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Fantasy We Are The Evil Nutty Cultists, I Guess - CS

Main
Here
OOC
Here

Birdsie

The God-Emperor of Mankind
-> If you get a like from me, that means it's accepted.
-> Try not to wreck the entire world.
-> You can be an infiltrator, a double agent, a triple agent, a quadruple agent, or spy inside of, or for other organizations.
-> As long as they're not the Seven Heroes.

BASIC INFORMATION
Name
: (Their true name.)
Aliases: (Other names, titles, nicknames, and aliases.)
Age: (Biological age. How long have you been there?)
Gender: (Male, Female, Genderless, or Hermaphrodite depending on Race.)
Race: (You may create your own race, provided that you will write down a fairly detailed description of its physiology, specialization etc.)

PERSONAL
Sexuality
: (Ships gotta sail, then sink each other.)
High Concept: (Sum up your character in a sentence.)
Backstory: (At least a solid paragraph. Keep it relevant.)

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

FLUFF (Optional)
Hobbies: (What does the dark lord do in his free time, when not vying for supremacy over the world?)
Quote\s: (Notable things that the character has said, that may show off their personality or speech type.)
Theme: (Musical theme.)
 
BASIC INFORMATION
Name
: Tael Rendan
Aliases: Dragonslayer Tael, The Lost Saviour of Sarafell, Ex-Blessed lord knight of the realm
Age: 84
Gender: Male
Race: Draconic human - A human slowly transforming into a drake as a result of a curse

PERSONAL
Sexuality
: Heterosexual, not that he has the time
High Concept: A cursed knight seeking treasure to maintain what little humanity he is still clinging on to
Backstory: Tael spent many years hunting dragons as a result of their huge threat to Trihexa, using his god-given power to wreak havoc in their population and driving them, along with other adventurers and knights, to scarcity, earning himself a high rank within the kingdom and the respect of those around him, yet one day, he simply seemed to disappear from the face of the planet, much to the confusion of those that looked up to the grand "people's hero" Tael, one who had achieved feats of valor in equivalent to the seven chosen heroes.

Years were spent searching for him, yet no clues were found, and the search was given up, assuming he was dead, and in a few years, all that remained of him was a fashionable statue of a remarkable man.

Yet he had not died. He had been branded by a dragon with a fitting curse in recompense for his crimes against dragon-kin.

In his shame, he had hidden, resisting the curse for as long as he could before his mind deteriorated to the point of not even remembering why he was resisting it, and thus, he set out to create his hoard, unrecognisable under the suit of iron, even to himself.

PHYSICAL
Appearance
:
Heavy knight.jpg

Weapons & Armor: A molten axe and thick iron armour that has developed incredible durability as a result of remaining in close contact to a holy knight for an extended period of time
Items & Personal Belongings: A bag of holding connected to his hoard
Skills & Abilities: Drake skin - Highly resistant to heat, with improved resistance to physical attacks
God-given strength - becoming blessed by the gods gave him unparalleled strength in order to defend the world, as well as a resistance to all things holy
Draconic tongue - Capable of speaking to other draconic creatures in their native tongue
Spells & Magic: Draconic curse: Greed - Must hoard treasure constantly in order to prevent transforming entirely from a human to a drake
Weaknesses: Insatiable greed for gold in order to build his hoard to delay the curse, A degraded mental state, making it very difficult for him to gather and retain information or appear coherent to regular people

FLUFF
Hobbies
: There is no free time, there is only treasure-hunting
Quote\s: "Gold." "Anything shiny will do" "Yes, I still want gold" "Tail.. Tael? It's Tail, right? Tael? I can barely remember.."
Theme:
Other: Tael had a son and a wife prior to his disappearance
 
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ARRIN KELLAM
-LITTLE BASTARD MAN-

BASICS


Name: Arrin Kellam
Aliases: Ari, Little Bear, Bastard of Akridge (No one calls him that but him)
Age: 17
Gender: Male
Race: Elfling


PERSONAL


Sexuality: Asexual
High Concept: Morally ambiguous bastard child desperate for a little cash
Backstory: Arrin was born in the northern port town of Akridge, a bastard between two random citizens of the large populations of Frost Elves & Halflings. As he grew up he ended up getting involved in various street gangs and orphanages being called "little bear" and ended up taking the name of his best childhood friend when she died at the age of 14.
After the traumatic death of his pseudo-sister, Arrin reevaluated what he wanted out of life, where he wanted to go and so set his eyes on education. Arrin optimistically aimed for the high-status University of Akridge and began going for wealthier targets to pay for learning materials and the school's entrance exam when he came of age.
One day Arrin clocked a traveling magician who like easy to borrow a few gold from, Little did he know he stole from a mage of the Esoteric Order and a man known as Kol’ Undyer An’thoweken. Arrin didn't care much, he made gold, saw the world, and got to keep his head!. Who cared if a few innocent lives got smothered out in the process?


PHYSICAL


Appearance: As an elfling, Arrin is just a smidge taller than your average Halfling though significantly slimmer and more proportional. His hair is usually a ruffled mess with shaved sides which he recolors with random berries and dyes so as to "quickly change his identity" (he wants to be cool. he's not) which contrasts far too much with his pale skin.
Weapons & Armor: He typically wears light, sparse leather armor atop tattered blue threads and black leather pants. Most of his gear is quite beat and old. He carries a curved knife, a stolen bow, and a spell or two laying around.
Items & Personal Belongings: Study materials for his entrance exams, the occasional bag of northern jerky
Skills & Abilities: General Thievery (Pickpocketing, lockpicking, sneaking about, etc.)
Multilingual (Elvish, Halfling, Common, Dwarven)
High Intelligence
Good with knives, decent with bows, horrid with much else.
Spells & Magic: Arrin doesn't have any powerful abilities or spells, but what he lacks in strengths, he makes up for in variety.
Minor Element - Arrin can produce and use close to any element, though not to any deep extent. (like a small flame in his palm, or icy claws, or a rock fist, etc.)
Minor illusion - Arrin can create illusions no bigger than himself for up to 15 minutes. (such as making a sword to look like a broom, etc.)
Minor healing - Arrin can heal very minor cuts, bruises, and help better more intense wounds.
Weaknesses: Horrible liar, despite how engaged he is in criminal activities. While being a swift little bastard, he can't exactly take a whole lot of hits.


FLUFF


Hobbies: Stealing cabbage. Doesn't grow well up north.
Quote\s: "technically sir it was less thievery and more indefinite borrowing" "Am I getting paid?" "Hey do you think that's worth anything?"
Theme:

code by yousmelldead
 
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BASIC INFORMATION
Name: Kol’ Undyer An’thoweken.
Aliases: Kol’(to his friends), Brother An’thoweken, (to fellow cultists) Uncle Poison (to the public)
Age: 152 years old
Gender: Male
Race: Dwarf

PERSONAL
Sexuality: Heterosexual a majority of the time
High Concept: A friendly practitioner of poison magic whose heart yearns for the brutal beauty that lies in someone's dying breath.

Backstory: Kol’ grew up the son of a physician who worked for a dwarven mining colony in the north of the continent. He was an only child and had the burden of upholding the An’Thoweken name. He learned how to operate in polite society and received an incredible education. He especially loved to study the corpses of the miners who would die or be wounded from different types of toxins found deep within the earth. Kol’ would personally subject animals and prisoners to the poisons to watch their effects. This became even easier as he studied magic and was able to manipulate poisons, toxins and acids without physical contact. He joined the Cult around 10 years ago when he was penniless after an botched experiment using toxins to keep people looking youthful ended up scarring the face of a noble lady in a nearby country. The Cult encouraged his experiments and within the organization Kol’ could further his knowledge of the slow and painful death poisons, toxins and acid induce. What a joy. Fun fact while traveling a thief attempted to rob Kol'. The young elfling was named Arrin Kellam. Seeing how desperate the lad was for coin and sensing the boys lust for knowledge Kol' offered the lad the option to come and join the Esoteric Order of the Celestial dragon.


PHYSICAL
Appearance:
DXpZ-PKykqlY7fUEnw4doM9kX20a1p8Yxm6UnGfyE1jbJhdhJ1J74eTzB-tKWhDmQE7hIUUyAhrYivzLyYy-QGG9-yCg68ZHR93Lq3mQ8MHHx1kp3qU3vgePAmOFU4xNzl-_c_gC

Weapons & Armor: Kol’ is a dwarf first and mage second. This means he often carries the An’thoweken family warpick, a green metal pick with gold runes to keep it unusually sharp. He often uses it as a walking stick. Otherwise he wears silk robes and leather boots.
Items & Personal Belongings: A vast array of poisonous materials and vials of acid. A wooden staff topped with a floating drop of mercury in the middle as a spellcasting focus. A spellbook he has been working on with spells of his own design, a locket holding the hair of the first person he killed and enchanted gloves of poison and acid resistance.
Skills & Abilities:
Minor poison resistance: years of working with toxins have allowed Kol’ to consume small amounts of the stuff and be unaffected while still knowing what should happen.

Educated: he can hold conversations with many different professionals at a high technical level and walk away having remembered and understood a majority of it. He also was taught proper etiquette.

Quick study: he can read and remember information at a above average level and put it into practice with only a few hiccups and restudying.

Medical professional: Working with his father taught him the basic principals of medicine so Kol’ can stitch a wound, set a break and diagnose a fever. Studying poisons openly required him to do so under the guise of its use as medicine. Kol’ knows more than anyone that a properly measured and applied poison can be a cure or relieve pain. It's just the more boring side of his job.

Friendly: he can chat up most folk and usually finds some simple connection between himself and a stranger.

Spells & Magic:
Control Acid/Poison: The ability to manipulate poisons or acids in liquid or gas forums. This control reaches up to 100 yards and only works with the amount of material Kol could lift with a single arm. Maximum 5 gallons. It exhausts him as if he had lifted it.

Poison blood: Kol’ can convert blood into a weak paralytic poison. The Blood must be exposed to the open air and Kol’ needs to be within reach of it.

Acid/poison splash: Kol’ can summon a quart of weak poison or acid and splashes it as if he were swinging an open bottle.

Viper’s bite: Kol’ can inject a very strong venom into someone by biting them. This venom can kill a fully grown human male in 15 mins and something the size of an elephant in 3 hours.

Death Fog: Once a day Kol’ can expel from his nostrils a deadly mist of poisons that will follow him for 5 mins. The outer edge of the ring is a paralyzing poison and the inner is a nerve gas that would deal life lasting damage. Kol’ needs his gloves on for this magic to not affect him.

Miracle “cure”: Kol’ can work for 12 hours using poisons to make a large pill that increases physical strength and speed. It causes minor wounds to heal instantly and major wounds to scab up and scar. It can even bring back those who are half dead. All at the cost of 5% of their natural lifespan. Not so bad eh?

Kol’ knows other basic wizards spells like detect magic and prestidigitation but nothing else that would be combat worthy.

Weaknesses: People pleaser: Kol’ likes it when everyone is happy more specifically he like it when people who are above him in status or that he cares for think well of him. If he feels like he has let someone he cares about down. Kol’ becomes useless and will mentally beat himself up about it over and over again causing him to be inefficient and make more mistakes.

Weak: Kol’s experiments have damaged his own body to the point that he is weaker than most dwarves and even many humans. His breathing is especially weak and so running any distance longer than a block or holding his breath underwater longer than a minute are both incredibly painful to him.

FLUFF
Hobbies: Kol’ enjoys a good ale and discusses philosophy in his off hours. He also enjoys a good romp in the hay every once and awhile.
Quote\s: “ As my father would say “Most all wounds require is some clean cloth and a bottle of whisky.””
“I remember a time when science held no bounds and wild experimentations the norm! What a shame things have become so gentle.”
“Now dear sir, make sure to swallow the whole dose my last subject could only manage half and only had one of his lungs cease function. Took forever for the poor soul to suffocate.”
Theme: (Musical theme.)
 
