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NeonFlow

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Heyo thanks for coming, ask questions on the check or in a PM if you need to, otherwise take a shot and we can edit as needed.
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Name:
Age:
Race:
Race abilities:
(Elves have magic, Dwarfs have deceptive strength, hobbits are naturally sneaky etc etc if it seems plausible/unique to your character due to race put it here)

Appearance:
(Picture and small description please)

Talents: (what this character is skilled/good at)

Flaws: (what's bad about this character)

Gear: (what they have on them whilst working/travelling)

Magic spells:
(Be it something this character can perform naturally or what they can do with ingredients. Hit me up in a pm and we can figure it out)

Background:
(Be vague or detailed. I may be able to incorporate elements of your backstory into the story at large. Point is they end up in the lands/kingdom of Stelmaine at the Maine guild (for hunters and adventurous sorts)
 
Will fix this up once I find a picture

Name: Farfall Swifty
Age: 25
Race: Hobbit
Race abilities:
Hobbit's are naturally stealthy thanks to their small size, surprisingly fast, visually they are not very intimidating.
No inherent magic abilities, hobbits do have a resistance to emotional/mental spells
(Hard to manipulate via magic)
and due to their size they lack strength.


Appearance:
images-3.jpeg
3ft6 inches tall, black messy hair and beard to match. Green eyes, slight tan and many scars. Hands body face. The toughest looking hobbit most have ever seen. Handsome in a rugged way. (for someone under 4ft)


Talents:
Fighting- daggers, shortswords and projectile weapons being Far's preferred way of fighting.
Charisma-
Be it talking tough, acting sweet and innocent or haggling for a better price Farfall Swifty can do it and do it well (most of the time)
Thievery-
Picking pockets or locks isn't to much of a problem for Farfall, so long as he can reach...

Flaws:
Small-
Being 3ft5 means its hard to reach and see things those of average height do so easily. Windows, countertops etc.
Weak-
In general mind you, for a hobbit the Swifty family are all quite stocky.
Touchy about height-
Fights have been started, challenges attempted... all because of a snide remark or cautious warning.

Gear:
Weapons/ammo
Pair of daggers, a short rapier, pouch of caltraps, pouch of lead balls, slingshot.
Armour/clothes
Leather and fur Armour,
Left handed Glove with a sling, right handed gauntlet for protection.
"Boots of Verticality" enchanted boots that enhance jumping ability and provides safety from falling (to a small degree)

Magic spells:
Fireball- sulfur and batshit thrown.
Healing hand- Pepleaves, Resb-juice and spit crushed and placed on a wound.

Background:
From the Gurgot wetlands and swamps on the borders of Stelmaine, the Swifty clan make their home. "The toughest Hobbits in the southern hemisphere" if you believe the rumours and stories from Gurgot...
Farfall was raised as a hunter but soon found himself with itchy feet and a need to adventure. Farfall left home at age 15 and spent ten years travelling the lands of Stelmaine. Slaying monsters, hunting beasts, making friends and enemies across the kingdom. "Far Swifty" is something of a hero if you believe the villages and small towns. Though just as many people would mention a hobbit with many scars being a dastardly thief...

Upon reaching the Maine Guild to ply his skills, he quickly found himself in need of a party. For the upcoming challenges ahead and also cause they don't allow a single person to take on quests.

Im open to Far and another character being friends/ adventuring partners before the rp starts. There's plenty of improvised history they can share or a more detailed account we can figure out.
 
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da78e03654ae9e1c2a673d7dcc898c34.jpgName: Luana Dhalmarr
Age: 212
Race: Drow Elf
Race Abilities: Darkvision, Perceptive, Resistence to Sleep and Charm, Trance, Magic

Appearance: (Image Source: Pinterest)
Stands 5'5" Tall with an Athletic and Slender Build. Has Ashen Skin, Red Eyes and Short Silver Blond Hair. Likes to wear Make-Up, like Lipstick, Eyeliner, Mascara and Eyeshadow. Usually seen clad in Dark Leather Armor with Metal Shoulder Pads and Belts to keep her weapons and ammunition teathered to her at all times.

