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Zeroth

I always leaned toward this image as a close reflection of how he looks in mortal form, though his hair is black rather than white.

Name: Kartha Rolein Rinari
Alias: Kar
Age: Upper 20's
Gender: Male
Species: Human
Class: Cleric/Dread Necromancer...(a conglomeration of various associated classes)

Appearance: Kartha appears as a young human male when taking on a more mortal form. This is, of course, more of a facade showing his much younger self during the early years before he became a deity. In this form, he has long flowing black hair as straight as a board with greyish skin. He is most often seen in studded leather armor with the studs being a mixture of adamantine and mithril. He carries a long sword at his side and often has a rather musketeer style half-cape or a leather long coat. His clothing is always a mixture of dark leathers, fitting his theme as a deity of the undead.

Personality:
Kartha is clever, intelligent, and masterful in both word and tactic. He is not often egocentric but will put others in their place when pushed. As a mortal, this can sometimes come through when his interests or goals are either contradicted or interrupted. He envisions himself as one with a glorious plan to spread the beauty and eternal serenity of death to all that lives. Quite befitting a dark creature of divinity.

Motivation:
Kartha has always possessed an interest in the philosophies of others and finds them challenging. He keeps himself entertained by seeking ways to manipulate those philosophies into a corrupted perspective. Nothing gives him more pleasure than to see a creature pure of heart find the truth of the grave.

History:
Kartha was born to...someone, not of the land within which he grew up. The truth of his origins was never discovered. He was an orphan in a small village serving as a farming source of a local Lord. Through this Lord, the village served the great Warlord Oriaki Shokugan. Oriaki was known well for his ruthless nature and tyrannical form of rule. As a young boy, Kartha often found himself exposed to the cruelties of the Shokugan warriors; samurai of the clan who served their warlord for riches and position.

On one fateful night, Kartha's village was raided and burned. The other orphans he called friends were murdered before his eyes. He fled and managed to secure safety within a local religious order. Here he would find safety as Oriaki was very superstitious and dared not harm any religious establishment. Kartha found himself filled with rage but managed to use the teachings of the elders to temper this rage with patience. In time, Kartha grew into a man of great power and wisdom.

Nearing adulthood, the elders of the sect began to fear Kartha and his abilities. They feared his intellect and ability to manipulate others. In their own fear, a great plot was set in motion to have Kartha eliminated. However, Kartha was already ahead of such concepts. He planned and proceeded with a ritual through which he summoned death itself. Upon Death's arrival, Kartha began to bargain. The result of this exchange ensured Kartha's immortality, under one condition.

Kartha was granted an Orb. Black and filled with the powers of death. If Kartha should be slain, his soul would meld into the orb and after a weeks time, he would be reincarnated. However, if the orb should ever be destroyed while Kartha lay within its confines, Death would claim his soul for eternity. Using the powers of this orb, Kartha survived the elder's attempt to kill him and began a campaign which, after a few years, resulted in the complete domination of his homeland.

The great Warlord Oriaki himself fell by Kartha's hands and became an undead servant, as did many of his warriors. Eventually, after many more years, Kartha's power grew to the point of divinity. He used his divine might to re-craft his world into a new domain where all that was dead became normal and all that was living became a pestilence. Some positions of good managed to remain within his domain; a chain of islands bearing a brood of ancient gold dragons persisted and warred against him to return the world to its former state. However, they have never earned more than a stalemate against his eternal armies.

Equipment:
- Adamantine and Mithril studded leather armor
- Masterwork Longsword
- A satchel of standard gear and supplies
- A pouch riddled with platinum, gold, and silver coins

Weakness:
Good-Aligned Spells: Holy spells of a good-aligned deity can cause him discomfort. A passing cleric or paladin is merely an annoyance as flies at dinner.
Good-Aligned Religious Establishments: Should the power of a deity's attention be directed toward him, this will cause quite a different reaction than a passing priest or paladin. In cases where they deity bears more rank than he, he will easily be driven back.
Unwavering Beliefs: Kartha truly believes that anyone can be convinced to see the truth of death, no matter their philosophies or perspectives. Failure to secure their...transition to this truth may cause him great aggravation.

Relationships:
Unknown
Hidden 5 yrs ago 5 yrs ago Post by Meleck
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Meleck Cleric on the Northern Plains

Member Seen 9 mos ago



Name: Atana Whitewood
Alias: Pug
Age: 16
Gender: Female
Species: human
Class: Rouge/Sorcerer

Appearance: Atana is a tomboy-ish girl with short red hair and blue eyes. Her complexion is clear and her skin is a cream color. She likes to wear clothes that do not reveal much of her feminity. Being a late bloomer, she is still able to pull off the illusion that she is a boy (She will look like the picture when she blooms).

As a rouge she likes to wear items of clothing that are dark and allow her to hide in the shadows.
As Pug, the magic user, she wears clothing that shows that she was a minor servant in an outlying noble household.