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Name: Katarzyna Kaliskanaov
Aliases: The Night Witch
Age: 22
Gender: Female
Race: Russo-Japanese (The latter only in terms of nationality)

PERSONAL
Sexuality
: She takes what she wants
High Concept: Gun nut sent to another world but they're Russian and a cute girl.
Backstory: Katarzyna Anastasia Kaliskanaov, as one might assume, can trace her ancestry to the designer of the AK-47, Mikhail Kalashnikov. Her part of the family moved out of Russia to Japan way before she was born and at this point she is a second generation immigrant. Regardless of that though her family spoke only their native language at home so her Russian identity remained quite pronounced even in the homogeneous Japanese society.

So separated by every other kid her age she fell in the foot steps of her grand father, from an early age being interested by weapons and machinery, much more than any normal kid should really. Her obsession so strong she got out of school at top of her grade, spurred on by the fact that her only love interest abandoned her for his bland childhood best friend.

Going to work for Mitsubishi Heavy Industries, her life was getting better after she finally got the permit to own a AK-47. Unfortunately as she was on her way to test it she was summoned to this world against her will by a King and his court, which she promptly escaped with all her other equipment.

PHYSICAL
Appearance
:
1596583428976.png
Weapons & Armor:
AK-74 - Chambered in 5.45×39mm, 3x30 round mags.
Level III-A plated body armour capable to stop 44. mangnum rounds.
Military Fatigues, lots of pockets.
Items & Personal Belongings: AK-74's manual in the original Russian.
Skills & Abilities: Bilingual, though no one speaks Russian in this world so that's confusing. Proficient marksman and survivalist, degree in weapon engineering.
Spells & Magic: Common Translation Buff, 30 feet diameter area surrounding her null magic zone.
Weaknesses:

Complete and utter unfamiliarity with the geopolitcal environment and adamant hate towards the oppressive bourgeoisie masses make her a volatile asset.

FLUFF (Optional)
Hobbies: Gun cleaning while breathing heavily with a lewd smile.
Quote\s: "Cyka blyat idi nahui"
Theme:
 
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Basics
Name: Reine Manourei
Alias: The Black Widow, Lady Manourei, Kailyn Ebarouk (Human Name)
Age: 76 (Appears 23)
Gender: Female
Race: Vampire (Ex-Human)
Height: 5'5
Sexuality: Heterosexual
A6aG4aKl.jpg
Personality
Reine can come off rather calm and alluring. The woman is always prone to putting on a smile hiding away much of her real feelings even speaking with an air of kindness at times. She is known as a seductress always being one to often flirt with those in her company. She shows herself to be quite cunning often working ways to find a solution to a problem through the act of 'diplomacy' or more... covert means of having things turn in her favor. She can be quite cooperative in general if kindly asked to do something so long as its not made into an order or goes against what she is willing to do.

Deep down Reine is extremely bitter to the world. Having suffered a horrible life as a human filled with abuse only to be reborn a vampire to suffer more from his behavior despite being granted the title of queen. She holds little regard for any life in her own twisted way viewing it a 'mercy' on her part to grant the innocent a swift death or turned into mindless servants. She isn't above using and manipulating others in general to get what she wants. She is quite manipulative in words not being one to often lie though her form of 'truth' is often far different from what an person listening might hear. She holds herself above most others, less so for the title she inherited from her ex-husband as much as from what she views to be her own accomplishments. She is known to murder people out of spite, though she has the self control enough to keep herself from doing so if the person is important enough, though it doesn't necessarily mean she won't cause trouble.
Background
Born as Kailyn Ebarouk, her life was one ripe with horror that few would ever wish to admit occurred in the world. She was kidnapped from her family at a very young age and forced into servitude. She spent her life being beaten, abused, assaulted, defiled, and all the horrible acts one could think about. Every attempt she made to escape only ended in disaster with it leading her to worst people who only did so many horrible things. Ultimately it ended up with her finding herself with the man who would be her final 'master' of which she was tortured and ultimately tossed out scarred and tattered and left to die. In a twisted way it felt like an escape... and sense of bliss she would be granted to escape.

There were other plans.

Kailyn was found by a rather powerful vampire lord Firman Manourei. Seeing of her what he deemed true beauty he instead rescued her, biting her and giving her his own blood turning the human girl into that of a vampire. He saw her as his ideal queen, one who possessed great beauty and who suffered thoroughly of which in his twisted view was where true bliss was. He renamed her Reine and as such took her as his bride. An almost romantic sounding story if only it was that simple.

Firman was little better then what she had lived through before. While he lavished her with luxury he found ways of tormenting her still. Much of the abuse she suffered before only continuing in another form. What was worst was the very nature of being turned by him forced her to follow his every whim no matter what he might due to her. It built a resentment in her that her second life felt like some twisted cozier version of her first. While her binding as his Kindred made it hard for her to express her own will, often that that barrier began to grow weaker and weaker as she eventually found her own strength. Eventually after decades of servitude even being the meek woman she was she broke his will becoming independent and from that her desire to finally be free to act on her own.

Reine managed to murder her husband, setting up a large ruse of his death. Coming off as a sheer accident of a careless Vampire Lord toying with minion beyond his control, it didn't take long for the rumors of her being the Black Widow to spout up. Lady Manourei was clearly no match for her husband despite any strength she had at the time, and the grazed creation of his own making seemed even then far below his strength. It was clear some underhanded tactics were used ultmately leading the powerful vampire lord to be weakened in which a mindless abomination could of struck a killing blow somehow nullifying his ability to regenerate of which his wife could consume the souls he possessed and gaining his full wealth of power. Black widow or not, she inherited all things he owned and garnished a good deal of power of her own.

Reine found the life of luxury now in control a sort of bliss. She could do as she pleased, be with an man she so desired. There was little that could get her her way so long as she kept a low profile she could enjoy the rest of her life. It would of been a rest for a woman whose entire life was under the boot of the worst elements of humanity. Some might say a reward she deserved to at least in some part redeem her long life as a vampire in doing as she pleased.

That wasn't enough for her. She felt spited by the world. The fact she could be tossed through such hell wasn't fair. The world itself was cesspool of corruption. All those fake happy faces were all complacent living off the backs of those who are wronged.

This world had to suffer... it had to be undone. It had to be destroyed. Whether it came back from the rubble for a second chance or ceased to be she could care less.

High Concept
An embittered woman who sees the world as rotten and deserving of it's destruction
Items and Equipment
Weapons
None

Armor
None, how else are you suppose to be visually stimulating to those who gaze upon you?

Items
None
Abilities
Skills and Abilities
Regeneration
Being a vampire she possesses the ability of regeneration. Her body effectively can burn the souls of those she consumed to regenerate from wounds that might bring a normal person down. Considering she possesses a large number of souls both taken by herself as well as those taken from her ex-husband, she can be incredible difficult to bring down through normal means.

Super Human Strength and Speed
Being a vampire by itself grants her speed and strength beyond a normal human being. She can be quite dangerous in close range combat despite not being all that adapt of a combatant on her own lacking any sort of formal training.

Seductress
Reina has a body that she knows titillates many who lust upon the feminine form. She has shown herself to be quite excellent at seducing others speaking in a sultry voice and teasing them to the point she has started to view it in a way as a twisted game to her. For her seduction is a tool that makes things far easier then raising her hand against someone.

Diplomacy
While going along often with seduction but not always requiring, Diplomacy is a trait she learned being the Lady of the Manourei Manner. She is able to talk her way through things in order to come up with a solution generally knowing what to say and offer in order to come to some mutual agreement.

Dignitary
Being the wife of a prominent Vampire lord helped greatly in training her to know how to mingle with the upper class. She knows how to dress up formally, showing manners, proper etiquette... all the snooty and elitist behavior those in prominent possitions might put on in order to blend in with such a crowd.

Magic
Vampire Bite
Being a vampire Reina has the ability to drain blood from those who she bite It is through her bite she can also absorb the souls of those she drains adding onto her own strength. The bite itself is known to help paralyze the individual bitten, although its effects depend heavily on the will power of the person on top of their own stamina making it possible for some to fight it off should she somehow catch them off guard.

Souls
Stored deep in her is a large supply of souls of which were gathered either by herself and for many harvested by her ex husband through his time as a vampire. Most of her abilities are in part powered by the fuel of the souls she has which gives her the regeneration or black blood in order to prolong her life or protect herself. The souls can be released taking shape in their original form although in a more shadowed and twisted form often bloodied. They retain to some extent their intelligence though their strength before death is often greatly diminished. They can act often as an army able to overwhelm others to take them out, though against a strong opponent they aren't likely to be particularly a big threat outside the potential to drain their stamina in having to dispatch them.

Ghouls
The mindless horde who Reine consumed the blood off and turned into her mindless puppets. Ghouls compared to souls are far more feral and in that regard a lot stronger. Their best comparison to that of a zombie often pales in comparison given their ravenous nature and hunger making them much faster and strength their necromantically raised cousins. A ghoul that kills a person by devouring their blood will only proceed to create another mindless ghoul bound to the vampires will though the soul itself is lost making it generally not favored by a vampire who sees it as a 'waste of a valuable soul'. Should the vampire die or control is lost ghouls become mindless killing machines unable to hold back and will proceede to murder anything they see in hopes of quelling a thirst that can never be quenched. Fortunately (or unfortunately for the vampire), ghouls ultimate are vulnerable to sunlight often making the threat of rampaging ghouls only a temporary one as they don't know better without being ordered to hide from the sun.

Trance
Reine has the ability to put people into a trance by having them look her in the eyes. The trance itself can vary in effectiveness depending on the individual with those who are seduced by her or particularly weaked willed being far more susceptible to it. Once in her trance Reine can order the individual to carry out her will either immediately or implanted the suggest idea in their mind to act at a specific time. Someone under a trance will often act as normal though they might show signs of being a bit distracted often coming off as if they are day dreaming or not completely responsive. The trance itself can vary in how long it lasts depending on the individual effected by it, with its effects wearing out once the main conditions Reine sets are carried out with the person usually left unaware of what they did. Actions that can work making someone do under a trance usually are more subdued actions such as opening a gate, poisoning someones food, going to a certain place, ect.

Kindred
While a ghoul is one of whom was drained of their blood by the vampire, Kindred are the ones granted a new form of life by the vampire who drained their blood giving part of their own blood in exchange. A Kindred in simple terms is just a Vampire of which acts as a direct servant to the vampire that converted them. A kindred is far stronger then a ghoul possessing regeneration and being given a selection of souls by the one who bit them to help nourish them and power their regeneration. While creating a Kindred seems like a far better method of creating loyal soldiers, there are flaws. Kindred retain much of their intelligence. While they do innately have a drive to serve under the vampire that created them, it is something that a particularly strong will can break. A kindred still requires some investment from the vampire who create them, and while Reine has a large amount of souls at her disposal it still eats at her own resources to create one. Kindred being vampires possess the typical weaknesses as a vampire, and being more likely to be newer ones they are far more susceptible to it.

Black Blood
The life force of a Vampire. Black Blood itself is practically a force in itself able to be used and weaponized by the vampire to attack with. It can be flexible acting as a sort of makeshift armor or creating a weapon being incredible durable when hardened. While a rather useful and adaptable tool, the blackblood can be draining to utilize making it a resource that is more so used only when needed.

Weaknesses
Holy Powers
While her strength as a vampire puts her above making most of the usual weaknesses trivial, Holy Powers are still particularly effective against her able to in part disrupt her powers and can in part counter her. Holy magic can act to slow her regeneration making it harder for her to get back up quickly. While use of her Black Blood can help to some extent fight back it still makes fighting one who using such powers quite dangerous to her and makes it difficult to use her full resources.

General Vampire Weaknesses
While Reine has consumed enough souls to become a Greater Vampire, many of the typical vampire weaknesses can effect her often with her minions being the most effected by it. Sunlight can generally be quite dangerous to her minions with many turning to ash if exposed, while sunlight generally on herself becomes more of an annoyance and uncomfortable to be in rather then deadly. A stake that penetrates her heart is going to hurt her, though not quite fatal able to be pulled out and the damage regenerated. Against her minions the stake is far more likely to be a fatal option. Decapitation is a rather uncomfortable thing to occur though can be regenerated from unlike most of her minions. Silver has a mild disruptive effect on her regeneration though it can be countered with a bit more effort on her part relatively easy. Things like Fire have no special effect (though they still cause damage). Garlic and Running water have no effect on herself or her minions.

