Vesemir Barandir, one of the continent's most renowned archeologists and historians you probably never heard of (Of course you never, you plebians!) suddenly announced that he would be partaking in a journey to the forgotten land of twilight. For that effort, his recruitment pamphlets have been distributed far and wide, to every Adventurer's guild branch; from Glenfalas up to the north to Lydeniew in Westernant. He is Looking for able-bodied brave people, who are trustworthy, and fair and yearn for an exciting yet perilous adventure, to aid him in his journey to the Ancient City of Nuria.
The reward shall be aplenty, and you will be treated as equal because your goal is my goal too. -Vesemir
Your characters will be the hired ones signing up for this journey. Whether they are just hired adventurers seeking thrill and fame, soldiers of fortune signing up for monetary gains, or a desperate brother seeking a curing artifact for his bedridden sibling, or etcetera and etcetera, that will be up to you.
The RP will be focused on the story aspect so it is encouraged to have a character with a clear background and goal. While I can't guarantee that the GM will cater to all motivations and goals, we shall try to be accommodating.
Setting
The Land of Twilight is located east of the capital city of Alkautsar. It is a heavily forested region that is part of and entirely under Varenheim's jurisdiction. The elves now called the region Rhovan ar-lúrëa, which metaphorically means the woodland that is under perpetual overcast.
1700 years ago, the region was the epicenter of the elves' civilization with the shining city of Núria as its capital, but the calamitous war to end Queen Serensiel's tyrannical rule has left the land tainted and scarred. Following the aftermath of the war, what was once the radiant cities and gleaming spires had turned into ruins, abandoned, and eventually reclaimed by nature for over a millennia.
There wasn't much attempt to explore the land even after a thousand years. The enigmatic elves openly abhor the idea of settling inside the region, which is understandable considering how many foolhardy adventurers ended up joining those who died a long time ago or were rescued insane (If they are lucky). These days, they formally ban any entry into the region, unless specifically permitted. Still, they are not giving up any guarantee of rescue should the worst come to worst.
But behind the perils and horrors, it was rumored that the catastrophically ruined region was full of powerful artifacts and bountiful treasures waiting to be unearthed. As well as immense knowledge and history for those who are privy enough to discover all its secrets.
Character creation
This RP has your average fantasy races for your convenience.
1. Humans Easiest to play and is versatile. The human nations in the continent are usually nurturing diplomatic cordiality with Varenheim, so you will not be getting a cold stare from the guards unless you are a wanted criminal. Varenheim is very strict with its laws and very competent at enforcing them. Please keep that in mind.
2. Elves. Medium difficulty. Native to Varenheim. It is widely known that the elves were angels once, descended to the mortal realm for reasons they never disclose. Playing with an elven character means the player has to be interested in the story and the lore, because... well, this RP takes place in their homeland.
3. Djinn/Youkai/Humanoid Demons/Mystical creature Medium difficulty. Dagorlad is the land where most demons hail from. Their appearance is rather similar to Sarkaz from Arknights. The catch with using any of these mystical creatures for your character is usually related to the fact that Dagorlad and Varenheim are not really on the friendliest terms diplomatically.
Skills and spells Ideally, a character can have 4 active skills/spells and 2 passives at maximum. The passive effect can be a negative or a positive, depending on your liking. Active skills may have cooldowns, generally the more powerful, the longer its cooldown and will use more mana. A character may also have mundane skills to define who they are. For example, an adventurer who can cook, a mercenary who knows the right medical procedure, a venerer who can track animals and people, to name a few.
Keep in mind that your character skills and capabilities will have to be evaluated in a case-by-case manner by the GM before they can be officially accepted.
The CS format, I prefer to make it simple, but feel free if you prefer something more elaborated, as long as it still has the following elements
Name:
Species: (What is your character’s race)
Age:
Gender:
Appearance: (What do they look like, and what do they wear)
Bio: (What is their backstory, and what brings them into this journey)
Passives: (What kind of passive talents and traits do they have)
Spells: (What kind of spells do they know, maximum of 4 spells)
Mundane Skills: (mundane and maybe trivial things that they can do)
Equipment: (What kind of tools and weapons do they have on them)
Other: (What other things should we know about your character)
The rules and expectations
Yes, wouldn't be fun without some~
The pacing of this RP is relatively fast. Generally, we are expecting 1 post for every 3 days. Also, we aim for completion, so if you can't commit, this is may not the RP for you.
Keep it Roleplayer Guild friendly. Any content that is not allowed to be posted on the forum should not be in this roleplay.
No godmodding/power-playing/auto-hitting/controlling other players' characters and stuff like that.
Kindly do not gamejack the campaign. While we do encourage unique backgrounds and motivations, trying to steer the game direction toward the plot or outcomes you personally want is unacceptable and may disrupt the other players' enjoyment.
Be friendly, tolerant, and tolerable. Respect everyone and don’t be afraid to communicate with them or the GM. If you have any problems or concerns about unfair rulings, please immediately reach out to the GMs.
If there is a dispute, the GM has the final say on that matter.
Have a discord server to cater most of the OOC needs and other madness, be sure to check it out discord.gg/AdUtWk4Nqn
I may join, but before I do I must ask. What are your thoughts on vampire characters?
