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Fantasy Wardens of Roh- CS

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OOC
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Lore
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Other
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K.O.D

No lights please
1. Power scale is pretty simple, destroying a city block is considered very strong, wiping out a mountain is unimaginable to basically anything that isn’t a god and considering they aren’t playable...no mountain busting.

2. Your characters cannot be children for story reasons. The youngest I’ll allow is 15 and the equivalent for each non human species. Meaning orcs can be as young as 9 years old, inversely immortals are also not allowed. Even with life extension Magic’s and being a dang Elf the longest anyone has lived is 1000 years.

3. One remnant soul character per player. Only exceptions will be made for myself as I am basically controlling all non player characters many of whome will be remnants due to their relevance to the plot line. Also make sure you read the lord. I will bite you if you ask me a question that was answered there.

4. that’s pretty much it, try not to be lazy. I don’t expect a novel but none of that TBR stuff. WIP’a will not be accepted until they are finished. And please for the love of god don’t go making one of those power creep escalators where each persons character just happens to be stronger than and able to easily beat the one just before it. Be an adventurer, accept your characters flaws and weaknesses and make them your own, that stuff is literature gold.
BASICS
Name:

Nicknames (potentially):

Alignment (Chaotic, Lawful, Neutral, etc, etc):

Race:

Age:

Sexuality (optional):

COMBAT

Class:

Spells (if magically inclined):

Gear List (Weapons, Armor, etc):

Special Abilities: (like an orcs rage, or a halflings stealth.)

APPEARANCE

Looks (Description or whatever type of picture you would prefer us to use):

Height:

Weight:


BIOGRAPHY

Backstory(should we go for shorter things to be fleshed out more in RP?):

Personality(Could be negative and positive traits list or paragraphs whichever you prefer):

Nation of Origin(Which of the 13 kingdoms are you from.):​
 
Finnik Shurann
"I'm gonna do the right thing now, that, or I'm gonna die tryin."
Finnik.png
BASICS
Name: Finnik Shurann

Nicknames: Finn

Alignment: Neutral Good

Race: Half-Elf (Elven Father, Human Mother)

Age: 29

Sexuality: Pansexual

COMBAT
Class: Hunter

Spells:
-Healing (Very limited)
-Shield: Deflective bubble type ward. Can only cover up to two people for a few seconds and is very draining.

Gear List:
-Black painted Longbow
-Black leather breastplate and arm guard
-Small dagger

Special Abilities:
-Agility
-Quick-Learner

APPEARANCE
Looks: Finnik has a light olive toned complexion that she took from her mother and startling green eyes from her father. The points of her ears are dulled off, making the human parentage in her fairly obvious to any onlooker. Besides the ears, her face may even seem more square and less elongated than that of a full-blooded elf only further pushing her mixed heritage. Finnik’s hair is thick and near jet black and when down it almost reaches her mid-waist, but you’ll not often catch her with it not tied up in some sort of way. Many years of living alone fending mostly for herself in the forests outside Voaton have left her face scared in multiple places. Both of Finnik’s parents veered onto the taller side and she took after them, she stands at a respectable 5’10” of lean musculature and long limbs.

Height: 5’10”

Weight: 165 lbs.

BIOGRAPHY
Kingdom of Origin: Voaton

Backstory:Finnik was born the product of a tryst between a married woman and an Elven mercenary from Voaton. A bastard child and a half-blood, Finnik was mostly unwelcome in the place of her birth. Her mother, an Agrinorian and wife to a fairly wealthy tradesman, was faced with an ultimatum when her husband discovered his wife’s betrayal. Give up her half-elven child and pretend the whole thing had never happened, going back to her life with Finnik’s three half-siblings as normal, or give up the well-off life she had become accustomed to in favor of this Elven mercenary and her child. The choice had been relatively simple for her mother and Finnik’s father had taken her alone back to Voaton where he placed her in the care of an orphanage where she would stay until she was taken in by a woman she would come to know as Mam. Finnik’s father wrote to her, but eventually the letters stopped coming and she assumed the mercenary had gone and gotten himself killed. Her mother on the other hand, did no such thing, she might as well not exist. Finnik knew of her and her half-siblings only from her father’s letters. But it didn’t much matter though, when a kindly old human woman by the name of Shei Shurann took her in from the orphanage she didn’t much care why her birth mother hated her any more.

Shei was a recluse, living outside of Voaton in the forests and not often making trips into the city. She was the one that taught Finnik to hunt and use a bow. Shei was the one who taught her how to make friends with the mushroom folk and which plants would poison you. Shei was the woman that gave Finnik a name and that she in turn started calling Mam. But Mam was old and she was human, she had been at least 50 when she had taken Finnik under her wing and by the time Finnik had turned 20 Mam was already gone. But, she had left Finnik with more than enough knowledge to survive on her own and the half-elf girl has stayed right where she was, doing the same things she had always been doing. Until a night when one of the mushroom folk that Finnik had thought herself friends with turned on her. The fungus one attacked her home and left her half dead and very, very angry. For years, the presence of the forest giants had been corrupting populations of the myconids in the forest and it was only getting closer to the city. At some point, they might over run them completely. It was then that Finnik decided to heed the call of the Wardens and join their ranks to try and protect her home from this fate.

