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Hidden 9 yrs ago 9 yrs ago Post by Cyclone
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Cyclone POWERFUL and VIRTUOUS

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This is the standard character sheet:



...and here is the character sheet of the Dungeon Keeper, to use as an example:

Hidden 9 yrs ago 9 yrs ago Post by Cyclone
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Cyclone POWERFUL and VIRTUOUS

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The Master's Minions:


-Imps: Squat, red, horned demons of short yet broad stature, these creatures are summoned in order to serve as the Dungeon Keeper's servants. Aside from maintaining the dungeon and carrying out most construction, they often follow the Horde of Evil to assist with the looting that inevitably follows any battle or raid. They are rather cowardly though, and make poor fighters. They would take up arms for their master if necessary, but would much prefer the entertainment and safety of torturing captives or wounded and helpless soldiers. Some say imps are corrupted dwarves, based on their similar stature and affinities for digging and forging.

The Horde of Evil:


Here is where I will keep track of the squads that have been formed, ranks of all active characters, as well as any rewards that they have been given by the Dungeon Keeper. Currently the Horde hasn't been divided into squads and nobody has been promoted or rewarded yet, so this section is empty.
Hidden 9 yrs ago 9 yrs ago Post by Athinar
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Athinar Big Stupid. Veteran from Oldguild.

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Name: Athinar Gol-Gaia

Physical Form:

Tall, well-muscled, and stable, he is the pinnacle of physical perfection, even by the standards of some who would call themselves 'Immortal'. He is 6'8", and weighs at 300 pounds, in his normal form.


In his alternate form, he gains a sentient sword, and a set of armor which is actually part of him. In this form, sometimes his face is visible, but more often than not, he keeps his mask on. He is 7'0" even, and weighs 450 pounds.

Abilities:
Normal Form / [CONDITIONAL USE] Carnage Form - Athinar has decided to forgo magic that affects others, in favor of a magic that supplements his already impressive strength. His Carnage Form is a shell, which looks like armor, but actually is a super-dense exoskeleton. While in this form, he is significantly slower, but is immensely more powerful in terms of strength and defense.

[CONDITIONAL USE] Summon: Carnage Blade - Athinar has the ability to summon his Carnage blade at any time, however it is smaller and less impressive when he's not in Carnage form, although it still is alive, and speaks to him. The blade's name is Requiem.


(Normal Form - Rock Style) Blood Palm - Athinar uses the blood spilled by anyone, including his own, in a fight, to empower his fist's attack.

Martial Arts - Athinar was trained in three forms of martial arts by the monks. However, he is only the equivalent of a black belt in one, and slightly competent in the others.


Personality: Athinar gets intense pleasure from seeing other creature's blood. No matter the circumstances, or whether he is allied with them or not. When he is not getting excited by bloodlust, he is usually a very calm, collected individual, who is quite intelligent, surprisingly. When blood is near, he turns into a vicious man, taking pleasure in drawing blood, tasting it, etc. Afterwards, he is, shall we say, *ahem* easily excitable. If you know what I mean. However, this doesn't mean that he's not smart. He is extremely smart, in his bloodlust, and will be able to craft plans on the fly, if they end in violence and killing.

Relationships:
Emily- Thinks that the homunculus is beneath his attention, generally, unless she does something big and shiny.
That Which Consumes Peace- A fool, disobeying the Boss, but made a nice save, getting Shukra mildly punished.
Ekushka- Hasn't met her yet.
Narza- Is quite fond of the little ghost, curretly.
Shukra- A pompous ass who fails at commanding.
Darkwraith Kor- A good fighter, like Athinar, who shares his bloodlust. Enjoys his company.
Azavarn- Too flamboyant.
Umbra/Christopher- Thinks that Christopher is a bit off, but doesn't know why.
Torrens- Doesn't have any opinion of him, but thinks that a fire demon might be useful.
Clotho- Has a strange fixation on Clotho's chitin.
Twitch- Has disdain for the ratty, well, twitchy kobold. Maybe if he actually did something, he might be useful.

Backstory: Athinar is the reincarnated form of an ex-Dungeon Keeper, banished from his former world, and born to a new life in this one. However, he don't remember shit, and the only benefits were the impressive physical abilities you see today. He was born to an order of monks, who trained him in every combat style, unarmed and armed. However, this revealed his darker secret, his love for shedding blood. Killing them all, he was guided by a voice in his head, who told him that if he joined with him, he'd get to kill, kill, and keep killing. So he met up with the Dungeon Keeper, and started killing.

Other: If Athinar seems too powerful, remember that he was converted to the Dungeon Keeper's cause by him just saying that he could kill people if he joined him. He's not dumb, but he does have quite the one-track-mind, and is quite susceptible to manipulation, in both forms. Like, REALLY susceptible. A novice hypnotist could put him to sleep.
Hidden 9 yrs ago Post by Mr_pink
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Mr_pink Heaven Knows I'm Miserable Now

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Hidden 9 yrs ago Post by KabenSaal
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KabenSaal