I'd say that depends on the flavor.
In my portfolio, I have had vampires twice in the RPs I hosted before. Our dear Co-GM @A5G also has a vampire necromancer in his collections of characters. So, yeah, no negative opinion about vampires so far.
Heyo! I'm interested! I'm curious the type of mythical people you can be!
Mythical creature is a bit of a loose term for people of mystical/unknown origin and oddities alike. Your character can be something like shapeshifting Kitsune, or nekomata, or a strange Centaur, satyr or orcs for example. Keep in mind that those mystical oddities don't usually mingle in human society using their true form. The exception may be orcs in several human nations and Varenheim.
In my world, they don't usually have godlike powers.
@Mas Bagus Sweet! I've had a character lined up for a long time, but I could never find the right RP to put him in. I'll need to do some more sprucing up on his CS, but when I finish, I'll let you decide whether or not you approve of him beforehand.
Hey. Looks interesting, what sort of spells/abilities are we talking about? Can you give some examples as a reference?
Greetings!
Magic in this world is pretty straightforward. You may conjure fire, bend water, and control the air around you. Or imbue the elements into your weapon. As a writer, I want to make the Arcane power in this world have a certain level of rationality in it, and not too intrusive.
For example, anything with a living soul can't be puppetted by a water-based mage just because they can control water from a certain range. Another example, is a wind mage can't just draw out air from someone's lung to choke his victim to death. All thanks to this soul theory, that prevents magical external intervention from the inside.
Ah, back to the question, the raw example of how the characters' spells/abilities would look like can be viewed here: roleplayerguild.com/topics/189041-sov…
All right. I think I know what I want to create, a recent RP I was interested in was cancelled, so I think I'll use the character here instead.
Name: Carnatia de Luson
Species: Human
Age: 22
Gender: Female
Appearance:
Bio:
The third child of a ducal noble family famous for producing knights, Carnatia was born without the necessary physique and skills for the martially oriented family, making her a black sheep of the family of sorts…at least until she got it in her head to secretly start using magic to enhance her performance. She started winning tourneys and gaining recognition…until she was caught at one of the tourneys and was eventually exiled for bringing shame upon the family.
Being too used to a life of luxury, Carnatia has had it hard at first, having either irresponsibly spent or swindled off most of the money her elder brother secretly gave her. Eventually, a passing monk took pity on her and took her under his tutelage. After determining that Carnatia can at least survive on her own, the monk continues his journey, occasionally sending letters to Carnatia.
With her only other skills aside from statecraft being fighting, Carnatia became an adventurer, selling her services to various clients—some discreetly introduced to her by her elder brother, unbeknown to their family—with her Golden Prerogative skill, one would think Carnatia would be rich by now…and she would be if she had saved up the money instead of using it to support a luxurious lifestyle. It’s not a matter of status to Carnatia, but as a former noble of high status, she had simply gotten too used to a luxurious lifestyle to do without. She’s trying her best to be more ‘down to earth’ but alas, one glimpse at her and most would definitely think ‘Ah, noble’.
Vesemir Barandir is but the newest client introduced to her by her elder brother. With the huge reward, the hope is that Carnatia can use it to buy a piece of land and perhaps open a business, leading to a more stable—and sustainable—lifestyle.
Passives:
Golden Prerogative A skill somewhat common among the nobility. Some say it is proof of a noble’s Divine Right to rule, other say it is merely a passive skill cultivated by noble families. Allows its possessor to have a better chance of stumbling upon valuables and getting a better price.
Prescient Defense A skill obtained due to Carnatia’s seamless blending of magic and swordsmanship. A form of arcane divination that allows one glimpses of attacks made by their opponents, therefore allowing one to dodge or counter if their body can keep up.
Spells:
Arcane Enhancement Magic that supernaturally enhances Carnatia’s weapon, allowing it to be sharper and strike faster. Carnatia can also use it to wreathe the blade in flames, though at an increased mana cost.
Zen Focus A skill learned from her monk master that allows Carnatia to hone her mind to seek that one vital spot of her opponent, allowing for a single ‘critical strike’.
Mirror Image Illusion magic that creates eight copies of Carnatia to confound enemies. The copies are incorporeal and will and thus cannot harm enemies, but are otherwise indistinguishable until they are attacked, after which they will disappear after one strike.
Dispelling Strike A spell wreathed through Carnatia’s weapon to ‘cut down’ a single spell or enhancement. The blade itself needs to physically touch the spell—or things affected by the spell—to dispel it.
Mundane Skills:
Through her education as a former noble, Carnatia is adept at various aspects of statecraft, such as diplomacy, knowledge of laws, fief management, and so on. Of course, basic life skills for commoners such as cooking, sewing, and cleaning are…adequate at best.
Equipment:
Rapier, well-decorated light armour, a courtier’s outfit with jewellery, an adventurer bag with various assortments of tools, and an expensive enchanted tea set able to store and brew various flavours of tea.
Other:
Duties and Obligations were what had been taught to Carnatia since she was young, and it stuck until now. However, for her, what those duties and obligations are... depends on one's circumstances and position. As a noble of House de Luson, she would never take advantage of her subject for her duty and obligation is to take care of the realm. She didn't do it out of an inherent desire for benevolence, rather to Carnatia, being a noble is an occupation with a social contract of making sure their subjects are taken care of, and in return, they are afforded wealth and respect.