Personality:
Positive
-Selfless
-Loyal
-Honest
-Trustworthy
-Merciful
-Kind

Negative
-Quiet
-Self-Loathing
-Unrefined
-Socially Inept
-Finicky
-Foulmouthed
 
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BASICS


Name: Rae’Ghan

Nicknames: Lord Warden, Lady of Battle, The Thunderer

Alignment: Lawful Good

Race: Pure blooded Orc, Remnant soul of War

Age: 33yrs

Sexuality: Bi-Sexual

COMBAT

Class: Warlord Barbarian

Spells (if magically inclined):
Predators Woe- A physical enhancement spell which thickens the blood and makes the bodies tissues like Kevlar, and bone like steel. It allows the user to withstand what would otherwise be instantly fatal attacks allowing for counter attacks on foes who usually needn’t prepare for such things. Requires the shell of any defense based animal as a component, fortunately Rae’s armor is made of the Scales of the iron worm and each scale can be used as a component if she runs out of magicite

Bane of Weakness- A physical enhancement spell that dials up the physical strength of a single attack to the maximum level allowed by the body of the caster. In Rae’Ghan case that is a tremendously powerful attack capable of felling large buildings with just the shockwave from the impact. Only one of her weapons can withstand the forces required to deliver such a blow. The component for this spell is any kind of fang or horn used to deliver impact damage and not poisonous damage.

B’aw- An orcish spell where the orc gathers their magic into their chest and unleashes a mighty shout accompanied by a concussive wave capable of blasting away low to mid level spells, knocking several foes at once off of their feet, or blasting doors off of their hinges. This spell is famous for its quick casting on account of its being one quick syllable it can invariably be triggered at a moments notice. A chip of Orc tusk is the component for this spell, and orc teeth grow quickly making it so that Rae never runs out of components for this spell.

Gru’Mahge- Another orcish tribal spell that requires the caster to chop off all of their hair as a component, and mix it with their own blood. The hair then ignites in a spectral reddish flame with no heat before all strands burn up into a vapor. This vapor travels into the nostrils of the caster. The casters eyes roll into the back of their head and their muscles will surge and squirm as they are empowered with huge amounts of magical energy. For up to a minute afterwards the orc caster becomes insanely strong and fast to the point where their body begins to tear itself apart. This is mitigated by a massive surge in regenerative ability however this regeneration fades before the other effects and the user will begin to be damaged by the effects after the regeneration wares off.

Gear List-
Muh Slugga- a massive axe hammer combination weapon that was forged for Rae’ghan to her specifications by master blacksmiths from Delphor, and then further enchanted by the Therious mages college again to Rae’Ghans specifications. The culmination of their efforts being a gift to her in celebration of her becoming the new lord warden. The weapon itself is indestructible as it is crafted out of pure adamantine and wrapped in many layers of top tier enchantments, the spiked mail side of it shatters barriers and magical defenses, while the axe head side cleaves materials apart at an atomic level making even the hardest armors moot

Special Abilities: Remnant of War- One of the worlds most well known remnants, almost everyone is aware of her abilities yet they are no less formidable. When holding a weapon Rae’Ghan immediately adapts to master said weapon in mere minutes, furthermore she can cause weapons to fly into her hand like some kind of thunder gods hammer, or space wizards laser sword. Lastly she can coat these weapons in a reddish electricity that amplifies the damage of the weapons but increases the likelihood of them shattering. Unfortunately Muh Slugga is to heavily enchanted for her to call the weapon to her so she must manually reclaim it if and when she throws it.

APPEARANCE
1378C29A-5D75-4EF5-BFCB-A82AF56C25B8.jpeg

Height: 6ft 9in

Weight: 315lbs


BIOGRAPHY

Backstory: Born in Mydakka And raised by an orcish warrior for a father, and an orcish hunter for a mother Rae’Ghans life has always revolved around strength and what she could contribute to her clan. She had a relatively happy childhood for an orc, short as it may be. However it ended the day she turned nine and was considered an adult in orcish culture. Shorty after that a pair of forest giants attacked the Mydakka Settlement. Her mother perished far beyond the borders of the city as she was hunting in the direction they came from which caused her father to rally the guard into a frenzy which they managed to use to fell on of the two but not before her father was trampled to death by the second. Afterwards the remaining giant fled back into the forest, to which Rae’Ghan gave chase managing to keep on the giants tail for nearly eleven miles before it slowed and she caught up. Unfortunately she had no idea what to do when the thing rounded on her and was about to lunge into her death when the wardens finally caught up with the two and felled the giant. Impressed by her resolve and stamina she was offered a position within their ranks by the lord warden Martin Lancaster.