Not Infinite Regeneration.
While the myth of a vampire often makes it sound as if they can regenerate forever, such a thing is not the truth. Their regeneration is bound very specifically by the souls they consumed of which they can use as a resource. Each time a regeneration occurs it eats away at the souls consumed slowly draining them. Should there be no more souls, even if not through some natural weakness a vampire WILL die... and even if they don't they will lose the capability to do much of their natural powers without it.

Fighting Herself Is a Last Resort
Reine is capable of fighting on her own just due to her powers and naturally enhanced strength and speed. While she isn't trained in combat herself she is intelligent enough to know how to do the basics and exploit her power to take out foes without the need for real combat training. The problem is she tends to prefer to instead summon her ghouls or make her servants fight in her place if there is any fighting to be had though she prefers to avoid it altogether. By the time she feels the need to step in herself she can use up quite a bit of her resources or waste a good deal of time in a fruitless effort making it more likely reinforcements might arrive. In the case she does fight someone and they happen to match her physically her lack of real combat training in terms of martial arts and anything of that sort is going to likely come in against her as she relies quite heavily upon just being naturally powerful ontop of her regeneration to take out most people.

Spiteful
Reine can be incredibly spiteful if provoked to a degree of anger feeling as if she was wronged. Her spitefulness can elect her to do something much more reckless in order to inflict more suffering on someone to get back at them which might risk the success of one of her plans. While she is generally decent at having self control she isn't above being provoked to such a degree.

Fluff

Quote: "Those so called 'innocent' are living off the suffering of others. Ignorance of the fact doesn't change their guilt."
"If anything what I do is a mercy. Most who dwell in me are all but mindless and spared of the horrific death and suffering that awaits them when the world gets its due punishment."
"You have nothing to fear gazing upon your lady. Mayhaps I'll even come to desire your company beside me for the rest of eternity?"
Theme: None so far
eO8ZXTx.jpg
 
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BASIC INFORMATION
Name
: Kruvick
Aliases: The Yattering
Age: 6,000
Gender: Male
Race: Demon

PERSONAL
Sexuality
: Into everything
High Concept: A volatile demon who wants to raise hell and have some fun.

Backstory: Kruvick was not always a resident of the mortal realm, nor was his life always as 'pleasant' as it is now. A few thousand years ago, long before he became a member of the Cult of the Celestial Dragon, he was just another demon dwelling in the Infernal realm. Life was tough there, especially for the weaker demons, who, aside from already having to deal with crappy living conditions, were often picked on by the stronger ones. Casual violence. Maiming. Enslavement. Cannibalism. Being forced to 'participate' in games like "Demon dodge-ball" and "Demon soccer". They were subjected to all of these things, and Kruvick was no exception.

But everything changed when when a demonologist decided to do a little summoning, and ended up failing spectacularly. Kruvick was lucky to be summoned by an incompetent demonologst who was stupid enough to forget about setting up a binding ritual. So, with nothing holding him back, the demon devoured his summoner before running off.

Free to do whatever he wanted, Kruvick went a little wild. He roamed the world, spreading all sorts of chaos. This went on for a while until he eventually ended up being recruited by the cult.

PHYSICAL
Appearance
:
1596582212705.png
1596582199628.png


Weapons & Armor:

Demonic claws and fangs

Scaly skin

Items & Personal Belongings: Owns a small stash of things like weapons and books.
Skills & Abilities:

Otherworldly Resistance: As a demon, Kruvick has a high resistance to mundane weapons, though he can still be harmed by them.

Demonic Strength

Flight

Good Fighter

Spells & Magic: Knows a few destruction spells like fireball.
Weaknesses:

Anti-Demon: Like all demons, Kruvick is vulnerable to things like holy weapons and certain spells.

FLUFF (Optional)
Hobbies: Kruvick is a demon with many interests. They range from relatively normal stuff like cooking, eating,, reading, playing games, and collecting stuff, to some real messed up shit like conducting his 'experiments'.
Quote\s:"Time to make a dwarf omelet!"
Theme:
 
BASIC INFORMATION
Name: Tamah Babbit
Aliases: The Wicked Heroine, Hero Groupie Freak, Servant of Good (self-appointed), The Virtuous Villain (ditto)
Age: 20
Gender: Female
Race: Human(?)

PERSONAL
Sexuality: Herosexual
High Concept: Yandere fan girl of the Seven Heroes; commits evil to set the stage for a happy ending.
Backstory:
Y-You wanna know about me? Honest? Gosh... that’s nice. W-Well, I grew up in a village, oh wait! Damn it, I already messed up, I’m sorry. I thought it was a normal village, but officially it was a slave camp. Oh! But I didn’t know that at the time. Our L-Lord’s family isolated his estate, and over time they were able to turn their peasants into generations of slaves. That sounds bad, but I dunno. Maybe if the newest Lord didn’t like to torment his slaves it would’ve been bearable. Oh! But we still had books, and that helped! I could keep my mind off things, and it wouldn’t hurt as much. Oh! And one time, when I got my back lashed, I was real lucky! I got to just stay in bed and read for several months, on account I couldn’t move. And they were nice stories too. In them, the painful stuff eventually ended, and the good people saved the other people! It was nice to pretend it could happen, even if I knew it wouldn’t...

But I was wrong! A-Apparently when the Lord started using rituals on us and on him, that crossed a line, and one of the Auspice... they sent their Hero... and they freed us. Well, those still alive, but still! And I fell in love with that Hero~

Oh! B-But don’t get me wrong! I like all the Heroes! They are the best, just like the stories! They are the ultimate good guys, the chosen ones! Where they go, good things happen. But you need bad things for them to solve. And it’s like that for everything, right? A hero needs a villain. Or a disaster! Something can’t get better unless it’s as bad as can be! And the heroes don’t come unless it’s a tragedy!

So that’s why I do it. Evil is temporary, so long as I keep committing and spreading it, things will get better in the end! Hope, love, peace, joy, they can only spring in the aftermath of despair, hate, war and death! I’ve done bad things, used evil artifacts, summoned things, all I could to spread Good in the aftermath of Evil! I look a little different and feel a little funny after all that, but it’s a small price for doing my part to encourage the rise of Good. But the things I’ve summoned stopped responding, say I’m tainted. Well, that’s the Good inside me repelling them! But still, I need to go bigger! Nothing I’ve done has been big enough to catch the attention of the Seven, to catch that one’s attention. Ah, I don’t mean to be selfish. Good should be spread to everyone, not just me. So that’s why I’ve joined the Cult. We’ll create a disaster so big they’ll have to come. I don’t mind helping these sinners, it’ll save the world in the end. Even if we do win, even if the cult is devoured, the continent destroyed, the gods slain, and almost every species decimated to a fraction of who they were... Good will come to save the worthy.


PHYSICAL
Appearance:
WrthIdFwNsL3_-26n7Mc4bqOkByHWNbPgq7QsRWs_SA.jpg

Weapons & Armor:

Wields a longsword, as well as several hidden blades. Channels her magic through her staff.

Her suit and jacket are enchanted, preventing staining, and also making them slightly blade-resistant.

Items & Personal Belongings: Her staff, several stolen mid-level spell books.

Skills & Abilities:

Eldritch Immunity: Whether due to her overuse of artifacts, self-applied spells and switching patrons or her in-pliability in regards to her mindset, she sparks unease in the otherworldly. They are hesitant to interact with her in any capacity unless absolutely necessary, negating the threat of influence or possession. This does not apply to being attacked, however.

Inhuman Nature: She is no longer a normal human being. She does not run a risk of bleeding out, poison takes longer to flow through her system, a blade running straight through her will leave only a scar after several days if it doesn’t hit any vital organs. She generates her own magical source.

Genuine Belief: She can be very convincing when she declares good intentions to others because she honestly believes it. It is also difficult for her mental state to be altered due to her natural... eccentricity.

Adventurer Rep: Is known in some circles of the Adventurer’s Guild for her occasional stints of “heroism” when she first attempted to gain her crush’s attention by becoming a savior herself. The traumatic outcomes of these encounters have earned her name spoken in equal parts fear and respect in hushed tones to the more secretive members of the Guild.



Spells & Magic:

Hex: Is able to place a debilitating curse on others, leaving them weakened or in pain.

Dark Magic Blast: Fires a destructive burst of dark magic. Even the more resilient opponents aren’t lucky: repeated attacks and exposure to the energy can have lasting consequences.

Detection: Is able to sense mystical energy and artifacts. She can also detect a person’s character, but considering few are completely good or evil, this isn’t as useful as one might think.

Drain: Can drain the energy of others for herself. Either drain their health, erase memories, or even just knock them unconscious, this is a favorite spell of Tamah’s.

Weaknesses:
Reeks of magic- Anyone or anything capable of sensing mystical energy can easily detect it on her.
Orphaned Warlock- Has no patron, and all otherworldly creatures have an instinctive dislike of her. Any boons such a creature might offer, even if willing, would be diluted when used on her due to her nature.
Sketchy Appearance- When she isn’t slinking around, she draws the eye with her unnatural looks.
Insane Fanatic- She is fully committed to her values and ideals, as nonsensical as they are. She will not betray them, and what might set her off into a rogue element is unknown. Further, once she starts preaching the more warped aspects of her beliefs, those red flags go up in her audience. Her massive crush on an unknown member of the Seven Heroes also poses a potential risk.

FLUFF (Optional)
Hobbies: Doing casual good deeds, doing casual bad deeds in the name of spreading good. Reading fiction. Learning the whereabouts of the Seven Heroes.
Quote\s: “Hope for a better future! Believe in yourself and your comrades! This world is run on love and peace!”
“Shhhhhhh don't cry. Why, what if there’s paradise awaiting you when I’m done here? And even if not, your tragedy will spur others on to avenge you, isn’t that worth it? Isn’t dying to evil the most heroic thing an unimportant person like you can accomplish?”
Theme:
 
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Name: William Von Strauss
Aliases: The Father, Doctor Strauss
Age: 73 (Appears 40 or so)
Gender: Male
Race: Human

PERSONAL
Sexuality
: Heterosexual
High Concept: Healer-necromancer who wants nothing more to bring his daughter back in the only way he knows how.

Backstory: William was a man of science and study, intent on recording his results and testing the theories of others to further research in his field: Necromancy. Of course, by necromancy, we mean the type that's mean to prolong one's life in the most humane of ways. Resurrection, sealing grievous wounds and keeping somebody's soul from escaping their body until they can find better aid. The type of necromancy that saves lives, the part that's generally acceptable, especially when one is on the precipice of life and death. It was a steady career that his family prepared him for most of his life for, as every man and woman of the Von Strauss line had been a successful necromancer, ever since the early days. He was happy to study and provide for himself. Eventually, he married a repeat patient, a pyromancer with no concept of self-preservation, and started a family. She had always thrown herself into danger, and he was always there to ensure that she got out mostly intact.

This all changed the day his wife died and his daughter was mutilated then sent into a comatose state due to a magical accident. That day, was the day that William Von Strauss was no more, and The Father was born.

He stopped providing his services, and withdrew inwardly, intent on finding a way to bring back somebody's soul from beyond the veil willingly. Try as he might, he did everything he could to get the soul of his wife and daughter back. Everything. He salvaged their bodies and painstakingly pieced them back together. He coerced their souls to willingly enter their mortal vessels once more, and even spoke with their spirits. They did not want to come back. So, he turned to the ancient tomes of power his family hid, and learned of true necromancy. Binding souls to bodies to force them to bend to your will. Though, this took time, and was expensive. He could never truly attain his wife, but his daughter still sat in his field of expertise, the precipice of life and death. However, he was afraid of trying everything he could to save her. Perhaps he could fail, and she would perish too, and become unattainable? He decided to practice this craft of his he was developing: shaping bodies and binding souls to his will.