To her, nobles who shirk their duties to their subject do not deserve an iota of their wealth nor respect given to them. Now that she's been exiled, however, those are no longer her obligations and duties. She won't take advantage of a person simply because she can, but as long as it's within the bounds of the laws of the land and she is in great need, (because the law had to be respected so everyone can live in a civilized society) she has no qualms to 'taking advantage' of the law, rather than upholding the spirit of said law.
She also doesn't particularly care to stop injustice if it doesn't concern her because that's not her duty and obligation anymore. She will, however, ensure to do her best when hired and abide by the rules of the contracts honestly and never entertain betraying her client even when offered higher pay, because to her those are the duties and obligations of an adventurer for hire.
While no longer part of a Ducal’s Household, Carnatia has grown too used to luxury that more often than not she ended up paying more than she probably needed to for that extra luxury. For example, Carnatia can only drink alcohol of the high-quality ones, in particular high-quality wine. On her days off, Carnatia enjoys relaxing on a bed with a book, or practising with her rapier if she's in the mood for more physical activities.
All right. I think I know what I want to create, a recent RP I was interested in was cancelled, so I think I'll use the character here instead.
Name: Carnatia de Luson
Species: Human
Age: 22
Gender: Female
Appearance:
Bio:
The third child of a ducal noble family famous for producing knights, Carnatia was born without the necessary physique and skills for the martially oriented family, making her a black sheep of the family of sorts…at least until she got it in her head to secretly start using magic to enhance her performance. She started winning tourneys and gaining recognition…until she was caught at one of the tourneys and was eventually exiled for bringing shame upon the family.
Being too used to a life of luxury, Carnatia has had it hard at first, having either irresponsibly spent or swindled off most of the money her elder brother secretly gave her. Eventually, a passing monk took pity on her and took her under his tutelage. After determining that Carnatia can at least survive on her own, the monk continues his journey, occasionally sending letters to Carnatia.
With her only other skills aside from statecraft being fighting, Carnatia became an adventurer, selling her services to various clients—some discreetly introduced to her by her elder brother, unbeknown to their family—with her Golden Prerogative skill, one would think Carnatia would be rich by now…and she would be if she had saved up the money instead of using it to support a luxurious lifestyle. It’s not a matter of status to Carnatia, but as a former noble of high status, she had simply gotten too used to a luxurious lifestyle to do without. She’s trying her best to be more ‘down to earth’ but alas, one glimpse at her and most would definitely think ‘Ah, noble’.
Vesemir Barandir is but the newest client introduced to her by her elder brother. With the huge reward, the hope is that Carnatia can use it to buy a piece of land and perhaps open a business, leading to a more stable—and sustainable—lifestyle.
Passives:
Golden Prerogative A skill somewhat common among the nobility. Some say it is proof of a noble’s Divine Right to rule, other say it is merely a passive skill cultivated by noble families. Allows its possessor to have a better chance of stumbling upon valuables and getting a better price.
Prescient Defense A skill obtained due to Carnatia’s seamless blending of magic and swordsmanship. A form of arcane divination that allows one glimpses of attacks made by their opponents, therefore allowing one to dodge or counter if their body can keep up.
Spells:
Arcane Enhancement Magic that supernaturally enhances Carnatia’s weapon, allowing it to be sharper and strike faster. Carnatia can also use it to wreathe the blade in flames, though at an increased mana cost.
Zen Focus A skill learned from her monk master that allows Carnatia to hone her mind to seek that one vital spot of her opponent, allowing for a single ‘critical strike’.
Mirror Image Illusion magic that creates eight copies of Carnatia to confound enemies. The copies are incorporeal and will and thus cannot harm enemies, but are otherwise indistinguishable until they are attacked, after which they will disappear after one strike.
Dispelling Strike A spell wreathed through Carnatia’s weapon to ‘cut down’ a single spell or enhancement. The blade itself needs to physically touch the spell—or things affected by the spell—to dispel it.
Mundane Skills:
Through her education as a former noble, Carnatia is adept at various aspects of statecraft, such as diplomacy, knowledge of laws, fief management, and so on. Of course, basic life skills for commoners such as cooking, sewing, and cleaning are…adequate at best.
Equipment:
Rapier, well-decorated light armour, a courtier’s outfit with jewellery, an adventurer bag with various assortments of tools, and an expensive enchanted tea set able to store and brew various flavours of tea.
Other:
Duties and Obligations were what had been taught to Carnatia since she was young, and it stuck until now. However, for her, what those duties and obligations are... depends on one's circumstances and position. As a noble of House de Luson, she would never take advantage of her subject for her duty and obligation is to take care of the realm. She didn't do it out of an inherent desire for benevolence, rather to Carnatia, being a noble is an occupation with a social contract of making sure their subjects are taken care of, and in return, they are afforded wealth and respect.
To her, nobles who shirk their duties to their subject do not deserve an iota of their wealth nor respect given to them. Now that she's been exiled, however, those are no longer her obligations and duties. She won't take advantage of a person simply because she can, but as long as it's within the bounds of the laws of the land and she is in great need, (because the law had to be respected so everyone can live in a civilized society) she has no qualms to 'taking advantage' of the law, rather than upholding the spirit of said law.