For twenty years she fought with her fellow wardens, many times they saved her life, and just as often she returned the favor. However close as the was to Lord warden Martin, who took her under his wing as a protégé, they began to have disagreements in the later years of her second decade. Martin was willing to sacrifice civilians and use towns as bait to lure out as many giants as possible justifying it by saying they were saving lives in the long run, whereas Rae’Ghan saw that as an atrocity and nothing more than pure weakness, after all if you couldn’t protect those whose defense was your only job then you weren’t much of a guardian. This argument eventually devolved into downright subordination, which in turn became contempt, finally ending in Martin “saying if you don’t like it your welcome to try and fill my position” to which Rae’Ghan accepted and their duel was set for six months in the future.

Rae’Ghan spent those six months training with the strongest wardens she could find, and testing her metal against giants in ill advices solo hunts. It is said that in the last month leading up to their fight Martin actually expressed concern that he may have made a mistake, though this was divulged by his assistant after the duel. Their battle took place in the golden plains of Agrinoria with all ten of the Seated council Wardens present. The battle was a fierce one that lasted for nearly two hours, by the end of it both warriors were bloodied and the golden planes was adorned with scars and craters that can still be found to this day. However Rae’Ghan had spent most of the battle trying to maintain a cool head convinced that if she lost it for even a second the battle would be lost, however eventually Martin made the mistake of claiming that the deaths that happened on his watch were justified, which set Rae’Ghan into a frenzy of orcish rage. This fury replenished her stamina while Martin still suffered from fatigue and after a short furious exchange he felt Rae’Ghans axe sink deep into his shoulder and cleave him in twine.

with his last words Martin congratulated Rae’Ghan and wished her luck in achieving her goals, just like that she became the lord warden. A year afterwards Muh Slugga was crafted, and since then the wardens have become a more defensive oriented force, with more concern for lives than infrastructure, her change has preserved the lives of many wardens and civilians alike as she instituted rotating retreats as a strategy where some warriors will occupy giants while others evacuate nearby settlements. When the settlements are empty the warriors will flee and the lack of potential collateral damage allows the elites to move in with little regard for what’s around them. While many have claimed she runs the wardens better than Martin, if you were to ask her she would tell you that her biggest regret is that her friend had to die for their disagreement to be settled, and how she wishes she were a seated warden and he still ran them, just with more of a heart.

Personality: Rae’Ghan is about as outspoken and bold as one can get without it being a problem. She means what she says and always says what she means finding the art of subtlety and Coy femininity to be absolutely useless at best and a detriment at worst. Her words have no hidden meanings and every command is backed by steel should they not be followed. That said she is not an iron fisted ruler, she will accept the opinions of others and take them into consideration. Wether or not that will adjust her plans or orders she gives in any way is hard to tell. Though she rarely drinks when she does she tends to get very...affectionate...perhaps that is why she has two sons, both of whome are now within the wardens and both of whose father fear to cross her and so have showered her with gifts that she actually takes the time to arrange in her quarters. Many wardens attempt to drink with her for this very reason, despite the warning from her sons fathers that she can be very Mantis like...

Nation of Origin: Mydakka​
 
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"Message from yer coz: 'Your roof's caved in by the latest quake so I left the pie by your doorstep.' Would've gotten cold now, don't ya think?"
Lohar Arespear.png


BASICS
Name:
Lohar

Nicknames (potentially): Loh, The Messenger

Alignment (Chaotic, Lawful, Neutral, etc, etc): Chaotic Neutral

Race: Halfling

Age: 27

Sexuality (optional): Gay

COMBAT

Class:
Rogue (Arcane Trickster path)

Spells (if magically inclined):
- School of Alteration magic
  • Haste - The environment slows for the one being targetted but their movements are of a normal pace in their eyes. To those unaffected by the spell, all they see is a vibrating entity that dashes like a blur to its next destination, with strikes that look like they shouldn't connect but had. The component for such spell is a feather from any flying bird, which its essence is one-use each time. Lasts for atleast 5 minutes.​
  • Slow - The opposite effect of Hasted state; the world of the affected moves faster then them while they're unable to keep up. Their movements and their voice are sluggish to others. Although there are many components to be used to activate this spell, Lohar was taught to use a slug (with no shell) that's thrown against the one to be slowed, after an incantantion. One-use at a time, lasts for 5 minutes.​
  • Message - This is how some people believe the assassins and rogues of Jouktan are omnipresent; their voices invading their mentalspaces with warning, words of advice or relayed messages without being seen. Though it's not a foolproof form of communication as it's only able to be used if the target is in vision of the caster. The component for this is a piece of string and a visible target.​
Gear List (Weapons, Armor, etc):
- Twin daggers sheathed in the scabbards by his thighs
- Hood and cloak
- Leather armor, iron pauldrons
- Leather satchel that contains spell components, spare paper and a capped inkwell

Special Abilities:
- Agility
- Stealth
- Thievery

APPEARANCE
lohar nyoom moment.png

A mop of dark dreadlocks often loll to the side of Lohar's head while the other section of his skull seemingly always shaved clean to reveal more white lines of vitiligo. His skin is coloured ebony, only to be interrupted by more lack of pigment across his nose and cheeks -- natural warpaint. The halfling's also recognised for his faded red scarf that trailed behind this speedy figure.