He joined up with the cult quickly after to help trap souls and pay for material costs. After all, it's easier to find new bodies and harvest more souls when you work with you're in the company of mercenaries, assassins, and abominations who were already hell bent on killing, and find you incredibly valuable alive!

PHYSICAL
Appearance
:
1596599879317.png
Depicted: William and Modesty, a homunculus.
Underneath his flowing coat, black leather gloves, and his beaked mask, is the pieces of a man that once was. He is usually not seen without his full "getup" on, but the rare times he is, it is very clearly apparent he's no longer entirely human, his skin segmented by long visible stitches that run across his face, intersecting and joining up all along his body.

Weapons & Armor:
None. If William was forced into a fight, there was a few too many steps that went wrong in the first place.

Items & Personal Belongings:
Fragments of his wife's hand, the only thing that didn't turn to ash.
Necklace lined with soul gems, used for capturing and holding souls for later use.
Magical tome, written by him. It's got necromancy stuff in it, both the legal and very, very illegal kind.

Skills & Abilities:
Medicine: Sometimes, magic doesn't quite cut it. William as a man of his profession, needs to be prepared for each and every single scenario that might come to him. In his time, he's had to do quick patchwork on vampires, brew cures for poisons, and work within anti-magic fields. Though magic is incredibly useful, he doesn't always have the luxury of being able to use it. He works with what he has on hand, and if he simply didn't have the ability, he wouldn't call himself a Von Strauss.

Nobility: The Von Strauss family, up until now, has always been well known for their healing and expensive resurrections. As such, they treat themselves rather well. Entreating kings, coyly talking around a touchy subject, and quickly navigating a political landscape are things that William is well versed in.

Patchwork Form: One of the more "forbidden" forms of necromancy kept locked away in the Von Strauss vaults, William is the Ship of Theseus in living form. As his body fails him with age, he takes the bodies of those offered to him and makes the necessary adjustments needed. It is incredibly painful to "replace" parts like this, but it is a necessary process he usually has assistants for.

Spells & Magic:
Soul Gems: Whenever a person is slain, William can incant a small ritual to seal their soul away within one of the various red soul gems he keeps on his person. He has a number of these stored away on and within himself, and he uses these to animate his homunculi directly, or perform certain effects that use up the soul in question. Once that vacancy is created in a gem, it's ready to be used again.

Homunculus Creation: William's magnum opus. Never has he created a simple "zombie" or animated a paltry "skeleton". No, he'd never consign himself to simple servants. With enough material, tools, and a soul, William is able to imbue this body with a soul and bind it to his will. There is a degree of sentience it has to follow somewhat complicated tasks, and enough of a personality to have a personality, but nothing more than that. These are his "daughters", as he calls them, and they follow his every order, and are utterly lost without his guidance. He designs these homunculi usually with a specific purpose in mind. Assassinations, for example. A creation of light frame and quick movement would help further the goals of the Celestial Dragon. Perhaps, they have need of more gold? He can make a daughter for thievery, robbery, burglary, and other more dubious things. He only has so many of these around however, and for good reason. They're rather expensive and time consuming to create, and he's not trusted to have too many for obvious reasons.

Necrotic Recovery: It was his career, before he set himself down this path. William is an accomplished necromancer, and is much of the reason he is a part of the Esoteric Order of the Celestial Dragon. He is skilled in most types of healing spells, and can put most things together with the aid of magic, even at a distance. With an utterance, he can start to close some of his ally's wounds, but a more direct touch can repair much more permanent damage. Ten, even fifteen minutes of time can set bones back into place and bring people back from the brink of death.


Weaknesses:
Daughters: Though they are his creations, and are nothing more than personality attached to a form created for a specific purpose, William is very partial to his daughters, so much so that he has named them his daughters! He can create them and be done with them, if their purpose is to die. However, he sees many of the same daughters every day, and as such treats them with respect. He would feel absolutely awful if he learned one of them were killed on mission, or worse.

Non-Combatant: William makes his daughters to assist him in doctoring, and to carry out the will of the Celestial Dragon. They are designed to kill and maim and slaughter anything that they are pointed at, if need be. William is not, and never has been. He's a medicine man, and is cowardly in the face of battle. He prefers to ensure that those he work with live, and then they can do the dirty work, since that's what they're mostly good for anyways. That and accruing new scars for him to seal.

Ashley: He has a comatose body in his abode. That's his actual biological daughter. He's devoted himself to practice to ensure that when he does revive her, it's done perfectly. He's joined the Order for this, had people killed for this, gave up his career for this one chance. If that chance for having his daughter back were stolen from him before he was able to even try, he would absolutely lose his mind.

Undead Composition: With his form being that of various reanimated pieces strung together, things that would negatively impact undead would also touch him as well. Holy symbols cause him to avert his eyes, and his skin breaks and blisters when exposed when sanctified or holy objects touch him, amongst other things.

FLUFF
Hobbies
:
In his free time, he likes to take the time to teach his daughters new skills related to medicine, so they may put themselves back together to some extent if he were not there to assist them. He takes the time to research necromancy, and more of the timeless vault hidden within his estate. He is with Ashley, his daughter, at least once a day. I don't know if that counts as a hobby, or as a habit, but it's there. He practices his healing techniques on himself or one of his daughters often, and enjoys modeling. He has an entire room in his house full of model houses and trees. It's almost as fun as putting together a new daughter. Almost.

Oh, and money. That's very important to William.

Quotes:
"Finally! The bodies I asked for. You were sure to keep their eyes intact, yes? I've been hoping to get some for the past few days."
"It was so simple, all along! The heart of a youth! That'll solve the whole "oxygen deprivation" Celeste was having earlier. I'll have to be sure that the next expedition goes out of their way to capture some princeling or some such. Can't have my daughters using dirty commoner hearts."

 
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BASIC INFORMATION
Name
: Solomon Whitehall

Aliases: Sol

Age: 28

Gender: Male

Race: Human

PERSONAL
Sexuality
: Heterosexual

High Concept: A vengeful drifter who clings to anyone and anything able to get him closer to his goal.

Backstory: Sol's earliest memory was of an orphanage in Trihexa. Abandoned on its doorstep by parents he never knew, Sol had been taken in and cared for throughout the first few years of his life. The orphanage, which was far from wealthy and took care of too many children to provide much comfort for any of them, was a difficult place for Sol to grow up. It showed in his behavior. The boy was willful and disobedient with no friends, in no way embodying the concepts that drew people to adopt children. So when a couple arrived at the orphanage one day and picked him out, it was a surprise to everyone, most of all seven-year-old Sol. Regardless, he jumped at the opportunity to leave with the Whitehalls.

It was like a dream at first. Sol's new parents, having been unable to have children of their own, doted on him. The family lived in relative comfort, buoyed by the income brought in by their family business, an apothecary passed down through the generations. For five years, everything went perfectly. The apothecary, which had long been on the decline, saw an upsurge in customers. Though still mostly friendless, Sol was content with his parents. He instead spent much of his free time studying magic. Though he had no special talent for it, Sol quickly grew infatuated, with his parents indulging in his efforts. However, the peace did not last for long.

The Whitehalls' apothecary and its surprising success drew the eyes of the wrong kind of folk. One powerful noble, who had maintained incredible influence in the field of medicine approached Sol's parents, wanting to buy the apothecary from them for a sum large enough to live the rest of their lives on. However, they refused, wanting to keep the business within the family. The noble did not take well to this. Wielding his power, he all but demolished the apothecary. Within the span of a few months, it was done for. Refusing to stop there, the noble continued on to go after the Whitehalls, quickly stripping them of whatever savings they had.

The young family, unprepared for such a sudden turn of events, had no plan to fall back on. Instead, they were broke. Living in the slums, Sol and his parents tried their best to scrape by. It was barely enough for three years. But when Sol's father died in an unfortunate accident, they could no longer hold on. Money grew harder and harder to come by, and that meant that the basic amenities needed to survive were harder to get as well. Understanding the urgency, Sol used any means necessary to help provide. He begged, stole, and borrowed for food, water, clothes, everything. But once again, it was only delaying the inevitable. Soon Sol's mother fell ill with an unknown condition. The pair lacked the funds to get a doctor, much less afford any medicine. And so, she died. Sol was alone.

Knowing there was no reason to stay and left with a festering hatred of his surroundings, Sol gathered his meager possessions and his mother's pendant and departed the capital. He traveled across the kingdom, drifting from place to place but never finding somewhere to settle down. As he moved, Sol slowly began to delve back into magic. Driven by his loathing of the powers that thrust this situation upon his family, he turned towards darker forces. There, he found the tools he was searching for. Power. The more he devoured, the more his hunger grew. Eventually, his search brought him back to the beginning, to Trihexa. To Lykkenan and to the Esoteric Order of the Celestial Dragon. Though he felt no particular attraction to either, he devoted himself to both, knowing that it was the best way to get revenge against those who had wronged him.

PHYSICAL
Appearance
:
49c562d19c9bfc73322349443000dbd3.jpg


Weapons & Armor:
Short-sword (1.5 feet in length)

Hidden Dagger (5 inches in length)

Leather Breastplate

Items & Personal Belongings:
Bandages

A bundle of rope

Dried fruit and meat

An old pendant

Skills & Abilities:
Stealth

Sleight of Hand

Short-sword Proficiency

Spells & Magic:
Blinding Touch: If he can lay his hands on someone's body, Sol is able to temporarily obscure their vision.

Shadow Stealth: With sufficient darkness, Sol may disguise himself in the shadows, making it harder for those who don't already know where he is to notice him.

Shadow Manipulation: Sol can compel shadows to act by his will, allowing them to physically interact with the world, such as restraining an enemy or moving an object. As it is now, it is easiest to use his own shadow, though it is possible to use those of inanimate objects. It is much more difficult to control those of living beings.

Sacrifice: Sol can use a spell where he may give up something in his possession - from his belongings to his body - in exchange for temporarily gaining an enhancement of his abilities equivalent to the worth of what was sacrificed. Whatever is sacrificed may never be returned, not even through magic.

Weaknesses:
Social Skills: Being rather socially inept, Sol is unable to proficiently interact with others at the drop of a hat. This makes it difficult for him to negotiate, barter, or even perform well in a public setting.

Light Magic: With most of his spells and abilities relying heavily on darkness and stealth, the usage of light magic renders much of Sol's skillset useless.

Single-mindedness: Sol's devotion to Lykkenan and his obsession with revenge means that oftentimes, they are the only things he considers when making a decision, especially one made in the heat of the moment. The best choice becomes less important than the one that fulfills his desires the best.

Offensive Capabilities: Sol is not the best combatant, his skills laying more in the fields of stealth and trickery. In a flat out fight, it would be difficult for him to win.

FLUFF
Hobbies
: Practicing and honing his skills, counting money, fishing, and card games.

Quote\s: "Oh, just shut up already and hand over the money. I won fair and square."
"As long as we burn these filthy lands to the ground, I don't care what happens. Nothing else matters. Nothing. I'll do anything to see it happen."
 
AFoAUlZ.jpg
BASIC INFORMATION
Name
: Chise Fireforge
Aliases: The Hero of Truth, the Ascending Night, Moonshadow, Savior of Glemsome Spar, 'Chissy'.
Age: Appears to be in her late 20s for a human, which suggests she should be between 80 and perhaps 130 years old for a dwarf.
Gender: Female
Race: Dwarf (or is she?)

PERSONAL
Sexuality
: "Ain't got time for that!"
High Concept:
There's elves, orcs, dwarves, halflings, gnomes, fairies, midgets, fairy midgets, elven midget fairy gnome androids, and more.
Whether you're in there because of devotion or because those student loans need to be paid off is up to you.
-> You can be an infiltrator, a double agent, a triple agent, a quadruple agent, or spy inside of, or for other organizations.
-> As long as they're not the Seven Heroes.