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Name: Emily Kabal, Spirit's Sonnet
Physical Form: Innoculious and cute, Emily is in every way a young human girl that draws little attention and can go wherever she wants to without anyone becoming sucpicious, and anyone who does think to stop Emily gets such a heart melting smile they can't help but let her go on. She has no physical Tell to inform a person there is more than meets the eye, and she wears casual peasant garb which further enhances her ability to slip in wherever and whenever she wants.
Abilities: Magic is Emily's forte, and she fortes brilliantly. There are few human warlocks who could compete with Emily by herself, and she is assisted in her magical talent by four Sung Spirits - a special branch of spirit that can only be summoned by singing, rather than ritual - which pushes her magical prowess far beyond what any mortal could ever dream of. The three spirits she hosts are Storm, Earth and Fire, with an Overseer spirit that watches the other three and posesses talent in their schools. Most of her spells are generic, if powerfully utalized, but the one unique spell she posesses is Empyrean; The Fire King's Crown. It does not exist in this dimension the same way that the rest of her magic does, and so she needs help from her Fire spirit and the Overseer to conjuer it. She creates the physical shell while her spirits fill it with the fire itself. Once that is done, Empyrean; The Fire King's Crown can be used in two differen manners. The first is a singular target, which upon impact incinrates them internally and externally at the same moment, making it effective even against armour or barriers - something to note is that if the target can absorb heat and fire, then they are super-charged by it rather than burned to a cinder. The second is a wide spread attack that causes an extremely hot fire to voraciously spread through the surrounding area, engulfing a small village in moments. The strain, both physically and magically, is considerable so it is not often used. Another rather personal, but not unique, ability is how Emily can use her fire as a sort of Afterburner, and fly through the sky. This is not very subtle, and causes her magics to drain at a constant rate, so she does not use it lightly. The third uncommon ability is her teleporting from Fire to Fire. This requires a pillar of flame to engulf Emily, and then a second Pillar of flame to drop her off. The disadvantage is that it causes disorientation and the second pillar can sometimes not be available.

Aside from magical abilities Emily can - obviously - sing very well, and enjoys simply singing for the thrill of it. She puts this to use summoning her spirits, most commonly Blanks which can posess weak-willed humans or recently dead cadavers and provide Emily with feedback and obidience. With slightly more effort, Emily can bind elemental spirits to herself - or though currently she is at her limit and wants to give her body time to adjust before getting more - and also to beings like Wolves, and Badgers, and Sheep. And humans, but they are usually not so cool and not so plentiful. Emily has a sharp mind as well, able to create a plan in a few moments and chain together her three magical elements, creating a combo that is able to take out massive creatures, well confident of their own abilities before they came face to face with this young girl. Physically, she is of a standard teenagers strength and durability, so she avoids close combat.

A final, and rather unknown power, is Emily's ability to percieve Magic. When it is being used, how much, and also the strength of the person she is looking at. This gives her a clear advantage over other magic users, since it allows her to see what theyr are about to use, and work around it. This technique turns her eyes pure gold, and drains her power at a constant rate, so extended useage is unadvisable.
Wants/Needs: While Emily is happy serving Master in every way, she does have a long-term goal to summon and bind Spitfire, The Fire King, Nike, The Earth King, and Minami, the Storm King.
Relationships: Other than her devotion to the Master, Emily fits in well with all kind of Spirits, so she is often found in the company of Umbra and Narza.
Backstory: Emily is a Homonculus, an artifically created Human, and the first sucess in a string of failures that created useless, deformed monstrosities. She was created with magical power in mind, so the creation process sacrificed the strength most artificals could posess in return for a much deeper magical pool. Some think that she does not have a soul because she was created, but that is a falicy, since even Homonculi need souls to exist. She was pushed, magically, to increase her power, and get stronger until a point where she could handle Sung Spirits inhabiting her. She summoned her first, a spirit of Fire, and after a few months of training and control, summoned even more spirits until she had the total of four she has now.
Other: ((Anything else that you want to mention?))
Hidden 9 yrs ago 9 yrs ago Post by Elitestpotato
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HEROS



Hidden 9 yrs ago 9 yrs ago Post by Didos
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Hidden 9 yrs ago 9 yrs ago Post by Mattie_
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Mattie_ BAC of .2

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Name: Narza (unable to remember her last name)
Physical Form:
Chimeric Specter

Narza is an amalgamation of a wide variety of souls, brought about by a somewhat mediocre dark mage named Derrik. The dark mage combined, a few dozen tormented human souls, the soul of an innocent young human girl, freshly killed to serve as the catalyst, and three different Elementals, one of Wind, one of Water, and one of Darkness. Dreaming of power and infamy, Derrik aimed to create a fearsome tri-element familiar and make his familiar’s personality more easily controlled by using a young girl’s soul as the base. While the dark mage succeeded in fusing the souls, one of his more mediocre points showed in his binding abilities.
The chimeric spirit broke free and consumed the dark mage the split-second after it was born. Because the chimeric spirit hadn’t settled and solidified, it ended up absorbing the dark mage into its core, giving it some of the abilities of the dark mage as well. A battle for dominance over the soul ensued. The dark mage, already weakened by the fusion process, was unanimously dealt with by the other souls. The elementals fell next, overwhelmed by the many insane human souls. With the elementals gone, the tormented souls fell upon each other, tearing each other apart in mindless agony. In the end, only the soul of the young girl, added most recently (aside from the dark mage), was left intact. Her name was Narza.

Magic and Abilities:
  • Invisibility (turn invisible, simple for a ghost)
  • Incorporeal Form (she actually can’t touch things if she tried, currently)
  • Soul Steal (steal a target’s soul, works better on weaker and weakened targets)
  • Devour soul (grow stronger by consuming a soul, stronger souls are more difficult to consume but are worth more. Slightly increases her magical power.)
  • Possess Husk(take control of a soulless body. Allows Narza to take a physical form and use that body’s magic at a fraction of its strength. She can’t preserve its health until stronger.)
  • Elemental Affinity for Water/Ice
  • Elemental Affinity for Wind/Air
  • Flight (ghosts can naturally fly)
  • Resistant to poison (How would you poison a ghost?)
  • Soul Sense (Sense souls around Narza, souls have to be sensed before they can be interacted with afterall)
  • Soul Replacement (put a soul back into a soulless body.)