Height: 2'7" / 78.7cm

Weight: 17kgs / 37.5lbs

BIOGRAPHY

Backstory:
Lohar, to this day, had never felt the want nor need to know the mother who had brought him into continent of Roh. This same mindset was harboured to the father that most likely left him and said woman the day he was born. He had carved himself a home, a family that raised and built him up, in the guild of thieves that lurked in the safety and mystery of the underdark. And for good reason, not only did it add to the already frightening reputation of the guild, they were the ones that suffered less architectural damage in comparison to the mercenaries that pathetically yet proudly stood up on the surface.

Though the built-in outcast city suffered against countless Giant attacks; swamp floods by sea giants or quakes by forest ones, it still held fast. It's natural protection enabled the populace to thrive. But still the denizens that valued their life preferred to stay underground, so communication between surface and below involved a network of "mouthpieces". Eventually the halfling found himself taking the role as one of the many "messengers" (be it little birds, spiders, mice in the walls etc. He was part of a network of ears and mouths that heard and spoke in the umbra. Or supposed to, he preferred face-to-face conversations), carrying out letters, verbal notices and even deliveries all around Jouktan. As long as they paid coin, he took the deal -- perhaps snatching a bit more than what was offered once it was finished.

Lohar was faithful to the thieves guild through and through, but with his role he had managed to create connections with their rivals -- even to the point of falling into an "affair-turned-serious" with a human assassin. With news of the Wardens ranks slowly crumbling reaching the indifferent walls of Jouktan, many of those in the mercenary guild enlisted. To make a name of themselves or for the gold, who's to say? Lohar enlisted for the promise of the latter, and a not-so-subtle command/advice of one of his superiors to collect information from within the fray.

He had figured it would be a nice change of scenery. Lohar would be lying if he hadn't grown up with the havoc that came in regular intervals by the sea and/or forest giants that decided to take a crack at Jouktan. But it was certainly a different situation all together when fighting the blasted things.

Personality:
+++
+ Conversational
+ Forthcoming
+ Dutiful

---
- Two-faced
- Impatient
- Dishonest

Nation of Origin: Jouktan
 
BASICS
Name: Dax Hartham

Nicknames (potentially): Headmaster Dax, Mad Dax, King of the Cosmos.

Alignment: Chaotic Neutral

Race: High Elf

Age: 681yrs

Sexuality (optional): Asexual

COMBAT

Class: Grand Wizard

Spells (if magically inclined):
Cosmic Sorcery- Dax Hartham is well known for having a massive reserve of spells, as a teacher of magic he has proficiency in almost any kind. However the only magic that is really unique to Dax is his “Cosmic Class” spacial magic, which is basically just hyper advanced Spacial magic built over six centuries. His most famous cosmic spells are

Wormhole Spheres- A pair of spheres spawned with magic that can range in size and distance from one another. Any object which makes contact with the black orb will be ejected from the white orb usually much faster than it was initially introduced to the black orb. Two night weevil eggs are needed for this spells component.

Wandering Star- a miniature star spawned with magic that can reach sizes of up to 30ft in diameter. The star burns with tremendous heat and can be moved from place to place at high speeds with the users will. The components for this spell are the rare fire salts generated by destroying elementals after they are summoned.

Stratocrash- A summoning spell which can call celestial bodies of moderate sizes down from the heavens after a small delay dealing tremendous damage to a wide area. Dax can select either ice or fire as a main base for this spell using either Oil for fire components, or ice chips for frost components which will call a sulphuric meteor or a comet respectively

Gear List:
Scrying Sphere- An orb which allows Dax to project his perception across vast distances seeing, hearing, and even tasting the environment from a very long way away. It requires a constant stream of mana to activate and utilize but the amount is rather low. The real difficulty is learning how to aim the darn thing, which Dax often uses as a lesson in mana control.

Cloak of Destiny- The swirling galaxy robes Dax adorns himself in are actually powerful magical garments he has been modifying for the past 600 years. He can not only use the cloak like a capsule to store spells that he can unleash later, but he can also use it to witness the stars viewed from any point of the universe, allowing him to see the stars on the opposite side of the planet and observe cosmic phenomenon. Though technically more simple than the great observatory in Tiam, Dax’s cloak has prooven just as accurate and far less limited.

Special Abilities:
High Magic- High elves possess large reserves of magic relative to the other species. this is due to magic flowing through them more effectively which unfortunately makes them more susceptible to magical damage as well.