Backstory: Chise was born into the dwarven nation of Thorbardin, the daughter of a minor branch of the royal family, meaning she was too important to 'work' for a living but not remotely important enough to be given a meaningful role in dwarven society. Naturally, she was recruited by the All-Seeing Eye and trained in the clandestine arts of infiltration, spywork, stealth and assassination. Possessed of a lifelong obsession with uncovering secrets, Chise worked her way up in the ranks of the All-Seeing Eye and finally uncovered the shadowy puppetmaster behind the organization; a powerful lich named Turenval who planned to twist the politics and religious sentiments of Thorbardin to fit his nefarious purposes. Naturally, she killed him by rigging the roof of his inner sanctum to collapse, flooding him with the magma pocket that had provided geothermal energy for his secret experiments.

Four days, she found out the Hero of Fate had perished when the Hero of Truth, Lord Archibald Treadstone, arrived in Thorbardin and chose her to replace him. Chise served as the Hero of Truth for years, underwent many dangers, uncovered cults and secret plots, and cheerfully stabbed her way through a thousand and one threats.

RCHgGuw.png
Her latest assignment is where it all went wrong. Chise put on the guise of an indebted student and infiltrated the Esoteric Order of the Celestial Dragon in hopes of uncovering their ultimate goal. When she learned of Lykkenan, the Cavern that Devours Cities, Chise went to inform High Paladin Harko of the Knights of the Realm of the plot against the Kingdom of Sarafell. But when she arrived at the rendezvous point, so did another Chise who'd infiltrated the Mage's Guild. Followed by a third Chise who'd infiltrated the Adventurer's Guild. More Chises arrived, each having been under a different assignment with a different warning to deliver. Then a Chise who'd infiltrated the Knights of the Realm showed up and told the rest of herselves that the High Paladin Harko was compromised and secretly in the pocket of dark powers.

Last to arrive were two final Chise Fireforges. The first promptly told the other Chises that all of them were artificial; that a coalition of elves, gnomes and fairies had pooled their power to create life-like simulacra of the Hero of Truth as part of a plot to suborn the Auspices. The other Chise instead claimed they were all the product of black sorcery, that Turenval the lich had never perished and she was the real Hero of Truth. This understandably escalated things and an apocalyptically destructive battle ensued that leveled the building and led to every Chise scattering to the winds.

One particular Chise left the rendezvous confused, conflicted and determined to find out the truth. All of this began when she uncovered Lykkenan, the Cavern that Devours Cities. Only the bound Primordial could solve the mystery of who she really was. If she really was the Hero of Truth, she would uncover a way to kill it. And if she wasn't...then perhaps only the unbound power of a Primordial could save her from the reckoning coming her way.

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PHYSICAL
Appearance
: Chise has a pretty face by human standards and though she smiles often, she lacks the smile lines around the eyes and lips seen in someone as chronically cheerful as she seems to be. She has a confident stride (given how short she is) and her voice is a pleasant, soft alto with only the slightest 'Dwarven accent'. Her figure is surprisingly fit and muscular under her clothing, something she shrugs and explains away as the result of hard Dwarven work (but which actually reflects decades of exacting physical training).
Weapons & Armor:
Her gear includes:
• A pair of knives in sheaths on her belt. Chise also has a backup set tucked into her boots. All four are capable of slashing but are plainly engineered for stabbing.​
• A small bag of ground up pepper extract for throwing into the faces of targets to blind them.​
• Caltrops, stored in a case worn on her waist.​
• A pair of leather bracers. One conceals a garrote wire she can unspool for strangulation, the other features a spring-loaded needle tipped with poison.​
• Several dozen shuriken. She's quite accurate with them but usually her last choice to use unless engaging with someone at range, or with someone trying to run.​
• She wears a light suit of chainmail beneath her clothing, which varies between 'civilian garb', 'forest work' and 'night work'. Worn over is the traditional All-Seeing Eye hooded cloak which features reversible brown and black sides.​

Items & Personal Belongings:
Rounding out her possessions are a backpack with a bedroll, 30 feet of rope, a notebook for journaling and several dwarven pencils. Chise also carries a leather bag on a sling that she can bind to the base of her backpack for long distance trips. It includes:
• Chisels, small hammers, brushes and a hand-shovel for excavation work.​
• Basic engineering tools and instruments, including several carefully wrapped glass discs used with a stand to conduct field surveys...and which can be paired with a leather tube for an improvised spyglass.​
• A roll of leather containing a small file, a set of professional lock picks, a small mirror mounted on a metal handle, a set of narrow-bladed scissors, a pair of pliers and a funnel for listening; all fine tools for a little breaking and entering.​
Her sturdy leather boots feature hollow soles. One contains a set of simple lockpicks, the other a palm-sized punching knife, just in case

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Skills & Abilities:
Chise is a well rounded Rogue, her training funded by the All-Seeing Eye and conducted with some of the most dangerous criminals in Thorbardin in order to use her as a tool of strategic warfare. She's had nearly a century of experience in hiding in the shadows to avoid detect by dwarven patrols, breaking into/through the finest dwarven locks ever made, pickpocketing and purloining trade documents or forged paperwork and so on. Chise is an accomplished actor and master of disguises...at least for a dwarf; while she can pretend to be a servant, a soldier, a smith and the like, she can't do much about her size. Athletically, she's spent decades climbing walls and ceilings to conceal herself, sprinting to outrun pursuit and she's an amazing jumper for someone her size. For fighting, Chise employs a variety of weapons but is especially good with her twin knives.

Spells & Magic: TBD



Weaknesses:
These include:
• Possibly being the Hero of Truth. She is simultaneously on everyone's side and potentially on no one's side. And if she's not the Hero of Truth, the real article will be inevitably hunting her down.​
• A bit of casual racism. Dwarves are strong, capable, confident and for the most part better than everyone else. It's not a prejudice she'd admit to, but it's just reality as she sees it. As a result, she tends to underestimate non-dwarves and what they're really capable of.​
• It's also an acknowledged fact that dwarves are short, and Chise is not a tall dwarf. With all that entails in terms of reach, combat advantage and so on. It doesn't help that her preferred weapon of choice are knives. Needless to say, if she has to actually fence with an opponent, she's probably going to lose.​

FLUFF
Hobbies: Saving the world, being other people for fun, pretending to be other real people for fun. Also, the piano and harpsichord.
Theme:
 
BASIC INFORMATION
Name
: Al-Amin Abbasid
Aliases: Al
Age: 50
Gender: Male
Race: Human

PERSONAL
Sexuality
: Heterosexual
High Concept: A nomadic warrior who desires nothing more then to kill.
Backstory:
Al-Amin's life starts when he was founded by a group of nomadic warriors, his parents and siblings were all slaughtered but he was kept alive to be trained and join the ranks of their tribe, there was no reason he was chosen, it was purely dumb luck. He was mentored throughout the years by warriors who had seen hundreds of raids, very quickly he adopted the spear and was quite reliable with it. After that he was trained in the art of the sword, he didn't pick the style up as fast as he did the spear but eventually he got the hang of it and managed to use it comfortably. Its probably important to note that Al knew his parents and family had been killed, this was because the tribe's elders would tell him stories about their screams of terror and his mother pleading not to take him away. The purpose of this was too break his will and make him submit to the tribe, and it worked.

Or so they thought, instead it hardened his will, for a few more years Al learnt advanced combat techniques after he went on raids of his own, he was made the champion warrior of the tribe at the age of 20. He never forgave the tribe for what they did to him, so on his 21st birthday he set the camp on fire, he had hired mercenaries to surround the camp and kill anyone who tried to escape. While the mercenaries dealt with the fleeing tribesmen, Al took matters into his own hands, the only tent not burnt was the tent of the elders, where he would personally kill every single one.

Al had finally purged his tribe, something he wanted to do ever since he started hearing the stories. With his newfound freedom he became a sole nomadic warrior, harassing small villages as that was the only thing he had ever known from a young age. People had tried to plea with him and beg for mercy but his lack of education led him to have a very limited understanding of what their cries for help actually meant. Al decided he would try to learn the common language, he picked it up rather quickly, much like a spear. Now when he pillaged he enjoyed it tenfold more as he got to bathe in the glory of his foes crying and begging, and instead of him not knowing what they meant he could instead choose to actively ignore them.

Even with all the senseless killing Al's life felt empty, the tribe made him feel apart of something, something he was sure his family would have been able to provide had they not been killed. This path of finding a place he belongs lead Al down an even more darker path, he eventually found a cult, a cult he would become apart of. He had become a lot more dangerous after he joined, instead of killing for fun he now killed with purpose.

PHYSICAL
Appearance
:
1596696181356.png
Weapons & Armor:

Weapons: Al primarily relies on his long spear for protection, though he does carry around a short sword and then a back up shorter sword in case things get really heated. Al has long range capabilities in the form of his bow and arrow, but if he can hit his shots in another matter entirely.

Armour: As for armour, Al wears a leather tunic underneath his reinforced plates, his head is protected primarily by his steel helmet with chainmail neck guard. This may not protect him well in combat but its the thought that counts.

Items & Personal Belongings: Al-Amin is staunchly in defiance of 'personal' belongings, he believes everything should be distributed evenly among his peers to tend to the needs of everyone.

Skills & Abilities: Al has trained extensively in bladed combat as well as with his spear, he also has limited skill but skill nonetheless using his bow. He's also a pretty good fighter who can hold his own in a fight.

Spells & Magic: Heresy.

Weaknesses: (Weak sides of a character. Fears, inabilities, inexperience, emotional issues, mental issues, etc. Only ones that could be said to negatively affect the character.)

Stupid: Al-Amin is good at killing, not talking or thinking too much, if presented with complex puzzles or tricky situations Al's first instincts will to start slashing, hacking, stabbing and shooting the problem until it solves it or someone else does.

Loud: Al does not comprehend the activity of stealth or not being seen, Al would much rather kill his way to the objective then sneak his way there.

Believes in 'acceptable causalities': When in his most happy state, killing people, Al may go a little too far to the extent of killing civilians and maybe even injuring allies

FLUFF
Hobbies: In his down time Al likes to venture to quiet, peaceful and defenceless towns and slaughter everyone. He doesn't do this for retribution or riches, he does it just too kill. When he isn't out killing Al likes to watch the animals, as he chases them down with his axe crying out for their blood. However, Al is truly quite a talented artist, when he isn't slaughtering innocents and killing wild animals he likes to sit in a home he found and do art, whether it be crafting ornaments out of what he finds or actually just drawing.

Quote\s:
"I'm going to stab you now."
"I really don't like your clothes, or your face."
"See a doctor, you look pale. Oh, that's just your normal tone? Change it."

Theme:
 
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BASIC INFORMATION
Name
: Frank Cassidy
Aliases: Pardner, Carter, Rider;
Age: Died at 41;
Gender: Male;
Race: Spectral Humanoid (Ghost);

Frank is a spectral humanoid, or colloquially known as a ghost. Ghosts are souls that reside in the mortal realm, they taken on the appearance of their body before the time of their death. They remain in the mortal realm because of their strong willpower, they don't need a reason like unfinished business or vengeance, but that certainly helps the weaker willed ones to stay here. Spectral humanoids are tangible although they are able to, with great concentration, become intangible but as a result of this concentration and the amount of surface traveled during their intangibility exhausts them easily. When a ghost takes too much damage or grows too exhausted then they will dissipate into thin air. To kill a ghost, one must destroy their soul completely. Ghosts CAN be capture by physical means but that serves mostly as a minor hindrance to them. For a secure way to capture a ghost, use magical means. Any item that a ghost has recently acquired will be dropped upon their death or dissipation. A ghost CAN give their personal items or items that were present on their death to someone else but said item will disappear if the ghost also disappears. Ghosts are especially vulnerable to magical attacks. Ghosts cannot be given magical resistances, no matter if the source is a spell or magical artifact. Ghosts require no sustenance, but do require rest. Ghosts cannot die of old age. Poisons do not affect spectral humanoids.
PERSONAL
Sexuality
: Heterosexual;
High Concept: Ghostly Gunslinger pulled from his timeline by magical means.
Backstory:
Frank was born on August 10th, 1878 in the untamed lands of America. His father and mother worked as ranch hands to survive and provide for Frank, a fact that he is forever grateful. Life on someone else's farm might have been tough for the Cassidy family, but they were just grateful to be together. They wouldn't change it for the world... Until the head honcho decided that he didn't really need them anymore. Now, a normal person would just tell their workers to leave but not Robert, not him. Robert, being a bit sick in the noggin, thought the best way for a person to lay off his employees was to murder them. Under the cover of darkness, Robert snuck into the Cassidy's little abode on his farmstead. He unsheathed his knife from the leather sheath then tiptoed to the bedroom. The door creaked open. The Cassidy's were sound asleep or rather two of them slept. Robert moved onto the most dangerous target, Michael Cassidy. With a quick motion, he cut Michael's throat in his sleep. The next was Frank but fortunately for him, his mother had to wake up in the middle of the night and leave the little cottage earlier. She knew what was going to happen when the knife's blade reflected the moon's light. She grabbed Michael's revolver quietly. She returned to the room, only to find Michael dead and Robert standing over Frank's sleeping head. She aimed the gun steady...