Personality:
  • Curious - Atana is curious about the world around her. She wants to know why things happen. She wants to learn more and experience more.
  • Motivated – Atana isn’t one to sit around and let the world come to her.
  • Impulsive – Atana will take risks to learn things.
  • Insecure – Atana is still young and not sure about herself.
  • Lazy – Atana will look for shortcuts
  • Confident - She is sure she can get what she wants.


Motivation:
In general, Atana wants the finer things in life, she just does not want to have to work to hard at it. The exception to that is if she finds it interesting or is challenged by the activity.

Secretly she wants to restore Cedric to his proper place.

History: Atana Whitewood was raised in a small rural village near the boarder. She has six brothers and sisters that she knows of. Her mother was a seamstress and was woman. Her father was a fun loving lazy drunk, who always found the money the family needed when there was a crisis. Her village was raided and her parents killed.

Her older sister dressed her in boys clothing and cut her red hair short, placing a staff in her hand a small pack of personal items from her parents. A sewing kit, a dagger for her belt, a cloak, a fur hat, and her father’s walking staff. She grabbed her father’s pipe and tobacco pouch from the fireplace mantle. Her sister explained that it was safer for her if people thought she was a boy. Atana was sent out with others fleeing, her older siblings were going to stay and fight the next raid.

Atana is not sure where her magic comes from. She is drawn to the power it offers and she finds it tempting.



Equipment:
  • Clothing
  • 2 daggers,
  • a quarter staff,
  • basic pack with a little bit of supplies,
  • her father’s lock picks,
  • her mother’s sewing kit,
  • and a small bag of coins.


Weakness:
  • The magic – Atana feels the pull of the magic to use it. It whispers to her that she can right the wrongs of the world by imposing her will on others.
  • The desire for power – Like magic power has a lure all its own. The motivation is the same, to be able to impose her will to set the world the way she thinks it should be.
  • Crowds and tight spaces with others – Atana does not like being in crowds. She always worries that her secret is going to be exposed.


Relationships:
Yet to come

Hidden 5 yrs ago 5 yrs ago Post by Soulstrifer
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Soulstrifer Friendly Neighborhood Taxidermist

Member Seen 29 days ago


(Closest I could find XD )

Name: Nephrus Oathbreaker
Alias: Amanita
Age: appears in mid twenties
Gender: Male
Species: Tiefling
Class: Druid

Appearance: Nephrus is a lithe creature, skin a dusky red. His brown hair is grown out and most often tied back at the nape of his neck. One eye is a brilliant gold, and the other is silvered over with a scar. Four claw marks rake across the left side of his face, two of those marks cut across the silvery eye. His horns are tightly spiraled, and point back from his head, similar to a Bongo antelops, shorter in length. They are a few shades darker than his skin color and are worn almost smooth. He sports a pair of small fangs.

He wears a number of tattooed patterns across his back and up the nape of his neck that he does not show off to many. (Should it come up I will give a description in game). The Tiefling is most often seen wearing a simple multicolor coat, with simple trousers. He is often also dotted in gold jewelry, the last pieces of home that he clings to still. Due to his blood line he casts no shadow.

Personality:
  • Intelligent/cunning- Neph is a very cunning creature, He was raised and taught by the scholars of his home land.
  • Observant- His time with the Firbolgs has taught him to slow down and be keen to the world around him.
  • Blunt- He is not the sort to have a filter. He will tell you what he thinks whether it is good or bad.
  • Hellfire temper- When he loses his shit, he really loses it. Though it may not be something that happens often as the Firbolgs have trained him on control, if he snaps, he can become unpredictable.
  • Bad at friends- Despite his smarts, he doesnt do good with friends. His past has left it's mark on him and he struggles to get past that.


Motivation:
Neph's motivation stems from a desire to find the person responsible for his exile. It was important that he find the one who not only framed him, but cost him everything.

While he may have taken interest in new things, and the desire to expand his knowledge has become an important thing, Neph is still driven to seek out the one who changed his life.

History:
Neph was born of a whispered line linked to Nergal, the Untheric god of the underworld. His mother had loved him, despite his appearance, and she had begun to teach him the way of the mage. She cultured his magic gifts and eventually he was accepted to study with the scholars. He was well on his way to something great. Unfortunately, not everyone accepted the Tiefling. He was bullied and abused through most of his youth but he tried to make his mother proud.

At the age of thirteen, he was showing more promise than most of the older students, and was a favorite among the scholars who taught him. It was late one evening as he was leaving the library when his life came crashing down. The school was set ablaze by someone inside, and a number of the scholars were dead. He narrowly escaped with his own life. Upon returning home, he found much to his horror that his home was ablaze as well. Despite his best attempt to get inside to save his mother, he was once more forced to flee as he was chased from the city, accused of the atrocious crimes committed.

Nephrus, little more than a child, wandered with nothing more than the clothes on his back. He came to the forest, charred, starved and desperate. The young Tiefling managed to fight off a small feline creature for a bite of it's kill and was later found scrounging through the forest trying to survive by a kind Firbolg druid.
Neph was taken in, fed and clothed and tutored on the ways of the forest. Flora and Fauna. The Land, Sea, and Sky. At the human age of 20, he was taken into the Circle of the Spore. It was here that he learned his love for poisons and venoms. He lived peacefully there, and earned his marks. It was the elders push to travel the world and learn more than they could offer that set him forth.