Remnant of Destiny- Dax is the Remnant of the Destiny god and as such has several boons that come with it. He has brief moments of foresight that occur randomly, his intuition is very rarely wrong, and he can sort of sense when people have big parts in the way the worlds future will turn out. However the biggest boon is another massive boost in the amount of mana he has, one that stacks with his High elf bonus making him seem to have nearly no limits when it comes to casting.

APPEARANCE

E2AFEBFD-7B9B-4002-8B07-907880183AFF.jpeg

Height: 5ft 6in

Weight: 78lbs


BIOGRAPHY

Backstory: Born in Tiam Dax was literally thought to be a non factor by everyone, a low born elf who was the son of a lowly guard and a maid. There was only one who knew what was coming from the boy, his father...and sadly it terrified him to no end. Enough so that he dumped his lifesavings on the Mages who would etch seals into his sons skin for the purpose of cutting him off from magic as is common with servant elves. Sadly it didn’t end there, his father was a cruel and malicious elf who hated the potential his son possessed because he knew all to well that he did not possess it. Dax tried to maintain a semi normal happy life, but his father publicly scorned him and poisoned the minds of those who would’ve called Dax friend. Due to this his first seventy years of life were spent mostly alone and avoiding contact because in invariably caused him pain both physically and emotionally.

Then One day a mage from the college of Therious came to Tiam and they were blessed with the Eyes of mana, a unique ability that allows One to see the magic within another. The mage was drawn by a bright light that he could see from the school and was hoping to investigate. Sadly his investigation was cut short as he laid eyes on Dax and his eyes of mana were bombarded with enough energy to rupture. While the process was agonizing this was no normal man but a dedicated mage with the willpower and wisdom to endure such agony for the sake of his quest. The mage spent the day speaking with Dax and tending to his new wounds. Eventually Dax’s father came home and he quickly chastened the mage and threatened to call the guard. But the mage responded saying no amount of guards would stop him and that if he did not return within three days the college would destroy Tiam entirely, and he would not return without the young boy. Yes he wanted the child’s talents, but more than that he wanted to liberate the boy from his situation, so the mage told the Lie and Dax’s father relented letting his son go.

The school was one of the best things for Dax that could have ever happened. Even with the seals limiting his magic there was enough research material for him to still practice becoming a splendid mage, and for ten years he would study to learn how to remove his seal. However just before he finished he and three other adept level mages were selected by the college to aide the wardens in dealing with a small gathering of frost giants who seemed to be building a settlement near Therious. The wardens and mages quickly responded but it did not go at all according to plan. The Overzealous wardens rushed the giants revealing their position only to find that the giants had anticipated such an attack and were promptly pasted into the snow. This left the four mages of which Dax was one to attempt to face down the five giants. While it was a bloody hellish ordeal One of Dax’s friends realized that the situation was hopeless and against Dax’s wishes helped him to remove his seals before being crushed under a massive blue foot and perishing. With the seal broken Dax was flooded with enough magic that the shockwave from its release floored the giants and could be felt as far away as Baham. For the first time in his life Dax was not weak and powerless, and those poor frost giants learned the hard way that the knife eared mage had loads of pent up frustration.

Back up arrived only a half hour later and found A young Dax weeping over the mangled corpses of his friends, surrounded by smoldering bits of giant. The sight shocked them to the core and all feared to ask the lone survivor what had happened. From that point on Dax was changed, he dived deeper and deeper into his study of how magic and mana works trying his hardest to find out what made him so different. He even returned home to speak to his father, but the man only paled at his sons arrival and told him that the reason behind his hatred was that Dax was not his son, his mother had been taken advantage of by the royalty she served and with no recourse to be had his father took his frustration out on the young child. Dax understood this and decided he would make it his mission to achieve justice for that transgression.

He returned to the college where he studied combat, manipulation, and stealth Magic’s becoming a prodigal master of battle Magic’s. He then took his quarrel to the nobility of Tiam who refused his challenge, and refused to sell him his mother even going so far as to insult her in front of him, yet it wasn’t until the noble reached his hand back to strike her as a show of dominance that Dax acted. He promptly removed the hand aimed at his mother with a searing wind blade which cut off and cauterized the wound simultaneously. The cry of the Prince of Tiam was cut short by Dax casting silence upon him but nonetheless the guards were summoned, which Dax responded to by simply casting an air shell upon himself and fortifying it with electrical currents that made the guards unable to touch him. The King of Tiam was furious and called for wardens to deal with the case. Yet that was Dax’s plan all along, and as the wardens arrived he delivered to them evidence he had gathered in the past 200 years, not just of the princes crime, but of the kings knowing of the crime and attempting to cover it up. Dax was still guilty of his assault, but it was no longer a capital offense, as their crimes had removed the king and his son as nobles under the Wardens law of Just ruler ship. Dax would Serve five years in prison for magical assault, a sentence he claims he could have walked away from at any time he so chose.