BANG!

The gunshot echoed throughout the night. Fearing for her and her son's life, Elizabeth Cassidy took off with Frank, the little boy who became petrified at the sight of his dead father. They ran for several days on empty stomachs and thirsty throats. However another boon would strike the Cassidy family. A band of outlaws happened upon them. The outlaws were charitable to them, giving them food, water, even housing from the elements. Elizabeth didn't want Frank to grow up an outlaw but for now, this will work.

As Frank grew up in this band of killers, thieves, abusers and god knows what else, he became one of their greatest members. Out-shooting the law, robbing banks, stagecoaches, and bounty hunting. Frank enjoyed this life, it really made him feel complete. Of course, things weren't always going to be this great. At the age of 41, Frank planned to do one last heist. It was all planned out, to the minute detail. Everything was accounted for... Except greed. Everything in the heist went smoothly, they killed any security that was there, opened the vault, and were beginning to bag the money. Once they got an adequate share of the money, Frank argued that they should take some more. It was this delay that allowed the law to regroup and assault the bank. Most of Frank's fellow heisters got out except for Frank himself, One-eyed Jimmy and Sal. Frank however refused to die and thus his spirit returned to the mortal realm, terrorizing the country side.

An unknown period of time later, Frank felt a tugging on his soul. As if someone was telling him to get over here. Wanting the nuisance to end, Frank obliged. Following the feeling to a particularly crowded forest. Once he reached a certain point, the tugging turned into an agonizing pain. The pain forced Frank to the ground, he felt as if his soul was being split apart, piece by piece. Frank's sight went blurry.

Eventually, his eyesight returned to normal. He found himself, kneeling in the centre of a strange room. He was surrounded by strange robed figures, looking at each other in confusion. Clearly, he wasn't who or what they were expecting. More than a little pissed off, Frank drew his revolvers and began killing them. He managed to clear out most of the robed varmints. He stopped at the last one to see if he can find out anything. It turns out these little dunderheads had wanted to summon a devil or something but they fudged up the incantation. Normally, Frank would hollow this lad's skull with lead but he mentioned something about being able to return him to his world if only he helped them. For that pathetic pleading, he shot the cultist's shoulder. Well, these gents screwed it up so these gents are gonna fix it.

PHYSICAL
Weapons & Armor
:
- Leather Jacket ~~ Great protection against slashing attacks, not so much against stabbing;
- Twin Colt Single Action Army Revolvers ~~ This is the greatest handgun ever made. The Colt Single Action Army. Six bullets. More than enough to kill anything that moves.
-Winchester Repeater Rifle Model 1886-71v ~~ A powerful repeater rifle, chambered for .348 Winchester, 8 round capacity. Ol' Frank can rapid fire the entire magazine but don't expect to hit anything at a medium distance.
- Hunting Knife ~~ Self-defense.
Items & Personal Belongings:
- Cross Necklace ~~ Memento from his life and religious beliefs;
- Empty Wineskin Flask ~~ An empty flask fashioned from the bladder of an animal;
- Spoopy Scary Hat ~~ If knocked off, his hat can teleport to him via flick of the wrist;
- Ammo Pouch ~~ Leathery satchel which holds Frank's ammo;
- Skinning Knife ~~ Gotta Skin'em all;
Skills & Abilities:
- Wrangling ~~ Give Frank a rope and he'll wrangle anything that's in his sight. Granted, anything that is reasonable with human strength.
- Quick Draw ~~ He can draw, shoot then holster his revolver in the blink of an eye.
- Horse Rider ~~ Can ride horses.
- Skin'em ~~ Frank can skin animals.
Spells & Magic:
-"Belka, c'mere girl!" ~~ A white Clydesdale Horse with black, soulless eyes. Belka, faithful girl, can be summoned and dismissed at Frank's command. She's a tough girl, takes damage good enough but must recoup her strength if she takes too much damage. During her recuperation, she cannot be summoned or be of much use at all.
-"My guns? Nah, they ain't magical or what have you, but when an hour or so passes, it's like I never even shot them rounds." For whatever reason, Frank's ammunition resets every hour. He has a max ammo capacity of 12+24 rounds for his twin revolvers and 8+32 for his Winchester. When the hour passes, only the spent rounds are restored so if Frank doesn't shoot them all, they'll just be filled up to their capacity. Also only shot bullets will be replenished, bullets that are dropped, left, etc etc will be returned to Frank's ammo pouch.
- Temporary Intangibility ~~ Frank with great focus can become temporarily intangible. Frank becomes tired, the longer he stays intangible.
Weaknesses:
- Fear of Drowning ~~ Despite being a ghost and thus lacking any lungs, Frank is still afraid of drowning. He can swim but if something or someone pulls him under, he'll frenzy and attack anything.
- Magical Vulnerabilities ~~ Is especially vulnerable to magic.
- Resistance to Magical Resistances ~~ Cannot be given magical resistance of any kind and from any source.



FLUFF (Optional)
Hobbies: Horse riding, practicing his shootin' and tending to Belka's mane.
Quote\s:
"Look, boah. This ain't anything personal, you and your gents were in my way. If you had just shut up and hit da road, you might 'ave lived." Bang!
"For da last time, you washy buzzards. I don't give a horse's turd about your politics, your motivations or your excuses. Just hand me, my orders. Goddarn yacks."
"Ah, Belka. Look at this peaceful field." Attempts to breathe "Oh, right.. Still not used to that after all these years."
Theme:
 
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BASIC INFORMATION
Name
: Falmme "Hyrod" Aceros
Aliases: Cult (Smiling Bastard, Fal); Sarafell (Blabbermouth, Water Mage Hyrod); Rorshalt (Grand Mage Hellkite)
Age: 24
Gender: Male
Race: Human

PERSONAL
Sexuality
: Heterosexual
High Concept: A fire mage spy pretending to be an enemy water mage.
Backstory:
Falmme is the son of a baron in the Kingdom of Sarafell, the son of a poor baron who had almost exhausted the resources of what little land he had. Although his birth was supposedly a joyous occasion, his parents could not even afford a proper celebration lest they squander their wealth more. Despite the hardships of financial instability, the two were determined to raise their child with utmost care and importance, hoping that their child would achieve a future much brighter than theirs. Thus, Falmme grew up in the loving hands of his parents, and knew compassion in his heart.

Years went by, the family realized Falmme's was gifted affinity with fire magic. It was a talent so great that his parents weren't willing to let it rot in their home. So with what little wealth they have, they sent Falmme to an academy to learn and foster his talent. Falmme reluctantly went, wishing that he could've stayed and taught himself instead, but he knew the impracticality of the notion. He was sent faraway from Sarafell, where he might be used by the kingdom, to somewhere else where he could develop without outside interference. A few months of journey eventually led him to Rorshalt Academy, a prestitgious and neutral institution.

Falmme got in easily, and dedicated his time in the academy to study the arcane and master the fire magic of the School of Ruin. His parents gave him this chance, and so he will use it to the best of his ability for the sake of love and fidelity. At his request, his identity was kept secret as to not let any kingdom fall their eyes upon him, and that all his achievements be kept hidden even among his peers. At last, five years of study and training turned him twenty years old, as well as a master; a Grand Mage. Finally, he could repay the people who had helped him for most of his life. His thoughts didn't last long however, as a letter came bearing bad news; his parents had fallen into a great debt.

Tricked and manipulated, a higher ranked nobility struck the last blow and sent the Aceros family into the depths of a debt so large that there was no way they could possibly pay it in their whole lifetime. When everything was going downhill, Falmme came back bearing a massive sum of wealth to pay it all off in one go. The noble could only go back in shock and defeat, unable to process what just happened. Falmme finally came back, and shone bright in his parents' eyes. Unfortunately, Falmme announced that he could not stay with them anymore.

He had went to the cult to get the wealth he needed for the debt, and is now under their service until he pays off the sum he loaned. Heartbroken, his parents could only accept the fact that their son has been steered into the wrong path. They blamed themselves for what happened to him, but Falmme assured them otherwise. Using the last remaining wealth he had, Falmme urged them to move far away from the kingdom and live happily, as he already knew what the cult's end goal was. His parents could only obey his wishes and used his money to move somewhere else, leaving behind Falmme.

He felt alone. The cult was not the place he wanted to be in, but now it was his life. Though in spite of it, he remained happy, as he finally repaid the love his parents had given him.

PHYSICAL
Appearance
: (Will update a drawing in a later date. Just made this just to get a general idea of his face.)
1596805217627.png
Falmme is a 5'10" man with light complexion and a toned build. His brown hair is swept to the right, covering the right side of his forehead with his bangs, while the left side of his hair is swept back and tucked behind his ear. His eyes are usually closed in a crescent, and it's a mystery how he could see in such a way. Behind that however, are his bright orange eyes that seem to emanate a fiery aura. He also has a perpetual smile on his face that seldom breaks. Two jeweled earrings pierce his left ear, while his right ear remains intact. On his hands are four rings, two on each hand, one for the index and middle finger.

What he wears depends on where he is currently; he dons the Standard Sarafell Mage's Garb while undercover, or wears a fancier Mage's Garb while in the territory of the cult.

Weapons & Armor:
  • Stabilizer Rings - He has two magic rings on each of his hands that increases his control over magic. This is what allowed Falmme to be able to use water magic in the first place.
  • Earrings of Swiftness - His left ear is pierced with two earrings that passively increases his speed.
  • Enchanted Steel Gauntlets - When bare hands can't do that job, he can wear these enchanted steel gauntlets to protect his arms. The enchantment made it so durable that it it's just a few inches away from mithril's durability.
Items & Personal Belongings:
  • Silver Locket - A silver locket containing the insignia of the Aceros family, with the initials of his parents carved on each cover.
  • Grand Mage's Garb - Gifted to him by the Rorshalt Academy in recognition of his title.
  • Hellkite's Emblem and Signet Ring - A custom emblem and signet ring gifted by the Rorshalt Academy in recognition of his independence. It depicts two fireballs circling a clawed hand in the center as a sun right behind it shines its five rays outwards, all inside a circle.
Skills & Abilities:
  • Accomplished Mage - As someone who has studied the way of the arcane, he has expertise over magic, and its symbols and glyphs. He can decipher or make them, given that he has enough time and preparation to do so. He's even more knowledgeable when it comes most fire-related magic.
  • Fire Magic Expertise - Years of training allowed him to cast fire magic quicker than most mages, or reduce their effectiveness on him. He can also weave fire spells together and achieve a new result.
  • Cunning - Pretending as an enemy mage needed a sufficient level of skill when it comes to deception. It is how he could stay aloft as a spy in the enemy's ranks.
  • Surreptitious - Often times he had to sneak into somewhere or sneak outside, and so he has some skills when it comes to stealth. He's not the best at it, but he can get the job done.
  • Battlemage - Due to the School of Ruin's inherent close-ranged spells, it was necessary for him to adapt a close quarters combat style in order to make the most out of his magic. He knows hand-to-hand combat, usually incorporating his fire magic, and is proficiently acrobatic.
Spells & Magic:
  • School of Ruin: Fire Magic
    Unlike the usual fire magic most mages are used to, fire magic from the School of Ruin sacrifice range for increased power, making it a dangerous magic when it gets up close and personal. Practitioners of this magic are usually Battlemages, and require an intensive amount of training to be able to cast chantless spells and use the magic effectively.