Locked: (until more souls are eaten and she grows stronger)
  • Soul Scour (rip apart a soul for information. Narza can learn a magic if she rips apart enough souls that know that magic. Also aids in digestion.)
  • Corporeal Form (become solid, taking any appearance)
  • Elemental Affinity for Darkness
  • Soul Fusion (combine stolen souls.)
  • Lightning (subtype of Wind/Air)


Weaknesses:
  • Fire/Heat
  • Earth
  • Holy/Light Magic
  • Sanctified ground/equipment
  • Holy Water (somewhat nullified by Water/Ice Affinity)
  • Due to Narza’s Wind/Water/Darkness affinity and spirit body, she’s doubly vulnerable to light and heat. She also can’t pass through the ground like normal ghosts until she’s stronger. Additionally, Narza cannot learn any magic of opposing elements. Has no skill with weapons.


Personality: Innocent, naive, and terribly hateful. Has the personality of a young girl, the ambition of a failed dark mage, and the hatred and anger of many dozens of tormented souls. As a former twelve-year old, Narza little knowledge of the world save for the bits absorbed from her shredded inhabitants, but is curious and sharp. She’s also spiteful and mischievous, with little moral direction even without factoring in the dark mage in her. When the malice of the tormented souls wrests free of her control as they will from time to time, she’ll seemingly lose her temper without warning. Occasionally, she will ask you for your soul out of the blue when her hunger gets to be too much.

Wants/Needs: Souls, especially magical ones or those of mages.

Relationships: Likes to hang out with fellow spirits such as Narza and Umbra.

Backstory: The dark mage Narza consumed left behind a slight sense of loyalty and responsibility to the Dungeon Keeper, so she asked to serve as well, and was accepted. She has inherited the Derrik's possessions, which are:
  • Basic clothing: Musty dark mage robes, all black and nefarious-looking. And smelling. Narza wouldn't wear them even if she could. (Not that she floats around naked, mind you. She wears what she wore when she died (but will be able to change that later.))
  • Basic alchemy set
  • Alchemy ingredient shelf, poorly stocked (previous owner wasn't big on alchemy)
  • Ritual circle, high-class but defective (Since Narza was able to break free)
  • Enchanted storage ring, low level, holding dust, empty alchemy flasks, and dirty clothing (has a capacity space of two square meters)
  • Basic elemental spell tomes: A beginner's guide to Fire Magic, A beginner's guide to Water Magic, A beginner's guide to Wind Magic, A beginner's guide to Earth Magic, A beginner's guide to Dark Magic (laying in a disorderly pile on the floor.)
  • Arlog's Thesis on soul-binding - Abridged version (another tome
  • Binding and Sealing - All you need to take a Familiar (Well leafed magic tome, and frozen solid)
  • Enchanted dagger, for rituals and self-defense. (Never dulls, and is sharper and tougher than normal. Holds a sinister miasma since it has been immersed in dark magic and taken the lives of many innocents in cold blood. Nothing special though.)
  • Scrying orb of low quality (See distant locations, but only from far away, or a specific location, but must have been there before.)
  • Staff of Darkness (An enchanted length of wood that make using dark magic slightly easier. Even a level One mage would start with better gear than this.
  • Mana-recovery trinkets (Barely worth wearing, and also too gaudy.)
  • Various spell books (all shelved, that Narza can't get to yet since she isn't corporeal. )
  • Enchanted treasure chest (enchanted to resist weather effects and only open to the owner, holding a mix of souls from different races)


Other: Would be classified as an Assassin/Mage I suppose. Will do anything for a soul.
Hidden 9 yrs ago 9 yrs ago Post by knighthawk
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knighthawk Djinn Jedi

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"No longer, brothers and sisters, will you stay down in this dark, dank pit! No longer will you suffer and starve while those on the surface feast at your expense! No longer will we stay down here, forgotten legends that will always be nothing more than a memory! Rise up, brothers and sisters! Today, the age of man will end, and we shall take back what is ours!"

Name: Shukra
Gender: Male
Race: Rakshasa
Physical Form: Standing at a proud seven feet even, Shukra is a monster to behold, with flowing black fur the color of ash with stripes that glow like flames. His eyes glow the orange of fire, and his maw is filled with razor sharp teeth like his tiger cousins. Each finger is tipped with a razor sharp claw, and a long tail swishes behind him. Few have survived the attempt of touching it. Adorning his body is a suit of ancestral armor, worn by the honor guard of the ancient Rakshasa emperors, made of an unknown metal and inlaid with gold. Aga, his sword, lays on his hip, made of the same metal as his armor and covered in a runes that glow like embers.

Skills/Abilities
Voice of the Emperor - A gentle reminder that he is your better. Every word he says will influence the thoughts of the weak willed and unintelligent towards what he wants.
Breath of the Dragon - Fire is his ally, and so he has garnered an immunity to its effects, and can manipulate natural fires or create his own through magic.
Strength of the Tiger - He is naturally tougher and stronger than most other races, and has, at one point, torn an orc chieftain in half with his bare hands.
Speed of the Snake - While he is not the fastest man to live, he can outrun any human with ease, and his reflexes are far superior to most others.
Blade of the East - He is a good swordsman, but by no means the best.

Personality: Shukra is confident that he, because of his race, if not himself as a person, is superior to all others, especially others. As such, he will rarely give the time of day to others he sees as below him, and those that he has managed to come to terms with as them being his equal, he will at least attempt to be civil with them, in his own special way as an ass. The rare occasion he'll find someone who has proven themself to be his superior, he's found an unnatural and unhealthy obsession with being under their service. Up until the point where he's confident enough to kill them and take their place, but with the current Dungeon Master, he is unsure of his ability to do so. However, he does have a soft spots for his servants, and gets legitimately enraged when he finds out his lackeys have been killed.

Wants/Needs: Shukra wants one thing: To restore the glory of the Rakshasa, even if he is the only one left. Land, subjects, and cities to lord over are what he wants, for those that are lesser than him to submit and become become his, one way or another. That, and to become strong enough to deserve the title of King.