After his sentencing he returned to the college with a good deal of fame amongst his peers, after all he had smote a prince, deposed a king, freed his mother of bondage, and lived to tell the tale. Having little strife left in his life Dax dedicated himself wholeheartedly to his magic, not only mastering more classes than anyone had since the founding of the mage college but also pioneering the arts of Cosmic Spacial magic and gaining a deeper understanding of the flow of mana than any mage before him. Having accomplished all of this in only 300 years it was to no ones surprise when Headmaster Morganna left him as her successor upon her death. Since then Dax has changed the school entirely making its educational process more personalized to each student, however the schools relationship with the wardens has deteriorated over the centuries only beginning to repair in the past 4 years because Dax claims to “like this one” when referring to the new lord warden.

Personality: Dax is a bit of an enigma, sometimes he can be kind and generous, while other times he can be ruthless and forces people to learn hard lessons themselves. It generally depends upon his feelings towards a specific individual and his current mood at the time. He is fickle and impulsive in some cases and seems to be a master of self control and willpower in others. One can rarely guess his reaction to things and they more often than not seem to make no sense to those looking at them plainly, however after enough time passes one finds every decision he makes regardless of how insignificant they may seem eventually works towards his goals.

Nation of Origin: Tiam, currently Therious​
 
BASICS
Name: Kul’Dias

Nicknames: The Empty Saint, The Green Fist.

Alignment: Chaotic Good

Race: Orc

Age: 28yrs

Sexuality (optional): Heterosexual

COMBAT

Class: Monk

Spells: N/A

Gear List:
Spiked Gauntlets- Gauntlets made of tusk and leather. While probably capable of dealing damage they are mainly used to turn blades and block impacts as the tusks are that of the Vooldorth Baloth whose bones are famous for chipping rather than shattering and doing so at angles that make it difficult to find purchase.

Special Abilities:
The Forged Fist- A special martial art thought to him by the Empty Saint Lockhier. Focusing mainly on strikes with the hands and a few kicks this art is known for delivering blows which can leave 14 inch dents in steel plates and shatter swords on impact. In order to generate and withstand these tremendous forces the practitioners of this style must meditate once daily and pour all of their magical energy into an enchanted rune that is in pieces on various parts of the practitioners body and only created when they sit in a certain position. This causes their skin, muscles, and bones to become abnormally durable. It is notably better than enhancement magic as it boosts the users strength, speed, durability, stamina, and reflexes with a permanent passive boost that grows more potent with each passing meditation with upward limits being non-existent...however this power is slow to grow, and comes at a steep price. One cannot cast spells if they drain their magic every day, as such by practicing the forged fist one gives up the ability to use magic.

Hammer and Anvil- the Mastered form of the forged fist is not actually that of an empty handed martial art, rather it was made to be used with weapons with unarmed applications being an afterthought. A practitioner gains two separate abilities when they Take a weapon into their hand. The first ability called Anvil, Causes the weapon to become a sort of vacuum pulling in magical energy in the area and channeling it into the users body in the same manner as meditation, it also drains any magical energy the user may have at the time and does the same thing with it, this results in the growth of the passive permanent physical enhancements to occur much faster and foes will find a master of the forged fist actually growing stronger in a fight as it progresses rather than becoming fatigued. Luckily for them the Second ability Called Hammer is also active, this ability causes vibrations and energy channeled through The blade during a strike to no longer be imparted in equal measures upon the weapon and its target, rather all of the energy is channeled into the target causing massive amounts of bonus damage. Unfortunately this results in the weapon undergoing tremendous stress the moment after the impact as its molecules are instantly De-energized resulting in micro cracks in a large enough amount to shatter the weapon outright unless it has Powerful magical enchantments.

Remnant of Death- His birth was the only time that this power seemed to trigger, and aside from the normal high amounts of magical energy associated with being a remnant, no other boons seem to be given by it.

APPEARANCE

B3D2BD89-DBEA-4FE6-97D9-7618A1564739.png

Height: 7ft 2in

Weight: 437lbs


BIOGRAPHY

Backstory: Thirty years ago there was a Monk from across the western sea named Lockhier, in his home continent he was regarded as the single greatest master of martial arts, and he traveled to Roh seeking more warriors to conquer. Among them was an orc named Nim’Dias, an orcish woman who happened to be the greatest practicing master of the orcish martial art of Thraak. The two fought, drank and became friends, he even met her husband Ghar’dias who was a cattle herder in Agrinoria. As he traveled he would visit his friends home many times to rest, eat, and tell the stories of his travels. A year into their friendship he came back to challenge Nim to a sparring match but was surprised when she declined and promptly informed him of her soon to be son Kul. Lockhier stayed with Nim and Ghar for two days before he went to Therious hearing that the headmaster of the college was powerful and going to challenge him. Promising as he went that he would return with a report of what happened as per usual.