    This is Falmme's bread and butter, as he had dedicated his time on this magic. He can cast a number of chantless fire spells, as well as cast devastating ones if given enough preparation and time to do so. He can set things on fire in a short distance, cover things in flames, solidify fire, or even control and dominate weaker flames. However, just like many mages, frequent use of magic exhausts Falmme and deprivation of mana can lead to really serious consequences. It is why Falmme prefers blasting away in bursts and loathes battles of attrition.

  • School of Storms: Water Magic
    The School of Storms use water magic as more of an offensive tool rather than something for utility. They utilize medium ranged spells to keep enemies at bay, as well as close ranged ones to keep allies and oneself safe.

    For Falmme though, this magic is something he can't use well. Instead, he uses it for his facade, displaying an adequate level of competence to maintain his position among Sarafell's ranks. His greatest offensive capability is to shoot water bullets, but even then, those only had the power of heavy punches. He can also do something else such as animate and shapes and forms on water, walk on water, shape water, or dry clothes. The only catch is that he gets tired more than usual, and his control over this magic makes him unable to do anything much.
Weaknesses:
  • Tactical Retreat - As a mage, it's only natural for him to run away at the first sign of a losing fight. Of course, he's not gonna leave comrades behind. It's just that he'd probably be the first one to run.
  • Competitive - When someone challenges him to something he's good at, you bet your arse he's going to accept it.
  • Unusually Talkative - Talk first, talk later. That is Falmme's entire being.
  • Mage's Fragility - Despite being a Battlemage, he could not escape from a mage's bane; that is having low endurance.
  • Fire Mage - His expertise is on fire magic. Anything else are domains he's mostly unfamiliar with.
  • Parents - Never talk shit about his parents. Ever.

FLUFF
Hobbies
: He loves singing, brought by the fact that he actually has a decent singing voice. He also loves cooking, and he believes that fire mages that do not know how to cook are a failure.
Quote\s:
  • "I wanted to know if I could earn some quick bucks in this thing. Then I wanted to join and asked where I could sign up. Next thing I know, I'm at the enemy territory."
  • "First and foremost, I did not do the thing that I was not supposed to do. Second and last-most, he did it."
  • "Are you challenging me?"
  • "Run away!"
Theme: None so far.
 
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Sophia Surumbrax Kleidon



  • Aliases:
    • Black Knight (Everyone)
    • Death Knight's Apprentice/Successor (Mostly Cult Knowledge)

    Age: 19

    Gender: Female

    Race: Human


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Vitaliya
The Specialist
Essentials
Name: Vitaliya Kardos
Aliases: The Specialist
Age: Twenty-one
Gender: Female
Race: Human

Persona
Sexuality: Heterosexual
High Concept: A high ranking Adventurer barred from general quests and in need of a stable income.
Backstory: Vitaliya Kardos was meant to be an adventurer. The daughter of a rogue and a mage adventurer, she grew up being taught the weird combination of magic and scouting. As her parents were adventurers, once her mother, the mage, was able to move again, her parents went on more quests and her home became the Guild. Early childhood for her was playing with the locals and helping around the guild, while picking up some light training from adventurers with nothing else to do. Age 8 was when her parents started letting her follow them on quests, honing her knowledge like an encyclopedia for rogues & enchantments (enchantments were decided on as a good skill for a rogue). Age 12 was when she was allowed to go on quests without supervision. Not quite the usual childhood, but she came out as a proper adventurer by the end of it.

By the time she was age 15, Vitaliya was a properly ranked and well trusted adventurer, and finally went on her own journey. Traveling the continent with her extremely adventurer focused background, she joined and left various parties until she became a solo. By the age of 19, she gained a reputation for being an extremely capable adventurer, and was regularly requested for higher difficulty jobs. She eventually gained the title "The Specialist," as someone the guild calls in to clear an especially difficult quest. Eventually, she became a high ranked solo adventurer, but because of her skillset and reputation, she was restricted from taking normal quests. This became an extreme problem for her income, but with a direct order from the Guildmaster of Trihexa, she had to deal with it. And as such, she joined the Esoteric Order as a side-job.

Physique
Weapons & Armor:
  • Leather Armor — Light and mobile. Covered in rings, belts, and talismans. Has a large right shoulder armor, engraved with an Intermediate Strengthen enchantment.
  • Rings & Belts — All over her body, provides a variety of minor enchantments to her body: Strengthen, Lighten, Agility, Quiet, Dynamic Vision, Clear Mind, Enhanced Hearing.
  • Talismans — Small talismans placed and hidden all over her body, that she can enchant, remove, and toss at anytime. Her main method of attack.
  • Magic Dagger — A dagger hidden in her right sleeve. Enchanted with a Intermediate Agility enchantment.
  • Tracer Goggles — Highlights traces of magic. Good for tracking things.
Items & Personal Belongings:
  • Adventurer's Card — Shows her name and her rank.
  • Gold — She needs more.
  • Earring of Communication — Currently paired to the Adventurer's Guild Emergency Channel. She's always available for any specialist quests.
Skills & Abilities:
  • Hunter — Specializes in hunting and tracking magical monsters. Extensive knowledge of a variety of monsters.
  • Great Shot — Her aim and range is bordering insane.
  • Rogue — Her original job classification. Good with stealth, traps, the usual.
  • Close Quarters Combat — Isn't her usual thing, but she can pull it off, especially with the variety of enchants on her.
  • Acrobat — Very flexible and agile.
  • Drinker — Too many quest celebration parties strengthened her tolerance.
Spells & Magic: Talisman Enchantments — She enchants, she throws, stuff happens.
  • Explosion — Causes an explosion on impact. Toss more for bigger effect.
  • Fire/Ice/Lightning — Creates the effect on whatever it touches, whether it be freezing, shocking, or setting on fire.
  • Magic Seal — Acts as a sink for magic power, preventing the use of magic for about 5 minutes. Incompatible with Trap Zone.
  • Hidden Zone — Requires at least three talismans. Things inside of the zone are hidden from view for 5 minutes.
  • Barrier Zone — Requires at least three talismans. Erects a barrier around the zone for 5 minutes.
  • Trap Zone — Requires at least three talismans. When paired with other talismans, will activate effects of the other talismans when something enters the zone.
  • Spell Catcher — Catches a spell and releases it after 2 mins. Requires immense magic power from Vitaliya and will leave her exhausted.
Weaknesses: Vitaliya is heavily reliant on her equipment. Catch her without them or prevent her enchantments from applying and she's just an girl with a dagger. She also specializes in monster subjugation, and has little experience fighting people beyond the usual scuffle at the bar.

Extra
Hobbies: Monster Studies, Darts, Food, and Beer.
Quotes:
"Hmm? Need a job done? As long as I get paid."
"So they messed up, huh? I'm on it."
Theme:

 
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Name:

???

Aliases:

Kaith, Young Mastermind, World's Smallest Evil, Damn Brat, Fuhrer.

Age:

Thirteen years old biologically. Chronologically, over a hundred.

Gender:

Male.

Race: Human Child.

PERSONAL
Sexuality
:

Heterosexuality, although he has no time for such feelings, lest he loses someone he cares for again, or they get in his way...

High Concept:

The reincarnation of one of the normal world's greatest evil with all his past memories in a child's body.

Backstory:

The bullet exited the chamber to hit his head, yet it never did. When the supreme commander of the Germans accepted his loss in the war to make his nation great again, the weight of millions of soldiers and citizens made his fingers move towards the gun to take his own life. Yet, either out as a cruel twist of fate wanting him to suffer for his crimes, or simply out of sheer luck, when his body slumped to the floor of his cowardly hiding spot, his soul was transported elsewhere.

Twisting, shifting, compressing. His memories and life experience still intact, yet his body changing. His first memory when he woke up after being met with eternal darkness after his heart stopped beating was his body all wet, and a sensation of warmth as the Fuhrer could see himself born once again.

At first, he was confused. He could barely move- the light was blinding his eyes, too! Everything was cold, and he felt an awful sensation. It was terrible, it was a nightmare. He couldn't speak, he couldn't cry, he couldn't control his body despite all the memories of his previous self being there. As such, he did the only thing he could do- cry. Cry like the child he was, and even then...He wasn't met with warmth from his parents or a good life. He was met with only silence.

...His life was as one might expect. Alone, no parents- abandoned by an adoption center. Maybe it was a good thing, he wasn't raised by a loving family. Perhaps this way, their hearts wouldn't be broken by what he did. The Fuhrer, named Kaith simply, was never adopted, never loved, and while he had 'friends' they came and went like water. Yet, all that remained was himself and his mind. His experiences, and a desire to get out of his nightmare of a world. Return to his homeland, and perhaps truly start again. He won't stop for anything to break free for what he considers to be a curse of reincarnation from God, and to gain his true second life.

PHYSICAL
Appearance
:

dbixvru-ac9ecc62-196b-47f6-b983-5a428110f189.png


Weapons & Armor:

Kaith possesses a black overcoat and boots that cover his entire, small body. By his side, he utilizes a highly resistant saber for physical combat and a single-round pistol for accurate and destroying shots against his enemies. Alongside this, he wears a gas mask and a magically enchanted weightless air tank behind his back, due to how his ability is used. This tank can also have its tube shift to become something akin to a flamethrower's mouth, something achievable by him attaching a small lighter to it.

The mask makes his voice sound more intimidating and rough- often allowing people to assume he isn't a child, and just really, really short.

Items & Personal Belongings:

A small bag of holding he was able to gain by questionable practices and contacts. In there, simple items such as potions with healing properties, gasoline, gunpowder, and the like are present. Inside there, there's also a small chemistry kit in case Kaith wishes to analyze, or even create something, although this kit is rather limited, often only allowing him to do things like oxygenized water and the like.

Various bullets for his gun are also there, followed by a small pocket-watch mix with a compass.

Skills & Abilities:

Kaith is a master at bartering and talking to people. In his previous life, he was able to inspire multiple Germans to follow him and do his bidding and was considered one of the most influential humans on his planet- for the wrong reasons, of course. His empire left what can only be considered a trail of pure hatred and anger across all the world, one of which affects people to this day. His word is one that can turn even the most innocent of men into true monsters to do his bidding, his charisma akin to a god, only defeated by his small size and age.

Regardless of this, he is still capable of leading his troops and companions into battle with often good strategies- often only falling behind due to the fantastical nature of this world.

Despite this, he is capable of fending for himself due to the rules of this world being akin to a child's story. Capable of moving at high speeds due to his small size, he is greatly skilled at using his saber, and firearm. Despite his short age and lack of body mass, making him physically weaker, he is still a highly dangerous opponent, capable of killing his opponents with speed and precision only a child can have.

He is also an expert in painting.

He is also a scholar at heart- possessing great knowledge on common concepts his world and this one share, as well as other more specific things from this one- which, thankfully, weren't too hard to learn.

Spells & Magic:

Hating Eyes

Kaith's most powerful magical ability is his ability to be able to control seemingly any sort of gas with his eyes. By taking off his glasses, which act as a way to cancel out the effects of them, he is able to manipulate air and other things on it with great skill. Such as making it denser, exiting an area, among other things. This extremely powerful ability allows him to control and create flames by making air denser in an area and with the high concentration of oxygen there, creating and manipulating these flames is extremely easy.

He also possesses a very low vector manipulation, as since he is still capable of manipulating air, he is able to make it move quickly or slowly, often helping him move faster, or get someone off balance. This extremely powerful ability has a limit however, as constant usage of his eyes can render him blind- or worse, completely kill him. The time limit he currently has is five minutes, however, it is implied more powers can be unlocked by his eyes, which are directly linked to his soul, emotion, and past life.