Backstory: In the jungles to the east, there are stories of the rakshasas, demonic tiger men that lorded over lesser races. They were brought down by great heroes, or sealed away by powerful mages. But, there were some that managed to escape persecution by their servants and peasants. Shukra, once a steward and guard to a more powerful rakshasa. He escaped, and went into a dormant state. However, he was recently awakened by a clan of orcs, deep underground. Shukra is unsure of how he got there, but after slaying the chieftain of the orcs, he took command of their clan and drove them to the surface, forcing them to become strong, smart, cunning. He's lead them close to the surface, where others of their kind and other degenerates forced underground by the humans to hide and cower have gathered. That is where he shall begin his ascent, and return to glory.

Other: His sword, Aga, is made of an unknown metal and covered in red runes that glow like embers. Because of the magic in these runes, the sword is impervious to rust, will never dull, and will never dent, and is immune to all but the strongest of magics. He also has a clan of orcs under his command, which is convenient at times.

The Vorhaas Clan

Hidden 9 yrs ago Post by Takashi
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Name: Darkwraith Kor
Physical Form: The darkwraiths are beings that were once humans, but were twisted to depravity through the temptation of a dark serpent. These beings feast on the souls of their victims, and also on their very humanity. The darkwraiths have a drug-like addiction to humanity and in feasting on it, they drain the sanity from their victims to retain their own. Their skeletal appearance is actually a suit of armor granted to them by the serpent. Beneath it, the a healthy darkwraith looks very much human, but a starved one will have their nature revealed with wrinkled, rotting flesh. Kor stands at about six feet. Beneath his helmet, his face his stern and gaunt, with unkempt black hair and dark brown eyes. He has a muscular build derived from years of hunting down his prey.


Abilities: The Dark Hand- This is the magic weapon granted to all darkwraiths by the serpent. It is a manifestation of the darkness in their souls, and in its idle form appears to be an ethereal orb of blackness with streaks of red squirming about its wielder's hand. The Dark Hand can warp into both a sword and a shield with a complete physical manifestation. Due to the ethereal nature of the Dark Hand, it cannot be broken, but at the same time it will often yield to sturdy materials.

Lifedrain- The most feared of the darkwraith's abilities. The user channels his hunger into his Dark Hand and lunges at a victim. Upon contact, he drains the victim of his humanity. This does no physical damage to the target, but destroys its sanity, turning it into a soul-starved creature that will attack friend and foe alike. This ability does not work on those that are already corrupted or depraved, but on those that are valiant and righteous.

Abysswalker- In this world, there exist magics, indeed entire planes, forged from darkness itself. The darkwraiths are one of the few beings that thrive in such darkness. They are immune to the effects of darkness-based magic and can freely navigate through any realms made of darkness.

Red Eye Orb- A blood-red orb with a menacing eye carved into it. This orb seeks out the pure of heart, and once a target is located the orb will begin to pulsate. Once the target has been located, no amount of walls or barricades can stop a Darkwraith. They can use the Red Eye Orb to transport them to the general vicinity of the target. This comes with great risk, though. The orb does not reveal who the target is or what defenses are established, and it will only bring them withing 100 feet of the target. The darkwraith may be stepping into his own doom.

The Dark Sword- The melee weapon of choice for darkwraiths. The Dark Sword is a straight sword with a thick, wide, blade. The additional mass makes it good for staggering heavily armored foes. Though heavy, Kor can wield this blade masterfully, preferring to unleash a flurry of quick strikes rather than large single strikes.

Ring of the Evil Eye- Legend has it the this ring contains the spirit of a terrible monster that assaulted the lands long ago. Now, the power of this beast's cruelty is channeled into the bearer. With every slain foe, some of the wearer's energy is restored, and light wounds begin to heal.

Personality: In a word, voracious. Where others look at a battle and see terror and carnage, glory and honor, Kor sees a king's feast. These peaceful times have left Kor anxious and irritable from his hunger, but once his appetite becomes satiated he becomes as morbidly jovial as the next minion of darkness celebrating his victory.

Wants/Needs: Kor is driven by a relentless hunger for souls and humanity, but also takes pleasure in the dark. However, Kor is also reasonably intelligent, so any tools that would assist him in his hunt would be seen as an ample reward.

Backstory: Kor was once human, but that is all he remembers of his days before he was a darkwraith. For one reason or another, Kor found himself at the bottom of a pitch-black chasm, unmarked on any maps. He was terrified a first, but then he heard the voice of the serpent. It was a soothing voice, an infallible voice: "You were born from the Dark, why do you fear it?" Kor's pulse slowed and he sat upright. That's right, it was only darkness, there was no reason to be afraid. "Ah, you are not like the others who tremble at the Dark! Come, let me give you this gift, and you can be the savior to usher in a new age!" Naturally, the years of hiding in the shadows merely to sustain his own existence was grueling for Kor. However, when he heard of the new dungeon keeper, the prospect of open combat was appealing, plus he liked the new age that the dungeon keeper wanted to usher in.
Hidden 9 yrs ago 9 yrs ago Post by Genni
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Genni Mistress's Lil Plaything

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"I'm the daringest devil you ever met, love."

Name
Azavarn, The King Of The Crossroads, Lord Of The Deal

Physical Form
Azavarn is rather human looking for a demon. He stands at 6'4" in height and has a lean, muscular body build. He has long crimson hair that hangs down to the back of his neck and a beard of the same color that runs along his jawline. The only things that breaks the illusion of Azavarn's humanity would be his skin, it being ash grey, as well as his eyes which are a deep blood red and give off a faint glow. He wears a series of pitch black clothes, such as his leather trench coat, black combat boots, and his wide brim hat.