However life has a way of subverting one’s expectations. His challenge to the headmaster was flatly declined who claimed he had neither the time nor the interest. Lockhier had traveled three months and was not about to let his challenge go unheeded so he tried to coax a better response only to find himself teleported outside of the city. Realizing that he would likely never get the challenge he dreamed from the rude elf he journeyed back to the farm home of his orcish friends and was horrified by what he found. As he approached he knew something was wrong as the cattle had died apparently recently as they were all lying on the ground, rushing to the house his fears were confirmed as he saw the bodies of his friends and a few others who he assumed were midwives or friends lying dead in the living room. No signs of struggle were upon them, no traces of magic, and no wounds of any kind. It was as if the very life had been drained out of them. He wracked his brain hoping to see if by some chance this could’ve been his fault. Yet his thoughts were interrupted by a cry, the cry of an infant Kul, who was healthy, but obviously hungry and distressed. He was likely no older than a day, but nonetheless Lockhier took the child to a nearby orcish settlement where he found an orc mother who nursed the child for the first year of her life before Lockhier returned for the orcish toddler and paid the mother who nursed him.

From that day forward Lockhier continued his travels now with a companion. He told the child of his parents, the good, the bad. All he knew of them he divulged and he would always insist that Kul refer to him as Teacher or by his name. He would go on to raise the young orc teaching him to read and write in many languages, to speak and feed himself. He chastened the boy when he was rude or impulsive, and rewarded his hard work with kindness. The two grew nigh inseparable and despite Lockhier insisting otherwise, he began to think of the orc as a son. It goes without saying that when Kul was ready Lockhier taught him his “ultimate” martial art, the Forged Fist.
•••
Twenty years would pass and Kul would grow very strong under Lockhier’s watch. Kuls youthful vigor and desire for adventure kept Lockhier on his toes and the two would test their mettle facing down bandits, creatures of the wilderness, and even Giants. While Kul struggled with the last of those he was at least competent enough to not get killed while his master dispatched them. Lockhiers status as a foreigner and not a citizen kept him off the wardens radar and Kul was passed on as a mere servant of the master martial artist so he avoided their eye for a time as well. Sadly that would not last, eventually the duo would find themselves in the territories of Delphor Where several Wardens were facing off against a giant they had never seen before. It stood over sixty feet tall and wore full armor, regarding the wardens with a cold knowing look. Lightning struck the grayish Blue behemoths hand and seemed to stop becoming a long whip in the creatures hand. The wardens hurled spells at it and fired their ranged weapons, all of which broke harmlessly against giant as is swung the lightning bolt whip in a wide arc that downed two of the five.

Lockhier did not waste a second, he sprinted in to help. Yet when Kul tried to follow his world went white as his master swiftly struck the base of his skull and knocked him unconscious. With a shout he engaged the creature, his shout being the last thing Kul heard of him. When he awoke he found himself on the back of a cart with two of the wardens who had faced the beast. They claimed his master had fought the creature using their own weapons and while the battle was fierce in the end the Giant was the victor. Afterwards the Giant simply left, and they survived because they were to stricken with terror to attack it. Kul was devastated by the loss, but more so by his masters final act. He had proven by taking down Kul first that he did not see him as a master worthy to stand with him. He returned to the battlefield and found his masters body, giving it the funeral rights customary to his masters home he vowed he would make himself worthy to be his successor.

For eight years he has continued to hone every skill Lockhier taught him relying on his martial art alone and vowing to never take up a weapon until he was ready to be considered a master of the Forged Fist. Running from country to country and never settling for long kept him free from the wardens recruitment however rumors began to spread of an orc who would crush bandit rings with his bare hands or fist fight a troll and wind up victorious. Unfortunately however this caught up to him in Watazeek where he was arrested after a barfight occurred, thought he was initially not involved a flying chair and an attempted stabbing both of which were aimed at him, forced him to quell the scuffle. Like all prisoners he was to be sentenced to the coliseum however the warden inquisitors who had been following Kul made the Empress of Watazeek and offer she could not refuse and he was released into warden custody before his first matchup. Resigning to his fate during the basic training camp he has decided to try out this warden thing and see how it plays out from there.

Personality: Kul’Dias is probably the least orcly orc that has been for a long time or so his brethren tell him. He is usually calm and quite even meek as he will go out of his way to avoid conflict even at the cost of looking like a complete coward. However that is seemingly countered by a strong sense of justice instilled in him by his teacher that prevents him from being able to tolerate people suffering and dying around him, which causes him to rush towards conflict. He can seem
Stoic when you first meet him but once he warms up to a person he tends to be very outspoken about what he believes and he loves to tell stories of his adventures with his master, the Good, the Bad, and all he can remember of him.