Talents:
  • Sharpshooter: Skilled in Ranged Combat, able to fire arrows at great distances with relative ease.
  • Expert Swordswoman: An Adept Swordswoman, using Precise and Swift stikes when engaging in Melee Combat
  • Stealth: Able to move undetected in most environments, but performs her best in Forests, Caverns and Mountainous Regions
  • Multilingual: Speaks multiple languages
  • Monster Hunting: Proficient in Hunting otherworldly enemies, like Monstrosities and the Undead.
Flaws:
  • Sunlight Sensitivity: More Vulnerable to Sunlight during the daytime due to her Drow Elf Ancestry and spending much of her early life in the Caverns and Underground Regions. Very easy to get sunburn
  • Urban Exploration: Spending much of her time away from civilization leaves her at a disadvantage when it comes to navigating in areas with large populations, especially cities or larger towns. The bigger the population, the easier it becomes for her to get lost if not assisted by companions.
  • Humanoid Adversaries: While she is proficient in hunting monsters, Humanoid Adversaries present a different challenge and she has trouble in combat against them (i.e bandits, goblins or orcs)

Gear: Dark Leather Armor, Longsword, Longbow + Quiver containing 30 Arrows, Two Shortswords, Two Daggers and a Cloak

Magic Spells: Faerie Fire, Dancing Lights, Cloud of Darkness

Background: From the Caverns of the Underdark, Luana has been banished from House Dhalmarr, a powerful noble family in Drow Elven Society. Hunted by her own people, Luana fled to the surface to build a new life, but found it hard to do so as she was unwelcome in most places. As she settled into a smaller village in Stellmane, Luana would begin a life in solitude as a Woodswoman, chopping wood for the local villagers so they can stay warm on cold nights or during the winter season. A Hunter soon took her under his wing, trained her in Archery, Swordplay and the Art of Stealth and eventually teaching her about hunting and taking down otherworldly enemies, like Monsters and the Undead among others. Many nights would be fill with protecting the village against beasts and other monsters that would attempt to plague it.

Answering a bigger calling, Luana would leave the Village to continue combating these otherworldly threats, wanting to make the rest of the region a safer place in any way she could. Her travels eventually led her to the Maine Guild. Eager to be part of a team, Luana is ready to embark on her latest adventure, this time with friends in her company. Well, hopefully.
 
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Name: Svanhilde
Age: 256
Race: Wood Elf
Race abilities:
  • Druidcraft - Svanhilde was born in-tune with nature. She can stimulate rapid plant growth at-will.
  • Elven Resistances - Svanhilde can't be put to sleep and is strong against charming effects.
  • Trance - Instead of sleeping, she only needs to meditate to rest.
Appearance:
Svanhilde's skin is a fair hue, her eyes an emerald green. Her golden-blonde hair is often pulled into "Swiss miss" braids. She is usually seen in fur-trimmed hide armor for warmth and protection. Svanhilde is 5'8 and has a lean but fit build.

Talents:
  • Druid Magic - Svanhilde has a pact with the gods of nature. If she heeds a strict set of rules, she is able to cast a suite of plant-based spells without components.
  • Staff Expertise - Svanhilde is an excellent fighter with staff weapons and similar implements.
  • Herbalism - She is second to none when it comes to making herbal medicines.
Flaws:
  • Healing Components - No spell components equals no healing. She must stay well-supplied!
  • Flora Druid Law - Svanhilde is bound by certain laws. She must remain vegan and not use metal armor or weapons.
Gear:
  • Quarterstaff - A carved wooden staff with a knotted head.
  • Hide armor - Typically the heaviest armor a druid can wear, this thick hide keeps her warm in the winter and fairly well-protected.
  • Component Bag - Here, Svanhilde stores six lavender flowers and three rose stems.
  • Herbalism Kit - In addition to a few common herbs for treating minor poisons and diseases, Svanhilde has a collection of seed pouches so she can replenish this kit and her component bag once. It can be used three times before needing a refill.
Magic spells:
  • Clava - Svanhilde reinforces her staff with magic, overcoming resistance to non-magical damage.
  • Inretio - She can cause vines to sprout up from the ground and attempt to restrain an enemy. Though it inherently costs no components to cast, Svanhilde can add the stem of a thorned plant to add thorns to the vines.
  • Medela - Lavender is the key component for this common single-target healing spell.
Background:
Svanhilde was born of wood-elf druids. Her enclave, located on the shores of an ancient lake, was led by a sword-wielding fey woman known as the Swan Maiden. Svanhilde found favor with her early on, and through a lengthy ritual, the Swan Maiden initiated her as a Flora druid—an uncommon variety who, by their pact with the great Forest Mother, ate only vegan foods, but were peerless in their plant magic and herbalism practices.