Abilities
"I Just Make It Look Easy."
Azavarn's physical abilities are far sharper than those of a normal mortal's. He moves so fast that he appears like a mere blur of movement. He is so agile and dexterous that he can grab an arrow out of the air and throw it back at its original shooter. He can preform flips, dodges, jumps, and other maneuvers that would put the most talented acrobats to shame.
"I Don't Miss, Darling."
Azavarn is a marksman with no compare, his accuracy is beyond that of mortal men. He can pin a fly to a tree with a single arrow from three-hundred yards away without killing it. He can draw and fire arrows with such speed that he seems like a one man firing squad. His mindboggling marksman skills are not limited to just a bow and arrow, from knives to or pistol if it can be thrown or fired Azavarn will assure it will hit its mark. He has quite recently throwing cards, they are quite good at giving Azavarn the cutting edge.
"Now You See Me, Now You're Dead."
Azavarn is able to step into one of the many passage ways into the hellish Netherworld and use them to transport himself across the mortal world, to others it will appear that he teleports.
"It Is A Bit Cramped In Here."
Azavarn has the ability to possess the bodies of those with a weaker will or those who have sold their soul, completely controlling them. Those with a stronger will can fight back, though it will be incredibly painful for them to try and force Azavarn out. Azavarn can be exorcised with the proper holy items and rituals.
"Lets Make A Deal."
Does a mortal want to be the best sword fighter in their backwater village? No problem. Do they want to be the most breath taking maiden in all the land? Done. Or maybe they want to be so rich that they sleep on a bed of gold? Easy. All of this can be done with a simple deal with Azavarn, and all he would ask for in exchange for is one itty bitty soul. Once a deal is struck there is no going back on it and that soul belongs to Azavarn for the rest of time, or he decides to release it to whomever he sees fit.


Personality
Do you know that no good, snake in the grass that swindled every coin in his pocket away from someone else and would sell there own grandmother if it meant they would get them a good stiff drink? Yeah Azavarn is the guy that taught that guy everything he knew. This demon has a tongue of pure silver, being able to talk the purest angels into sin. The majority of what comes out of Azavarn's mouth is either a sarcastic remark or a incredibly charming lie. He keeps his cool all the time, regardless if he is making a deal with a mortal or if he is in the heat of battle Azavarn keeps the same sly confidence. This demon can be described as the perfect businessman, getting a man to sign away the souls of his whole family for a sack of potatoes. Azavarn has a black heart, caring for nothing and no one save for himself. The way he sees it others are resources to be used to obtain his goals.

Wants/Needs
Azavarn just wants his right to steal, gamble, trick, torture, and kill his little black guts out back. Let him run his business and you will have a happy little demon on your hands.

Relationships
Who do you think coordinates all those demons making deals with so many mortals? Someone has to be in charge and hold all those souls and Azavarn just so happens to be the right kind of clever, evil bastard for the job. Azavarn runs the whole network of crossroad demons that spread across the land, he knows each and every soul that has been sold, stolen, or given away.

Backstory
"You want to know my story? Well pull up a chair, it is story time kiddos! Where do I begin? Hmmm a yes! Once upon a time there was a stunningly handsome demon. He was a master of his trade, helping poor poor mortals get the lives the always dreamed of and asking for so little in return, just their soul. This demon was so great at his job that he was dubbed, The King Of The Crossroads. Things were perfect for the king for a long time, countless amounts of souls coming in, but that all changed when the horrid age of "peace" began. Demon after demon were killed, deals came to a near halt, and the King had to go into hidings. That was about a thousand years ago and now the King is on the rise again, he has been getting more and more deals, more and more demons working for him, and more and more souls. It is only a matter of time before he is on top again! Now what will it take for me to get my hands on that pretty little soul of yours?"

Other
Azavarn is at home in the tavern, it being the perfect place for his work. With the ale flowing and egos boasting making a deal is child's play. It also helps to be so damn good looking and able to drink enough grog and ale that could kill the drunkest of orcs.
Hidden 9 yrs ago Post by Boop_Im_A_Dragon
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Name
Umbra

Physical Form
Umbra
Umbra has no real physical form, but rather takes control of various objects most often statues, and in rare occasions even people or animals. In order to get around this Umbra does have a human companion that he uses as a temporary body if the situation calls for it.

Christopher
His companion is a small child named Christopher who is around the age of 7 who stands at just under 4’. The child looks like a normal human commoner, and wears nothing but very simple clothing, a plain white t-shirt and light brown pants (both loosely fitted and slightly torn). Christopher looks very unkempt and often appears covered in dirt and grime.

Abilities
Umbra
-Possess:Umbra attempts to take complete control of the person or object for an unlimited amount of time if successful. If the object is inanimate and is unprotected from magical wards then Umbra can possess it with ease. If he is trying to posses something protected by a magical ward or something that is living than it is slightly more difficult, and if the person is strongly willed or if the object in mention is protected by a powerful enough ward than Umbra will become unable to posses said object and will become unable to repossess something for the next twelve hours.
-Inanimate Possession: If Umbra takes control of an inanimate object than he will be able to move around as that object as if it was another living being, only without the physical limitations of a normal human either, granting him as much as four times the physical capabilities of the average human.
-Living Possession: If Umbra takes control of a living being than he is able to interact with people as if he was one. Though this comes with the risk of failure due to the person’s willpower and their own physical limitations, it is often the easiest way for Umbra to get around.
-Trapped in Purgatory: When Umbra is not taking possession of an object or person he is unable to interact with the world of the living or be seen by those who inhabit it.
-Frozen Touch: If Umbra is able to pierce or cut a living thing or object it will immediately begin to freeze until the person or object is completely frozen (It can take upwards of two days to become fully frozen from a minor cut, but a major wound can take as little time as an hour). The only way to prevent this is from fully happening is by cutting off the afflicted wound, using advanced healing magic or any kind of fire based magic to stop the spread.
-Enemy of the light: When Umbra takes possession of a person or object he is unable to walk around or move in direct sunlight or any source of light as strong as sunlight, as well as unable to leave the possessed body because of it (fire lit rooms don’t affect him). If he comes into contact with any form of shade he is able to continue as if he wasn’t in sunlight.
-Personality Disorder: When Umbra takes possession of a living being he will adopt that person’s characteristics and personality completely.
-Flight: When Umbra is not taking possession of a person or object he is able to naturally fly from location to location at immense speeds.