Equipment:
  • Clothes
  • long handled sickle (Scythe),
  • his mothers Grimoire,
  • Herbalists pack,
  • Fathers Ring of Shielding,
  • A pouch containing a number of poisonous plants and creature venom,
  • His firbolg teachers Periapt of Wound Closure


Weakness:
  • Emotions- Neph struggles to deal with his past in healthy ways, as such he likes to bottle his problems up. He can become unstable if subject to his own emotions, but hopes to change that.
  • Self doubt- Because of his blood, and his appearance, he doubts himself and where he is often. There have not been many Tiefling druids and for that he sometimes hesitates.
  • Darkness- He is subject to more feral mood swings when he's left in deep dark spaces too long. A little light can go a long way.
  • Fire- Want to trigger a good PTSD attack? Just toss a fireball at him.


Relationships:
NA

Hidden 5 yrs ago Post by webboysurf
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webboysurf Live, Laugh, Love

Member Seen 2 hrs ago



Name: Vaezel Vzaz
Alias: Card
Age: 103
Gender: Male
Species: Drow
Class: Wizard

Appearance: Vaezel Vzaz, who only goes by the moniker "Card" these days, is a rather ordinary looking Drow. His face is rather pointed and jagged in every sense of the word, from his pointed ears, pronounced jaw-line, and sunken eyes. His skin is a purplish-blue tone that is somewhat uncommon, and more of a byproduct of his exposed time above the surface and a family line leading back to a High-Elven family that's name has long been forgotten. His figure is rather lithe from a malnourished lifestyle and a lack of exercise, while his chest and back expose the marks of a childhood spent whipped and beaten. Card's hair is a tangled mess of stark white hair

Card's entire look is designed to hide his true skill-set. His fondness of reds, greens, and browns within his style are more of a byproduct of his mentor's own apparel rather than his own stylistic choice. The clothes don't exactly fit on their own, so Card has to actually pad his clothing to make it seem more well-fitting than it would hung on his lithe and bony form. His accessories, namely his jewelry and his highly stylized pack of cards in a holster on his belt, make Card appear as little more than a charlatan pretending to be a wizard.

Personality:

  • Grandiose - When in public, Card overplays the persona of a wandering magician as much as possible. It's all part of the act.
  • Cautious – Card isn't one to be overly trusting. He keeps his past close to the chest.
  • Greedy – Who doesn't like to hoard as much coin as possible?
  • Narcissist – Card knows that he is typically one of the most knowledgeable people in the room, and he will be the first to tell you as such.
  • Pretentious - While he only lived the life of a refined scholar for a short time, he took a liking to it and seeks its comforts even on the road.


Motivation:
Card is seeking the better life he believes he is owed. He wants wealth, opulence, and status as a respected academic. And he will do whatever it takes to achieve as such.

History:
Vaezel, nicknamed "Card" from a young age, was born into a world destined for nothing great. He was a peasant of two exiled Drow who tried to make their money through cons, thievery, and murder. They met violent ends when Card was still a child, killed by the guards after a botched robbery turned into a homicide. And as a young Drow watched the corpses of his parents dragged away by the guard, his new life began when he was approached by a strange looking man.

Garkan Blackwell, a semi-trained street magician, took the boy under his wing. He taught the boy everything he needed to know about the art of deception. From that young age, Card helped the magician to con his way into moderate wealth. As he grew older, Card learned more than just tricks with a deck of cards and how to give a false fortune. Garkan was a semi-trained wizard, and did what he could to begin teaching Card the same tricks of the trade. By the time Card reached his 100th birthday, he had learned practically all he could from the now old man. Garkan's health was failing, so the two settled down in a small town and used their gathered wealth to live for two years in relative opulence. It was nice for the two to not have to worry about skipping from town to town, and instead had plenty of wine and food to keep them well.

All good things must come to an end, however. Garkan died in his sleep one night about a year ago. Card used the money he had saved up to pay for a decent funeral, and left without a coin to his name. He spent the past year travelling and performing on his own, but he hasn't felt the same since Garkan's passing. The two had always dreamed of making it big, and having their name whispered about in even the largest of cities as celebrities of sorts. Fame may have a higher price, however, than Card will be willing to pay.

Equipment:

  • A rather odd Outfit,
  • a dagger,
  • a staff,
  • basic pack of scholarly supplies,
  • A Charlatan's Die,
  • An Enduring Spellbook made of cards,
  • and a few spare coins.


Weakness:
  • Weak Constitution – All studying and no play makes Card a very weak Drow.
  • Greed – A desire for wealth, coin, and respect can make men do irrational and dangerous things.
  • Center of Attention – Card isn't exactly one for blending into the crowd... which isn't always ideal if you cheat and swindle people.


Relationships:
N/A
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