She also doesn't particularly care to stop injustice if it doesn't concern her because that's not her duty and obligation anymore. She will, however, ensure to do her best when hired and abide by the rules of the contracts honestly and never entertain betraying her client even when offered higher pay, because to her those are the duties and obligations of an adventurer for hire.
While no longer part of a Ducal’s Household, Carnatia has grown too used to luxury that more often than not she ended up paying more than she probably needed to for that extra luxury. For example, Carnatia can only drink alcohol of the high-quality ones, in particular high-quality wine. On her days off, Carnatia enjoys relaxing on a bed with a book, or practising with her rapier if she's in the mood for more physical activities.
Feel free to tell me what needs changing.
Considering that she was from a country that regularly staged Hastilude, I assume she is from one of the regions in Westernant. That would do perfectly.
I have some things to tell you however about her fourth skill. Dispelling magic is hard. For example, a decent magical barrier has a lot of magical codes implanted by its caster and, in order to undo it, one must either studiously decode the magic and imbue her weapon with the counter-code, or brute force it using stronger magic.
She could have that skill with no problem if she is a prodigy or has been studying magic for decades, which I think is kinda impossible given her age.
I am currently thinking about a way to compensate this by introducing the artifact system. Along the journey, players may loot weapons or trinkets with effects that can grant similar effects to her fourth skill. That will also give the player a sense of progress and make every finished arc feel more rewarding.
Other than that, your character looks great, and I am looking forward to seeing her in the RP.
I have some things to tell you however about her fourth skill. Dispelling magic is hard. For example, a decent magical barrier has a lot of magical codes implanted by its caster and, in order to undo it, one must either studiously decode the magic and imbue her weapon with the counter-code, or brute force it using stronger magic.
She could have that skill with no problem if she is a prodigy or has been studying magic for decades, which I think is kinda impossible given her age.
I am currently thinking about a way to compensate this by introducing the artifact system. Along the journey, players may loot weapons or trinkets with effects that can grant similar effects to her fourth skill. That will also give the player a sense of progress and make every finished arc feel more rewarding.
The character is based on Pathfinder's Magus, so I think I'll just switch that ability with another one. Probably the spell that elongates the weapon up to 6 meters as a whip-like weapon. But it's up to you.
The character is based on Pathfinder's Magus, so I think I'll just switch that ability with another one. Probably the spell that elongates the weapon up to 6 meters as a whip-like weapon. But it's up to you.
Now I think about it, a character with specialized capabilities to dismantle magical constructs is more interesting than making her skillset fully combat-oriented.
Hmmm, tough choice.
I think I prefer to have her retain her fourth skill but with lowered effectiveness. Assuming that the monk taught her the art of forming a dismantling imbuement. So now, my offer to compromise will be as follows: The dispelling strike will not immediately undo magical constructs on a single hit but may require several slashes to completely tear down a reasonably complex magical object.
Additionally, this skill will also grant her an additional out-of-combat channeling spell that she can use to thoroughly dismantle magical enchantment.
I think I prefer to have her retain her fourth skill but with lowered effectiveness. Assuming that the monk taught her the art of forming a dismantling imbuement. So now, my offer to compromise will be as follows: The dispelling strike will not immediately undo magical constructs on a single hit but may require several slashes to completely tear down a reasonably complex magical object.
Additionally, this skill will also grant her an additional out-of-combat channeling spell that she can use to thoroughly dismantle magical enchantment.
Glad to be of service. Usually we do have a discord server where we can extensively discuss about this kind of balancing and how the magic system works. But I think I will be waiting for more interest before sending out the invitation link
@Mas Bagus So about that vampire... Here he is! Let me know if there's anything I need to change. I tried my best to fine-tune his backstory a little so it would give him a purpose for joining the others in this adventure.
"I will rid myself of this curse by whatever means."
- The cursed children of the night, vampires are either born from a distinct bloodline, created via a ritual, or turned into one by another's bite, in the case of Corvin. They are commonly recognized by their key features: pale skin, snow-white hair, crimson eyes, and sharp fangs. They sustain themselves by drinking the blood of other living creatures but prefer human blood above all else. Vampires are masters of seduction and trickery, using their irresistible charm to lure their prey towards them. With just a simple glance, a vampire can take control of their victim's mind and subject them to their will, albeit temporarily.
As creatures born of darkness, vampires are resistant to nearly all forms of magic, however, they are incredibly weak to light or holy magics, such as those used by clerics and priests. Holy relics, silver weapons, and blessed water can also harm them. Vampires can see clearly in the dark, and at night, they gain a boost to their power. Alas, during the day, vampires grow weaker, and the longer they are exposed to sunlight, the more damage they take. A vampire must also feed regularly on blood, otherwise, they will wither away slowly and die eventually.
A vampire can be killed instantly either by a stake through the heart or decapitation.
Vampires also possess the inherent ability to shapeshift, commonly into a bat though some vampires can also take the form of a wolf or a cloud of mist, allowing them to seep through cracks in walls and under doorways.
Vampires cannot enter a person's home or residence without invitation. If they do so, they will receive the Curse of Forbiddance, suffering debilitating effects such as nausea, fatigue, and overwhelming anxiety.