Nation of Origin: Agrinoria​
 
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BASICS

Name: Howard
Shelford

Nicknames : HOWY, Sir Shelford, Old man

Alignment: Chaotic Neutral (Mostly Good) / Lawful evil (Knight mode)

Race: Human

Age: 76 (Appears 34)

Sexuality: Asexual



COMBAT

Class: Fighter/Magic Knight

Spells: Only capable of using magic in Knight mode

  • Searing Blade: The blade begins to shine and rapidly heat up without compromising it’s durability and sharpness, with it’s new heat it is now able to more easily cut through targets which also inflicting much more painful strikes. The component for this spell is gunpowder, the higher quality the gunpowder the better.
  • Repair: Using the old remains of tools or even war gear, one may use it to fuse together and repair one of the weapons. Components: the remains of a weapon or armor of the same material.
  • Smoke Screen: by using nearby water, he may evaporate it and instantly create a sort of smoke screen larger than it should be, able to control how spread out it is or reposition it for short period of time, the smoke is bigger and lasts longer the more water used and after a certain amount of time the "smoke" turns back to water. Components: nearby water.
  • Exploding flash: By concentrating magical energy into his palm and quickly tossing it, a small ball of light will be released that will first explode in a bright flash blinding anyone caught staring at it before exploding again in a more fiery and dangerous way. The moment it comes into contact with air it’ll explode only a second later making it very short range. Components: magnesium, aluminum, or sulfur. At least enough to fit the palm of a hand.

Gear List:

  • Riana: His trusty Greatsword, it is extremely sturdy and has remained in pristine condition even after years of hardship.
  • Dirty Rags

Special Abilities:

  • Remnant of Vitality: The remnant of the God of Vitality, it was seemingly unknown for the majority of his life and to a certain extent he is still oblivious to it. The Remnant of Vitality grants Howard the following perks: resistance to any form of damage (physical, magical, poisonous, etc. this doesn’t mean immunity), the ability to maneuver through any terrain with ease, Heightened senses, Slower aging, a passive regeneration, and increased reserve of magical energy. However this does not come at a cost, outside healing sources like spells or potions are much less effective and must rely on his regeneration for meaningful healing and his heightened senses may be used against him.
  • Knight Mode: Not necessarily a Special ability but more his original personality. Only accessible should he be induced to heavy trauma in the head from concussion or other sources, Howard will go from wild and savage strikes to much more composed and refined strikes mixing in multiple forms of combat from aggressive, defensive, and counter attack heavy. In this state he is also capable of using his spells. In Knight mode he also stands straight more clearly showing his real height.


APPEARANCE

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Looks: A previously almost perfectly preserved body now filled with scars and covered in dirt and other sorts of dirty substances (might change soon from a bath) , he has golden hair with a rather long beard and long hair with messy knots on the back so the hair wouldn’t annoy them as much.

Height: 6’3

Weight: 243lbs



BIOGRAPHY

Backstory: Howard was born into a noble family of Delphor, his younger days were confusing times as by the age of 4 he still appeared to be age 1 or 2. His parents didn’t grow too concerned however as their worries lied more with internal politics of the kingdom than with family matters. Slowly but surely Howard would grow up becoming very proficient and talented with the blade and combat in general, he showed great intelligence and a natural gift for magic, his body was also seen to be rather extraordinary as proven by the sparring matches and the seeming lack of injuries. He was praised as a genius, a pioneer of battle, a true gift, and Howard believed it. He grew to become arrogant, very arrogant to the point he would not even speak to those that he saw beneath him and even refused to speak to his parents on multiple occasions, he never admired anyone, simply viewing those better than him as a road bump to be crushed than as a person. Howard soon after became a Knight becoming rather successful in the conflicts he participated in slowly but surely increasing his already massive ego. However one day, when travelling to a nearby town, he was ambushed by a tree giant who had managed to kill the rest of the knights while knocking Howard unconscious, his body being sent through the river and eventually waking up in an unknown land.

For the first time in his life, Howard was out of his element, he was not confident yet he refused to believe he was scared. His first attempts at leaving were futile, unable to traverse the forest without stumbling into hostile creatures or simply becoming lost and returning back to square one. So Howard did the second best thing, Survive until he was hopefully found. Howard was able to survive for a very long time, having to drop away his armor to be able to move much better and to hunt, the years of isolation deteriorated his mind more than his body. He slowly became more erratic, yet he also sounded happier, where previously nothing could make him smile, now finding a funny looking rock would cause a smile to grow on his face and not only that he would no longer view anything beneath him, perhaps through self reflection or severe brain damage. Howard also began to talk a lot more especially to inanimate objects. However recently it seems that he has gotten the token to his freedom on which he has been waiting for a lot now that he was a changed man, but even as a changed man there are things that simply will never go away.

Personality: Howard is a very energetic and erratic individual always trying to talk to people about things and always acting overly optimistic. He’s rather patient too but if allowed to talk he will not stop. Howard is also honest, brutally honest and showing no signs of shame unable to recognize many social queues and just poor facial reading. This translates to his fighting style as he fights unpredictably, always charging into the opponent and striking with awkward and unreadable stances sometimes jumping from platform to platform.

Contrarily however, should he go into his Knight mode, his personality shifts to his old one going instantly quiet and gaining a frown acting on their own accord always showing signs of disrespect to others. He is very apathetic and cruel only speaking to those who he somehow respects or for torture.

Nation of Origin: Delphor
 

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