. That reputation has only grown over the years, especially after one of her escapades which resulted in her spectacularly failing eyesight and strange hair color. Still, she persists and refuses to stop her experiments.

    Despite her predisposition for overworking herself and being short toward others, she can be strangely thoughtful when she chooses to pay attention. That being said, she considers herself a perpetual optimist and an opportunist. With a somewhat gray moral compass, she rarely opposes taking advantage of situations, especially if it will further her research.
 

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