Class: Necroblade- The Necroblade class is a hybrid class between a Spellsword and a Necromancer. Similar to Spellswords, Necroblades utilize both martial and magical abilities in combat, however, Necroblades tap into the dark powers of necromancy to summon undead from the dreaded Abyss.
Necroblades favor light armor and rely on quick footwork and dexterity in combat, nimbly dodging their enemies' attacks rather than tanking damage. They are not fond of heavy armor or weapons either, as like the Spellswords, they prefer to wield light, quick blades such as rapiers, epees, sabers, estocs, and other dueling implements.
Skills & Abilities:
Master Swordsman- Since he was a child, Corvin had a fond interest in the sport of fencing. Trained by his late uncle, he became a proficient swordsman by the age of thirteen. As he grew older and won many duels, his prowess with a blade furthered until he was a master of the art. Corvin can perform swift parries and ripostes and deliver quick jabs and cuts.
Arcane Scholar- Corvin never had much interest in learning magic, unlike the children of noblemen who attended the prestigious Scholia Arcana, but when he was cursed with vampirism, this aspect of his life changed dramatically. Corvin had spent nearly decades searching for a cure, and in doing so, he learned a great deal about magic and sorcery, so much that he became a scholar of magic in his own right. Corvin can recognize certain magics and dictate their strengths and weaknesses, and he knows numerous magical artifacts that exist hidden in the world.
Silver-tongued Devil- Whether it is his vampiric aura or just his natural charisma, Corvin can charm just about anyone, especially women.
Creature of Darkness- Vampirism is a scourge on humanity, but it does have its perks. As a vampire, Corvin has enhanced strength and speed beyond that of a normal human. His reflexes are greatly improved and his senses are sharper than ever, allowing him to smell or hear better than most humans. Corvin also gains the ability to see in the dark as though it were clear as day.
Summon Skeletal Warrior- Once per day, a necroblade can summon a skeletal warrior to aid them in combat. This skeletal warrior stays with them until either they are killed in battle or dismissed by the necroblade. As a necroblade becomes more experienced, they can summon a much stronger variant, the skeletal knight. When a necroblade has reached their full potential, however, they can call upon the most powerful of undead, the skeletal deathlord, who commands an army of skeletal warriors.
Hellfire- One of a necroblade's offensive magics, necroblades can conjure a ball of necromantic fire that ignores any armor or magical defenses, doing direct damage to the enemy. As the necroblade's skill progresses, the attack becomes stronger. Necroblades start with the basic Hellfire spell, which progresses later to Hell Nova, then to Hell Inferno. Lastly is the strongest variant, Hell Cataclysm, which summons a massive explosion of fire that does area-of-effect damage upon impact.
Transformation: Bat Swarm- Self explanatory. Corvin can disappear and reappear in a swarm of bats to dodge attacks from enemies. As a swarm of bats, he can also reach high places and harry his enemies, allowing others in his party to inflict critical damage.
Dark Ritual- Invoking the Dark Ritual, Corvin can sacrifice one of his undead minions to gain a boost to his strength and speed. The amount of power he gains is dependent upon the strength of the undead sacrificed for the ritual.
Power of Sire During the nighttime hours, Corvin gains a boost to his strength and mobility as well as a boost to his spellcasting ability. Spellcasting consumes less magical energy between 6:00 PM and 6:00 AM
Sanguine Ecstasy- Feeding gives vampires an overwhelming sense of pleasure and renewed youth and vigor. Temporarily, after feeding off a live subject, Corvin can receive a boost to his agility, making his physical attacks swifter and stronger. He can also recover health and magical energy faster while under this effect.
Curse of Forbiddance- Vampires cannot enter a home or residence without first being cordially invited in. Therefore, if Corvin enters any house or building without invitation, he will suffer painful migraines, nausea, fatigue, and overwhelming anxiety. Over time, his magical energy will start to drain.
Sun-Sickness- Vampires grow weaker in sunlight. The longer they are exposed to it, the more damaging it becomes over time. Between the hours of 6:00 AM and 6:00 PM, Corvin must avoid over-exposure to sunlight or he will become fatigued, suffering serious penalties such as decreased health and magical energy. Corvin also cannot recover health and magical energy while in sunlight. Continuous exposure can cause him to burn painfully.
Blood-Starved- As a vampire, Corvin must feed on blood regularly to sustain himself. If he goes without feeding for several days, he will become blood-starved, meaning he will suffer debilitating defects such as weakness, headaches, nausea, and lethargy. Eventually, blood starvation progresses into blood mania, causing Corvin to turn feral and attack anyone around him. Feral vampires have more strength and speed than their blood-fed counterparts, but they are far weaker in sunlight and far more susceptible to physical and magical damage.
Equipment:
Vampiric Mail- Armor worn by vampires, supposedly made from mithril. It is light and flexible to move in yet durable enough to sustain damage. Perfect for a creature of the night.
Wide-Brimmed Hat Nothing special about this hat, other than it keeps the sun out of Corvin's eyes to help him see better during the day. It also doesn't hurt to look stylish while fighting monsters, does it?
Aquilion- The family heirloom blade of House de Leonhart, passed down through generations. It is a light, nimble silver sword, perfect for cutting and thrusting.