Weaknesses:

Despite his strengths, he is still a child at the end of the day. If he is powerless and weaponless, it is relatively easy to take him on. He also seems to possess a large ego at times, and while he is willing to work and inspire others, he is prone to emotional outbursts, often being from anger, sadness, or both due to the events of his past life. He also possesses a strange accent, and while he has had time to learn the 'common' language of these people, his mother-tongue is still present in him, making him identifiable in case he tries to use a disguise.

He also seems to be quite intolerant of certain groups of people, but thankfully, most of that is behind him...Either out of him seeing it as a necessity to work with these people or natural growth. But it's still there.

FLUFF
Hobbies:

Painting and writing books. He also seems to be a knowledge worm- often showing great gusto at learning more, as well as playing war games. Aside from this, he spends most of his time by himself, not being a very social person.

Quote\s: "Death? FOOL! The only day a man dies is when his legacy is forgotten!!"

Theme:

 




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BASIC INFORMATIONName: Altea Zoma
Aliases: Wraith
Age: 24
Gender: Female
Race: Human


PERSONALSexuality: Homosexual
High Concept: Anti-mage
Backstory: Altea Zoma was one of the many orphaned children of Yashire (ya-she-re), one of the tragic aftermaths of Durza's War - where Yashirean blood was spilled to fend of Durza's armies. It was a long and brutal battle until Durza was mysteriously found dead within the safety of his quarters.

Fortunately, Altea was not thrust into the undesirable futures that await Yashirean orphans and instead was one of the few handpicked children that would eventually join the ranks of the dreaded Wraiths of Yashire - a secret organization of elites who operated as Yashire's blade in the shadows, eliminating targets before they could become a problem. In there, she found pride in her craft, and purpose in her life. However, all things that have a beginning have an end.

Lu-Mar, a close relative of the fallen Durza, had emerged at the shores of Yashire. And with his arrival came an army so fierce, that five towns were immediately stormed and conquered within the same day. Of course, having encountered such a threat, Yashire sent its best, including all of the Wraiths. All it took was a single night and hours of tireless fighting until Lu-Mar and his army was vanquished - but such a victory did not come without a cost.

The best of Yashire has been greatly reduced in numbers, those who returned suffering grievous wounds and were no longer of the same caliber before the battle. The Wraiths of Yashire, along with several other organizations, were completely wiped. Or so it was written.

Altea Zoma, on the verge of dying, was taken away from the bloodstained aftermath of the battle. Before she could breathe her last, blinding light brought her back to life. She was saved by a mysterious entity, who she now serves as payment. She has not seen this entity, but only heard its voice - inhumane and evident in glory. Many would think it is a deity that has saved her, but Altea believes it is something else entirely.

She intends to find out, but for now, it has instructed her a curious task - to join the ranks of a specific cult, and help accomplish their goals.

PHYSICALWeapons & Armor:
Vambraces - A pair of vambraces made with a specific set of alloys, which grant it nigh-immunity to magic. Not only does it provide defense against projectiles, both magical and non-magical, but it can also be used to strengthen blows as well as launch fire to a specific target - the latter uses specific ammo which is slotted around the wrists.
Custom Outfit - A set of clothes customized for Altea's use. Designed to aid flexibility without hindering movement, and protect the user from stray magical energies that could be harmful. Self-repairs after absorbing magical energies from a previously-living body.​
Items & Personal Belongings
Amulet - An amulet with a faded color. The mark of a Yashirean Wraith.​
Skills & Abilities:
The Last Wraith - Altea is trained in various means of combat, but she specializes in dealing with mages and spellcasters. Utilizing her developed agility and instincts, she fights with near-unparalleled lethality against foes in her specialization - outmaneuvering their magical prowess and outsmarting their arcane intellect. She is also quite proficient in various skillsets that involve taking out targets discreetly such as information gathering, stealth, and the like.
Sixth Sense - Altea's specialization has made her develop a sense of magic. More specifically, when and where someone is casting a spell.​
Spells & Magic:
Spellthief - The very reason why Altea has been specialized to fight against mages and spellcasters. By directly interfering with the flow of magic, Altea can steal someone's spell before they could cast it. Once the spell is stolen, Altea can cast it using the original caster's parameters, in addition to her own magical aptitude. Initially, Altea would have to make some form of contact with her target to steal their spell, but after being revived by the mysterious entity, her ability seems to have been strengthened - she can now do so as long as she has seen the target. Not only that, but she can also hold two stolen spells at once, compared to her previous one-at-a-time limit.​
PHYSICAL (cont.)Weaknesses:
Mortal Limits - Despite having survived death once, Altea still has the same mortality as any human. She can be beaten, broken, and killed.
Stealing is Bad - Without a stolen spell, Altea has pretty much no way to utilize her magical aptitude. She can't cast spells of her own.
Master of One - Altea would have a much harder time dealing with those outside her specialization.
Blind Follower - Altea follows the orders of the mysterious entity that brought her back to life. And if that would include doing certain unwanted actions, then so be it.​

FLUFFHobbies: Fishing, as it is rather calming and reminds her of the good old times in Yashire, as well as tree-climbing.
Quotes:
"Here's your fireball! Catch!"
"That's a nice spell. I think I'll take it!"
"Someday, after it is all done, I will go home."​
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BASIC INFORMATION
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Name: Níos Saoire
Aliases: The Headless Reaper, The Pale Executioner, Deaths Guide, The Ancient One, Headless Horse (wo)men
Age: Primordial
Gender: Female
Race: Dullahan (Fae)
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PERSONAL
Sexuality
: Bi
High Concept: The last of a terrifying ancient race.
Backstory:
The Fae were once a great and powerful race that came into being alongside the races of Heaven and Hell. Like the races of heaven and hell, the Fae too had their own realm to call home, Tir na Nog. When the world came into being and the mortal races started to evolve the Fae came to cross over into the mortal realm alongside the demons of Hell and the angels of Heaven. Just like with the demons and angles, the Fae too were viewed as godlike in their own right. With magics, the likes of which Mortals even today can hardly comprehend the Fae were revered and feared by mortals and immortals alike. As time progressed the Fae grew stronger and fear of the unpredictable race grew widespread. Eventually, the races bound together and the Great Fae Hunt began.

The Great Fae Hunt was a mass genocide the likes of which the world had never seen before. Angles and Demons. Dwarves and Dragons. Elves and Humans. Races that despised one another held steadfast in unison against the Fae threat. Wars waged for years until eventually every Fae was wiped from the mortal realm. The hunt however did not end there. The Races of Heaven and Hell who had always feared the power of the ancient Fae took the battle even further and pushed to invade the Fae Realm. A battle of the gods was the result, a war was thus waged that shook every realm to the core. Great powers shook the fabrics of reality until after mush blood spill Tir na Nog and the entire Fae race was erased. The Fae however did not go quietly into the night. The Fae had ten among their Ranks considered to be Primordial Deities. These ten held the final line against the invading forces and well as you know well only seven deities remain now on the side of the invading force.


Today the Fae Race is seen as a myth and it is heavily debated by scholars of the mortal races whether or not the race ever really existed and if so what impact they really had on the Realm. Of course, there are relics of the Fae Race that boast great power as well as records of spells that can twist reality itself but those items are all kept well hidden by the powers that be save they be used against them. Not that any mortal could ever hope to cast a Fae spell.

Níos is a Dullahan or more accurately The Dullahan, one of the ten deities of the Fae race as well as the last Fae in existence. During the final seconds of the Fae Race Níoswas sealed away using a forbidden and dangerous Fae spell. This spell placed Níos in stasis in the far reaches of the mortal realm where no one would ever dare to look and find her. The spell was, however, broken years ago by certain litch who happened to stumble upon the primordial Fae's resting place. Níos was released from her stasis by the litch but due to the fact the spell had been lifted in unconventional ways by mortal magics Níos was released with but a fraction of her original power. Power that is restored slowly with every soul she harvests. Alas, the Deity is still just at a fraction of her original strength but even so she is determined to restore her power and claim revenge for her people. Níos will once again sow fear among the races and remind all the realms of just how powerful and exactly why the Fae were revered in the first place.

Níos has spent her years harvesting souls to restore her power and has agreed to work alongside the Litch in order to release the primordial. After all, a Primordials soul, as well as a heros, is worth far more than those of the mortals the realm is currently plagued with.

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PHYSICAL
Weapons & Armor
:
Fómhar Anam- An ancient and revered weapon of the Fae race, this scythe cuts away at the targets very soul dealing irreversible damage in most cases. The weapon is used to harvest souls ad is synonymous with the Dullahans of the Fae race.

Oíche- A cape/cloak as dark as the night itself. The cloak shrouds the wearer in the darkness making them much harder to detect during the night or in dim light locations. The Cloak also allows for the reattachment of a Dullahans head outside of combat.

Cruach Dubh- Steel plate armor tainted black with demon's souls. The steel plating is tougher and lighter than Damascus and boasts great magical resistant properties. The armor comes in the form of boots, leg guards, gauntlets, and a stomach plate.

Glan- Clothing that absorbs blood and self-repairs remaining always clean.

Cinniúint- A whip made from the spine of a human. Enchanted by Fae sorcerers of old with forgotten magic that allows the whip to deal as much mental trauma as it does physical pain.

Skills & Abilities: As a Dullahan Níos is a natural when it comes to taking lives. Níos' entire being is devoted to being the perfect killing machine, her entire purpose in life is to reap souls and sow fear among both the mortal races and immortals alike. A master of horse riding Níos can travel at great speed through even the toughest of areas. Her skills in close combat are not to be taken lightly. Her racial traits/instincts combined with her vast years of experience have molded her into what many would consider a one-woman army. Or more accurately a plague the likes of which takes several hundreds of lives with ease.

Aside from combat Níos is quite skilled at deciphering ancient texts as well as reading magical runes. Níos is also quite skilled at sowing and baking which she has come to pick up since being released.

Spells & Magic: (These are Níos' original powers, these are currently limited in strength)
Creation- The user can utilize magic to create anything out of certain materials or magical energy, in any shape or form even with any kind of materials.

Stasis- The user can reduce the speed of objects/organisms to the point of them becoming immobile. This produces similar effects to time stopping, and the user can freeze specific targets, parts of a target, or immobilize the molecules within their surroundings

Entropy- Entropy manipulation is an energy-based ability. In practice, it is similar to Energy Manipulation, except that the user can only access the unused energy in a system, rather than manipulating all the available energy. An inherent part of this ability is being able to detect energy levels of any kind. Once the current level of entropy is determined, the user of this ability can adjust it, resulting in a change in the system. This applies to anything, such as a glass of ice, a room, or a living organism. Increasing an object's entropy lowers the amount of kinetic energy the object has; decreasing it raises the kinetic energy.

Fear Inducement- Anyone who crosses eyes with Níos is subjected to their worst fear. The illusion cast is so real one may think that upon being released the real world is but a dream. Trauma can persist after release and illusions can begin to spill into reality.

Soul Magic- Níos as Dullahan can manipulate souls. This is akin to necromancy but far more advanced, for example Níos can extract specific aspects from a soul such as highlighting certain emotions and detailed information on heir past life.

Shadow Manipulation- Níos as a Dullahan can manipulate shadows and give them physical form.

Death sense- can sense death and those about to die

Dullahan Privilege- all doors open for the dullahan


Weaknesses: Gold- Gold is a Dullahan's worst nightmare. Like silver to undead and the occult, Gold is extremely potent when used against the Fae race. his is even more true for the Dullahan who cannot tolerate even the sight of gold for more than a few seconds.

Headless- With the Dullahan race having to carry their heads around separate it can be quite a weakness. Both the head and body can act independently yes but without the head providing sight, hearing, taste, and smell the body only has touch to go off of. In other words, Dullahan can quite literally lose their heads in battle.

Holy Magic- A Dullaghan is not technically an undead as they are part of the Fae race. However, for some reason or another holy magic does seem to be slightly more potent on Dullahans than other Fae.

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FLUFF
Hobbies
: Baking, eavesdropping, dad jokes
Quote\s: "Do not resent growing old, many are not granted the privilege", "The Fae were once a great and powerful race, that much is true but don't think for even a second that the immortals of heaven and hell have even remotely gotten over their fear of the Fae"
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