Currently, Svanhilde went to civilization at the behest of her enclave's members, to act as a liaison with the local guilds. While she's not quite sure how she got roped into this little quest, there was no denying this group needed a healer.
 
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RATISH AKMAL WINTHER
Age:
27
Race: Beastkin
Race abilities:
Resistant to cold
Heighted strength and endurance
Adept swimmer (Although he hates the water)
Poor eyesight (colorblind), darkvision, good smell and hearing

Appearance:
Tall muscular build, grey fur. Large antlers. 8’4” tall. Brown eyes. Usually wears a full hunting suit with tall boots, adorns antlers with flora of all kinds.

Talents:
Sword fighting, he’s very adept with a rapier. Trained from a young age by the best instructors they could find. He trained alongside his other brothers and sister in swordplay.
Intimidation, as a younger brother he was used to not being taken seriously so he had to prove himself. He’s constantly trying to prove himself and is very good at standing tall and looking down at people to get his way.
Perception, Ratish is accustomed to the courts. You have to watch out for everything people do and say. Who is talking to who and what they’re saying. This translates into everything he does; he is always hyper aware of who’s around him and what they’re doing.

Flaws:
Refuses to be in dirty places, has to have some sort of bed
Also picky about food
Needs to be seen and recognised as a hero
Has a strong sense of justice, often gets angered by things he sees or hears
Hates the water, only goes in if absolutely has to

Gear:
Light armour/clothes
Dice set
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Magic spells:
N/A

Background:
Ratish was born as the last of 12 brothers in line for the throne of Karmas. It felt as if right from the moment he could understand words, he was being told what he should be and how he should be doing it. All of his elder brothers were trying to impress their father as a way to garner favour. Each wanted to be named the heir. For many years Ratish was no different from the rest of them, he fell in line and trained right next to all of them for hours on end. Sword fighting, politics, history, all the things a king-to-be would need to know in order to ascend to the throne. Despite spending many hours together, there was no love between the brothers. Competition was encouraged, no, demanded of them. So Ratish grew up in a competitive loveless environment; he never thought to question it once that's how his life was. Until one day-

The brothers were practicing their sword fighting. Ratish stood balanced on a rock in the middle of the lake and one of his brothers, Dimon, stood opposite him on another rock. The rest of the siblings were on the bank watching. They had taken bets as to who would win and as an added challenge, because fighting with tips off was not enough, they were made to stand in the lake. The one to fall first would lose. It seemed no harm, each of the brothers could swim well. Ratish and Dimon took arms and began their duel. Back and forth metal clanged. It was going rather well. Then Ratish felt his hoof slip, the world spun on end around him. His head collided with rocks and a pain ripped through his skull. He felt the water consume him as he looked up at Dimon. Dimon simply stood there and watched as Ratish sunk, only a glimmer of hesitation in his eyes. He was going to die and his family would only think One gone, eleven left. Ratish slipped into inky blackness.

When he woke up he was cold, but found himself wrapped in linen on his bed. A servant had saved him. Not his brothers who were standing by watching, a servant whom he hardly knew. Ratish sat in his room for several days deep in thought. What was the point of this rivalry? Why was he trying so hard to become king? Is it genuinely what he wanted or was he just doing what was expected of him? As Ratish thought he found that he had just been going through the motions, he had no idea what he really wanted. But the idea of being King did not entice him, so he decided to leave. He was going to travel. Find what he loved. What he was willing to devote his life to.
 
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