Personality
Umbra
Umbra is often extremely apathetic showing little care for morality or others around him beyond achieving his own goals and surviving. This makes him not inherently evil nor inherently good, but rather someone who will chooses the quickest and cleanest solution to solving a problem.

Christopher
Christopher is extremely outgoing and talkative for a small child. His childlike behavior is often easily noticed, and sometimes will go out of his way to show this to those around him. He is extremely naive and will attempt to befriend anyone or anything he sees. Much like Umbra, over the couple of years Christopher has spent with him he began to lose any concern over morality. Often seeing killing or other despicable activities as normal things that you must do in order to survive.

Wants/Needs
He has two ultimate goals, to find a permanent body of his own, one that doesn’t age, need rest, or get exhausted, and to be able to move freely in the sunlight. He is convinced that “the master” will be able to one day provide this to him or at the very least find him someone who can.

Relationships
Umbra holds a close relationship with Christopher. The small child being the closest thing he could have to his son he began to grow fond of him. Eventually befriending Christopher.

Backstory
Once a wealthy man named Jackson Rider, Umbra lead a life with little care until he found a beautiful woman named Rosana, who promised to marry him if he proved that he wasn’t only wealthy, but brave. Eventually he came to the conclusion the only way to prove this was to defeat a witch outside of the village, and bring back her head to show all of the towns people. As a week passed by he prepared buying weapons, armor, and potions to eventually defeat this witch.
Eventually the time came and he set off on his journey, eventually arriving within two days. The witch though proved much more powerful than he had ever expected. To her, he was nothing but a mere bug waiting to be squashed maybe even less so. Before striking him down she found it more interesting to curse him instead. “A child born without soul to the newly wed wife. A husband to a weeping woman and a child without purpose in life. Forsaken by god and forsaken by man. Simply to prove one's bravery matches his wealth hand to hand.”
It wasn’t long before he arrived home with feelings of failure and confusion. When he went to tell Rosana of his failure, she accepted him saying “an honest man is more virtuous and worthy of being my husband than the bravest of men,” and so they married. It wasn’t long until his wife told him of her pregnancy and the child was born not long after and was named Christopher. Sadly much like the witch had told him long ago his child was born without a soul.
That day he journeyed to the witches hut, leaving behind both his wife and child. He begged and cried for forgiveness. For the witch to lift the curse on his son. She smiled wickedly and whispered. “Death will be both your salvation and your punishment.” She quickly pulled out a dagger and stabbed Umbra through the chest, whispering a chant.
When he finally awoke he was greeted by the witch. “You are no longer man nor are you demon, simply Umbra taker of lives. Forced to walk in the shoes of others and the shadows of the night. Enjoy your son’s soul for yours.”
After many years after that day, how many exactly is unknown to him, he slowly began to desire what he once lost many years ago. Eventually he stumbled upon the dungeon keeper. Sensing his power and strength he decided it would be best to seek his help. They eventually they came to a compromise, if Umbra helps him achieve his goals he will one day return the favor.

Other
-If Umbra is in the body of a living person and said living person suffers a fatal wound Umbra will not die, but rather he would suffer a great amount of pain and will be unable to possess a body for a great deal of time (usually around a couple of weeks).
-There is no real way to permanently ‘kill’ Umbra, rather you can banish him to another plane of existence. While this can be accomplished through powerful spells or other magical means, the easiest way to do this would be to destroy his possessed body completely before the possessed can die. (Note: He can technically leave the possessed body at anytime so this would be best accomplished if he was under direct sunlight, or if it was by surprise.)
Hidden 9 yrs ago 9 yrs ago Post by BBeast
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BBeast Scientific

Member Seen 4 mos ago

Name: Torrens Igneus

Physical Form: Around 176cm (5'9") tall, his body shape is very human, save for the fact that his 'skin' is coloured a solid shade of red, and he also has two small horns on his head and a short, skinny tail. For a demon, he's pretty scrawny, and even by human standards he's not very muscular. He doesn't wear clothing, although as he lacks an anatomy he has nothing that needs covering up. He is also incandescent. At low levels of power the glow is only noticeable in darkness, although at higher levels of power it will become more obvious. The shade of his skin also becomes brighter as he grows more powerful.

Abilities: Torrens Igneus is the embodiment of heat and flame. He has no flesh, not even demon flesh. Instead his body is simply a solid shell for storing heat. Torrens absorbs heat and fire to gain in power, and he must consume regularly since the heat continuously leeches out of his body. He has the ability to actively draw on his internal reserves of heat and fire to create and manipulate fire, often in very creative and versatile ways. His body is always hot, with a temperature in proportion to his power, so his very touch often causes things to burst into flame and, given enough time or effort, can melt through metal and stone (power depending). In addition to this, his physical form is indestructible. Whenever he would normally take damage, he instead loses a portion of his energy to the surroundings. Similarly, coldness or, worse yet, water will conduct energy out of him faster than normal. If he is ever without any energy, his form hardens into a stone statue, idle until revived. It is also worth noting that Torrens' abilities aren't limited to normal fire. He can absorb and use more exotic forms of fire too, from sickening soulflame to the all-consuming Empryean, although he must first collect a sample of such flames since he is unable to inter-convert between them.

Personality: Torrens is highly cunning and quick-thinking, which allows him to put his powers to good use on the battlefield. He enjoys basking in fiery destruction (generally of his foes). He is also quite cavalier most of the time, and will happily taunt his foes. He would flirt more often too, if his very touch didn't immolate most people. Despite this, he is quite loyal to his boss and will seek to satisfactorily complete jobs assigned, for he knows the benefits of keeping a good reputation.

Wants/Needs: Mostly, Torrens just wants to watch the world burn- up close of course. He enjoys the thrill of destruction, and to feast on the flames. He'll also go to quite some lengths to get his hands on exotic forms of fire. In his down-time he likes to find a nice hot furnace or lava pit to rest in.