Sanguine Elixir- A red potion with an alchemical makeup similar to human blood. Though not as effective as the real thing, it temporarily staves off a vampire's hunger as well as gives them a boost to their strength and speed.
Twilight Cloak- A pitch black cloak with a crimson lining. Though it appears to be made of normal cloth, the cape is made from a magical material known only to vampires. The cape can harden to form a formidable shield around the wearer as well as turn into a set of bat wings to aid in flight.
Leatherbound Journal- Just a journal Corvin keeps on him at all times, either to record his adventures or just to jot down his current thoughts.
Personality: Charismatic, vain, arrogant, hedonistic, a bit of a flirt, closeted about his past, tormented by his existence as a vampire Backstory: Corvin Lestraad de Leonhart was once a human nobleman, hailing from the southeastern country of Alestira, in a continent far away from Varenheim. However, one night, while he was attending a ball at another nobleman's lavish estate, he met with a mysterious and undoubtedly striking young woman. She had long, snow-white hair that trailed down to her backside, a slender yet curvaceous figure, and a dazzling smile that seduced the young count immediately.
"Ah...my dear, you are certainly a goddess." Corvin swooned, tenderly kissing her hand. "I have laid eyes on many a charming dame here tonight, but none have struck my fancy such as you. Pray tell, what is your name?"
The woman giggled, her voice smooth and sultry, "Why don't I tell you...after we dance, Count Lestraad."
"Hmm, so you know me already.", Corvin laughed with a charming smile, gingerly taking her dainty hand in his and leading her onto the dancefloor. They swayed and twirled across the wooden floor so gracefully, not once breaking eye contact.
Corvin found himself ensnared by her alluring beauty, her glowing porcelain skin, her full, luscious crimson lips. As they danced, she pressed her body closer to his, wrapping her arms tight around his muscular neck. She leaned in closer, whispering in his ear, "Why don't we go somewhere more...private...my dear count? The night is so young, and there is much more pleasure to be had."
Corvin's face lit up red as a rose, a rather lurid smile curling his pale lips. How lucky was he, he thought with quite lascivious intentions, that he would be in the arms of such a ravishing beauty. Oh, indeed he would claim her this night.
While the party continued, the woman led him out into the gardens of the estate, pulling him hastily and excitedly by his arms into the thick foliage of a perfectly trimmed hedge maze. Corvin found himself lost in a sea of emerald soon, his head swimming with pure ecstasy. It wasn't long before the woman was on him, attacking his lips with such ferocious passion, it caught him off guard. Normally, he was the one who insinuated these steamy, late-night trysts, but now he found himself on the receiving end.
The woman grabbed him and pushed him up against a marble column in the center of the maze, pressing her hips and her breasts deeper into him, practically restraining him with her body as she kissed him harder. She eventually pulled her lips away, breaking the long, fiery kiss and gasping for breath
Corvin watched as she dipped her head back, her eyes closed in rapture...but as they opened again...the young man noticed...a startling change.
The woman's eyes, once a soft rosy color, were glowing red...blood red.
His delight was quickly replaced by shock and terror. "By the gods! You're a...a VAMP-!"
Alas, he was too late to utter the dreaded name of the creature the woman had become...or rather was already. Two sharp fangs poked into his neck as she fell on him with a voracious hunger and sucked him nearly dry. When it was over, and the fiendish whore had her fill, she left him writhing in intense agony before succumbing to the pain and passing out.
The next day, the groundskeeper found Corvin lying unconscious. He was brought back to his family estate, deep in the Carthenwald Forest, where he lay bedridden for nearly eight weeks.
When he awoke, the change had already taken place, much to his dreadful dismay. His canines had grown long and sharp nearly passing his lips, his eyes...once a crystalline blue like his mother's, had turned into a sinister red, his skin was pale, almost like that of a dead man, and his raven black hair was now a stark white. He couldn't eat or drink anything either. Nothing would satisfy his appetite...nothing except...
"Oh gods help me....this is terrible!", Corvin lamented, staring into his bedroom mirror...only to find nothing but the wall behind him reflecting. Damn that she-devil, he thought gritting his teeth. She had lured him into her web, and now...he was this hideous creature. She had robbed him of more than just his humanity. Corvin had lost all dignity for himself. He was a fool for letting the bitch seduce him. If she were here now, he would drive a stake straight through her wicked heart and then cleave her pretty little head off with Aquilion.
He sighed, bowing his head in utter shame. If the story got out that he was a vampire, he would be ridiculed by his family and every other noble house, and completely ostracized. Worse, the Church and every vampire hunter would be gunning for his head. He had to find a cure for this wretched disease somehow, somewhere.
And so he set off on his long, arduous adventure, taking nothing from his home but a hat and cloak to conceal his identity, or so he hoped, and his family's prized longsword. Corvin decided the best way to discover a cure for vampirism was to track down the source itself. He raided dark, haunting crypts and tombs and explored crumbling castles and ancient citadels. Along the way, he fought against the most terrifying and powerful vampires he'd ever faced, killing them all with the aid of his silver blade. Afterward, he plundered every resource he could from their frightening abodes, books, scrolls, magical artifacts, and potions.
He had learned a great deal about magic from these findings, especially necromancy, and earned quite a boon from the rare armor and cloak he unearthed. Still, his efforts had proved fruitless. Corvin was beginning to think there was no cure. He was cursed to be a vampire forever...
Or so he thought...
During one of his explorations to the cursed lands of Gransylva (hint-hint), Corvin discovered an old book in the study of a vampire's castle high in the Dragonteeth Mountains. The book, written by a scholar from the Scholia Arcana in Iftenreld many years ago, told of a mysterious civilization that once existed in Varenheim, the lost, ancient city of Nuria. It was said to be teeming with all sorts of monsters and deadly traps, but beyond its perils, adventurers would discover numerous treasures and magical artifacts beyond their wildest dreams.
"Pfft! I bet." Corvin scoffed as he read. "A man like me doesn't need treasures." As he continued reading, however, his eyes came upon an interesting passage, the words practically jumping up from the page at him. Corvin read quietly, "Though it has not yet been confirmed, legends speak of an artifact known as the Ewer of Cleansing, once sequestered in a temple deep within the city of Nuria. It is said whoever drinks from the mystical ewer's endless water will be cured of all ailments, all diseases, curses, and afflictions."
Corvin's heart fluttered ecstatically in his chest. This was it! This was the cure he had been searching for nearly all his undead life! He snapped the book shut, tucking it under his arm, and began to leave the study. Unfortunately, as he turned around...his eyes locked with the burning red glare of the castle's malevolent lord: Matthias Von Drakovich.
"And just what in the six hells are you doing in my home?!" Matthias growled baring his sharp fangs. The two clashed in an epic battle, yet Corvin failed to slay the vampire. During the fight, Matthias unleashed a barrage of dark energy that threw Corvin out a window and sent him plummeting to the ground below. He landed painfully yet survived the fall, dragging his broken body away along with the book he had stolen. There were quite a few empty pages towards the back, which Corvin devoted to writing in as a personal journal.
Thankfully that was the last he saw of Gransylva's infamous Vampire King. Corvin spent the remainder of his days healing in a nearby cavern before continuing his journey, leaving the black lands behind him and booking passage to the continent of Varenheim via a merchant ship.
When he arrived at Kenningar Port several weeks later, he noticed a peculiar young lad passing out fliers. "Flier for you, sir?" The boy said practically shoving the paper in Corvin's face. Corvin, not all that enthused with the boy's apparent rudeness, snatched the flier out of his hand and shooed the lad away. Afterward, he adjusted his hat to regain the sight the damned glaring sun had robbed from him and read.
"...Seeking all able-bodied adventurers from Glenfalas up to the north to Lydeniew in Westernant. I, Vesemir Barandir, one of the continent's most renowned archeologists and historians, require brave people, who are trustworthy, and fair and yearn for an exciting yet perilous adventure, to aid me in a journey to the Ancient City of Nuria.
The reward shall be aplenty, and you will be treated as equal because your goal is my goal too.
-Vesemir"
And so, much to his chagrin, Corvin has decided to travel with other enterprising adventurers. He cares nothing about obtaining glory and riches, as he only desires the Ewer. Alas, he has no choice but to fall in with their ranks. He will have to be careful not to reveal himself as one of the creatures of the night. Who knows how these others will react knowing a vampire lurks among them?
Gonna throw in some interest as well. Got a character concept in mind from an RP that never went through, though before I continue to develop it I'd like the check on the validity of two aspects so that I don't spend too much time developing an idea that would be dead on arrival:
1. He is in possession of a sort of cursed artifact, which grants him the ability to use magic but cannot be discarded. A spirit within, the source of the magic, has some connection to his ancestry and the origin of his homeland. Comes in the form of a broken mask resembling something between a skull and a goblin's face, and has been stuck to him since the day he found it and became compelled to put it on. The jaw is articulated and can move with his mouth, so his ability to eat, drink, and speak is not impaired.
2. He is a black knight, as while he was away from his kingdom/city-state/whatever on a mission in order to complete his training as a knight something happened and everyone within its lands vanished; only he, his fellow knights-in-training that were also on similar missions, and a handful of others who were gone at the time of the incident remained. Without a kingdom to defend they went their separate ways, and thus he turned to adventuring, both to make a living using the skills he had obtained in his training and to uncover what had happened to his home. Ten years have passed since he began his investigation, and he is no closer to finding any answers.
@Mas Bagus So about that vampire... Here he is! Let me know if there's anything I need to change. I tried my best to fine-tune his backstory a little so it would give him a purpose for joining the others in this adventure.
"I will rid myself of this curse by whatever means."
- The cursed children of the night, vampires are either born from a distinct bloodline, created via a ritual, or turned into one by another's bite, in the case of Corvin. They are commonly recognized by their key features: pale skin, snow-white hair, crimson eyes, and sharp fangs. They sustain themselves by drinking the blood of other living creatures but prefer human blood above all else. Vampires are masters of seduction and trickery, using their irresistible charm to lure their prey towards them. With just a simple glance, a vampire can take control of their victim's mind and subject them to their will, albeit temporarily.