Relationships: He may be familiar with other demons, although it has been quite a long time. He makes every effort to be friendly to anyone with pyromancy abilities too.

Backstory: Torrens has long since left hell for the overworld, for he was bored with hell and sought excitement on the surface. He has served a couple of other Dungeon Keepers in previous ages, and now he finds himself here in this new world. He was naturally drawn to this new Keeper, who he intends to serve as they march out to burn down the land.

Other: Theme: Cavaliere - Two Steps From Hell
Hidden 9 yrs ago Post by Lugubrious
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Lugubrious Player on the other side

Member Seen 7 hrs ago

Name: Clotho

Physical Form: Clotho is a foot taller than most men, with long arms and legs, and has a chitinous exoskeleton that is a dull brown-maroon in color. Four gossamer rounded wings, transparent green with orange edges, form into a cloak when not in use. Her shell forms into a barbaric-style armor around her shoulders, knees and thighs, gauntlets, and chest. Small spikes line many of the edges of her shell. Her face is crossed with seams, her nose is inhumanly sharp, and her wide mouth is lined with razor-sharp teeth. A shock of black hair more like spines protrudes from the top of her head. Additionally, her eyes are a bright, luminescent green, with layered pupil rings. Instead of hair, two membranous mini-wings protruding from her upper back form into a hood.


Abilities: Clotho's wings grant her the power of flight, which she can perform with almost ludicrous speed and agility. Her insect carapace functions like armor, affording her ample protections. Hidden inside her left forearm is the Stinger, which she can project from her palm for stabbing. The Stinger can inject a variety of toxins into a target, all of which are manufactured chemically within Clotho's own glands. Such toxins include 'poison', 'paralysis', 'mutation', 'subordination', 'blindness', and 'calcification'.

Cloth also has the ability to command bugs and parasites. Aside from conjuring flies, hornets, leeches, worms, and flesh-eating beetles, sometimes in vast swarms, she also controls her own minions in the form of Myrmidons, Lambent, and Antlions. These she orders around via chirp-calls, and she has no true leadership ability.

The true combat ability of Clotho, however, lies in her rapier. With a barbed tip, it can slide into flesh cleanly and eviscerate it on the way out. Its flexible blade allows Clotho to lash the tip around when fighting, cutting and gashing opponents as she opens them up for a thrust. Its deceptive deadliness, couple with Clotho's uncanny speed and notable strength, make it a lethal tool of destruction.

Personality: A certain conflict underlies Clotho's convincing exterior. Deep inside she is still Nona, confused and reticent and immature. This directly disparages with the aged experience of the that melded its soul with hers, whose bloodthirsty monstrosity has guided her thus far as a Keeper. The union of the two distinct spirits produced Clotho, a cunning, intelligent imperialist. Clotho is without conscious barring the distant, faint murmurs of the suppressed girl within her, and will kill without question, though good judgment keeps her from exercising this often. Though self-centered, she is more than willing to make alliances and deals for mutual gain, and will even adhere to them—an behavior unheard of among most such creatures.

Wants/Needs: Clotho lusts for power and control. She wants nothing more than to rise through the ranks of her master and become both his most powerful warrior and most trusted ally. Eventually, Clotho wishes to gain the ability to become a Dungeon Keeper herself, though she does not plan whatsoever on betraying her current master.

Relationships: None

Backstory: Clotho was once human, an urchin of Virens. This premier logging town, situated in the Oerwood Forest north of the Saploya river, was home to over two hundred thousand, but never truly to a girl called Nona. Surviving by her wits and her knack for finding odd jobs, she later became reliant on the family of Theo Rosenstern. Theo, playing the nobleman as well as the romantic, sought to feel better about his own clan's success and gain a girlfriend in the process by hanging out with Nona and helping her get by. Ever in need of aid, Nona accepted, forming an uneasy relationship with the boy while trying to make ends meet. From a young age, the Biomancer's Guild of Virens, responsible for the magical acceleration of conditioning of the city's saplings and crops, had fascinated her, but her own lowly beginnings and ineptitude for magic estranged her from the organization.

It was in this stagnation, during her nineteenth year of a woeful life, that a voice first reached out to her through her dreams. Its whispers, low and meaningless at first, grew in strength as she became more desperate, and finally its message became clear: journey into the jungle and find a special insect. After convincing Theo to accompany her, Nona left in the morning to pursue her dream. Hours later, she arrived in an unpeopled lumber camp miles from the city limits. Upon entering the shack at its center, she beheld a nasty-looking metallic green wasp confined in a jar. In a trance, she seized the jar -totally unresponsive to Theo's urges- and smashed it against the ground, freeing the wasp. Immediately it stung her, injecting into her the ancient soul of an insidious being of darkness—Kafka.
The two minds, girl and monster, melded, and in the process her own body transformed into its current state. Long before the modification finished, Theo took to his heels. That day, Clotho came to be.

From there she imposed herself on the forest, thinking to become a force of darkness. Though the self-appointed Vermin Queen stockpiled quite the retinue of mindless insectoid minions, and gave the nearby towns a great deal of trouble, she never quite lived up to the status of an evil overlord. After a botched attempt to obliterate her former hometown caused an army of avenging townsfolk to converge on her lair, she fled south until she happened to find one of the Overlord's bands. After wiping the plains with them, she sought the Overlord's dungeon, and pledged her service to him without question.
Hidden 9 yrs ago Post by Bright_Ops
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Bright_Ops The Insane Scholar

Member Seen 3 hrs ago

Name:
Twich

Physical Form:


Abilities:
Smarter then thou: What Twich lacks in physical strength and size, he makes up for with a cruel cunning, a twisted intellect and a surprisingly strong will.

Alchemist Training: There are only two things that an alchemist needs to be able to do in order to be a good alchemist; The ability to flip a table and be on the other side of it when what they are working on explodes and the ability to know exactly when to do this. Everything else is just icing on the cake.

If you don't want to eat it just because it has some mold growing on it, hand it over.: Twich is a kobold. They can eat just about anything regardless of how rotten its become just fine without ill effect. They are also immune to horrible smells that would make others sick.

Love the BOOM!: There is something about arson and explosions that just appeals to Twich's soul. The fact that he is very good at creating things that explode and set things on fire makes his inner hatchling very happy.

WHY?! FOR SCIENCE!: Twich doesn't always create or tamper with things to make them explode or catch fire (At least, not as the end goal). Often he likes to create concoctions or perform experiments for a large number of reasons, more often then not because he felt like it or just wants to see if the current theory in his head has any basis in reality.

Personality:
Those who meet Twich would surprisingly discover that he is, above everything else, quite civil. Those above or greater then him will get the recognition that they deserve of course but those of equal and even lower standing will be treated with professional, polite conversation when talking with Twich. They will also quickly discover that he is quite 'mad'; His mind seems to operate on a completely different wavelength then everyone around him and he often views the world far differently from other people as well.

If one really wants to see him in his prime however, all they need to do is suggest a possible alchemy or science experiment within Twich's hearing range. The quest for discovery and knowledge burns within him brighter then the flames of hell themselves; Despite this he has made it quite clear to several demons that have offered him deals for knowledge and alchemist/scientific discoveries in exchange for his soul that he is not interested because 'That was the path of cowards and fools'.

Even the most evil of beings would find the calm, professional and somewhat detracted approach that Twich takes with his experiments rather... unnerving. Almost all of his experiments are performed on live test subjects... often without their knowledge let alone consent.

Wants/Needs: A bigger lab, more resources and freedom to explore with his various fields of science and alchemy. First pick of any group of slaves and captives with no questions asked as to why he wants/needs them. The right to take any student that he wishes.

Relationships: Fairly civil, shows the needed respect to those that require it.

Backstory: Twich was born to the Snakebiter tribe, a kobold tribe that had its tunnels located underneath a somewhat poisonous swamp. Taken to be trained as an alchemist rather early on when he showed he had a knack for it, Twich rather quickly learned everything that his tribe knew about it and found himself consumed by the desire to learn more. At first traveling to other kobold tribes to study, Twich soon found himself learning from many of the other underworld denizens in exchange for his services; At times he even found teachers among the more open minded of the surface dwelling races. When he ran out of teachers who could offer him new knowledge, Twich wasn't satisfied. He needed to know more and that meant he needed to create more things to learn himself.

This is rather challenging as an independent working alone... but with the raise of the Master and his 'Hordes of Darkness', Twich found a patron who could make his dreams and desires a reality in exchange for his services.

Other: -
Hidden 9 yrs ago Post by Red Wizard
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Red Wizard Crimson Conjurer

Member Seen 43 min ago

Hidden 9 yrs ago Post by PhoenixFire
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PhoenixFire

Member Seen 9 yrs ago

Name: Xallihion

Physical Form: Standing at 6' 3, Xallihion has a frail body and is obviously more used to pouring over a tome than manual labor.

Abilities: Xallihion uses Telepathy to communicate with those within a 100 feet radius around himself, as his natural mouth is incapable of producing speech and has very good night vision as his race lives deep in the earth where there is no light. Xallihion's powerful mind also allows him to rip the will from those who are not mentally strong or to send out a wave that can mentally stun those caught in it for a few seconds. Xallihion has spent most of his life studying magic, learning to kill his enemies from afar so that he doesn't have to get his own hands dirty. Xallihion prefers to use pure Force magic when he fights his enemies, though setting them on fire with a Fireball or encasing them in ice with a Frostbolt is also a favored tactic.

Personality: Xallihion keeps his emotions out of the equation and uses cold logic to make his plans and execute them to the greatest effect. When it comes down to it, Xallihion prefers to use cat's paws and minions/slaves to carry out his plans and to keep his own hands from having to get dirty.

Wants/Needs: Xallihion's whole goal is to acquire power and any knowledge of magic that he can

Relationships: Has no feelings one way or another about anyone (subject to change if someone keeps messing with his plans or is deemed to be a useful lackey/scape goat)

Backstory: Xallihion's race has long been hidden deep within the earth, rulers of the land where light has never touched. Holding a middle rank amoungst his people, Xallihion began a quest for power that would end up consuming his world. Xallihion was lured to the surface by his constant search for knowledge and power, with this quest eventually bringing him into contact with the Dungeon Keeper. Upon meeting this powerful creature, Xallihion quickly offered his serves in exchange for knowledge and power.
Other: -
Hidden 9 yrs ago Post by Maxwell57
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Maxwell57

Member Seen 9 yrs ago

Name:Grishnak-Gorlap
Physical Form: Orc(LOTR style) He is 5 feet tall on the tips of his toes and has a slender build. One ear his septum and both nipples are adorned with piercings of bone and wood, He also is bald ;p.
Abilities: Excels with spear and sheild but can hold his own with a sword
Personality:Grishnak is boisterous orc loud and abnoxious as is common with his race He cares for little else but plunder and his own life. T
Wants/Needs: Grishnak is hell bent on earning is lot in life whether in plunder or in blood, he also fancies him self as a self made cheiftain in the ranks of the orcs.
Backstory: Grishnak was raised in the breeding pens of Dol Guldor he spent his early life learning the heirarchy of goblin society figuring out his place in the world. By the time he could walk he was put on the war party raiding and plundering the man villages to close to the mountain. Occasionally stealing from a troll but that was just adolscent adventure. When the master began calling the clans Grishnaks whent along with everyone else greedy at the prospect of new gold and possibly earning a better name for them selves. And here they are in the middle of a vast horde of chaos and evil about to pour over the rim onto a peacefull land...
@Maxwell57
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