As creatures born of darkness, vampires are resistant to nearly all forms of magic, however, they are incredibly weak to light or holy magics, such as those used by clerics and priests. Holy relics, silver weapons, and blessed water can also harm them. Vampires can see clearly in the dark, and at night, they gain a boost to their power. Alas, during the day, vampires grow weaker, and the longer they are exposed to sunlight, the more damage they take. A vampire must also feed regularly on blood, otherwise, they will wither away slowly and die eventually.
A vampire can be killed instantly either by a stake through the heart or decapitation.
Vampires also possess the inherent ability to shapeshift, commonly into a bat though some vampires can also take the form of a wolf or a cloud of mist, allowing them to seep through cracks in walls and under doorways.
Vampires cannot enter a person's home or residence without invitation. If they do so, they will receive the Curse of Forbiddance, suffering debilitating effects such as nausea, fatigue, and overwhelming anxiety.
Class: Necroblade- The Necroblade class is a hybrid class between a Spellsword and a Necromancer. Similar to Spellswords, Necroblades utilize both martial and magical abilities in combat, however, Necroblades tap into the dark powers of necromancy to summon undead from the dreaded Abyss.
Necroblades favor light armor and rely on quick footwork and dexterity in combat, nimbly dodging their enemies' attacks rather than tanking damage. They are not fond of heavy armor or weapons either, as like the Spellswords, they prefer to wield light, quick blades such as rapiers, epees, sabers, estocs, and other dueling implements.
Skills & Abilities:
Master Swordsman- Since he was a child, Corvin had a fond interest in the sport of fencing. Trained by his late uncle, he became a proficient swordsman by the age of thirteen. As he grew older and won many duels, his prowess with a blade furthered until he was a master of the art. Corvin can perform swift parries and ripostes and deliver quick jabs and cuts.
Arcane Scholar- Corvin never had much interest in learning magic, unlike the children of noblemen who attended the prestigious Scholia Arcana, but when he was cursed with vampirism, this aspect of his life changed dramatically. Corvin had spent nearly decades searching for a cure, and in doing so, he learned a great deal about magic and sorcery, so much that he became a scholar of magic in his own right. Corvin can recognize certain magics and dictate their strengths and weaknesses, and he knows numerous magical artifacts that exist hidden in the world.
Silver-tongued Devil- Whether it is his vampiric aura or just his natural charisma, Corvin can charm just about anyone, especially women.
Creature of Darkness- Vampirism is a scourge on humanity, but it does have its perks. As a vampire, Corvin has enhanced strength and speed beyond that of a normal human. His reflexes are greatly improved and his senses are sharper than ever, allowing him to smell or hear better than most humans. Corvin also gains the ability to see in the dark as though it were clear as day.
Summon Skeletal Warrior- Once per day, a necroblade can summon a skeletal warrior to aid them in combat. This skeletal warrior stays with them until either they are killed in battle or dismissed by the necroblade. As a necroblade becomes more experienced, they can summon a much stronger variant, the skeletal knight. When a necroblade has reached their full potential, however, they can call upon the most powerful of undead, the skeletal deathlord, who commands an army of skeletal warriors.
Hellfire- One of a necroblade's offensive magics, necroblades can conjure a ball of necromantic fire that ignores any armor or magical defenses, doing direct damage to the enemy. As the necroblade's skill progresses, the attack becomes stronger. Necroblades start with the basic Hellfire spell, which progresses later to Hell Nova, then to Hell Inferno. Lastly is the strongest variant, Hell Cataclysm, which summons a massive explosion of fire that does area-of-effect damage upon impact.
Transformation: Bat Swarm- Self explanatory. Corvin can disappear and reappear in a swarm of bats to dodge attacks from enemies. As a swarm of bats, he can also reach high places and harry his enemies, allowing others in his party to inflict critical damage.
Dark Ritual- Invoking the Dark Ritual, Corvin can sacrifice one of his undead minions to gain a boost to his strength and speed. The amount of power he gains is dependent upon the strength of the undead sacrificed for the ritual.
Power of Sire During the nighttime hours, Corvin gains a boost to his strength and mobility as well as a boost to his spellcasting ability. Spellcasting consumes less magical energy between 6:00 PM and 6:00 AM
Sanguine Ecstasy- Feeding gives vampires an overwhelming sense of pleasure and renewed youth and vigor. Temporarily, after feeding off a live subject, Corvin can receive a boost to his agility, making his physical attacks swifter and stronger. He can also recover health and magical energy faster while under this effect.
Curse of Forbiddance- Vampires cannot enter a home or residence without first being cordially invited in. Therefore, if Corvin enters any house or building without invitation, he will suffer painful migraines, nausea, fatigue, and overwhelming anxiety. Over time, his magical energy will start to drain.
Sun-Sickness- Vampires grow weaker in sunlight. The longer they are exposed to it, the more damaging it becomes over time. Between the hours of 6:00 AM and 6:00 PM, Corvin must avoid over-exposure to sunlight or he will become fatigued, suffering serious penalties such as decreased health and magical energy. Corvin also cannot recover health and magical energy while in sunlight. Continuous exposure can cause him to burn painfully.
Blood-Starved- As a vampire, Corvin must feed on blood regularly to sustain himself. If he goes without feeding for several days, he will become blood-starved, meaning he will suffer debilitating defects such as weakness, headaches, nausea, and lethargy. Eventually, blood starvation progresses into blood mania, causing Corvin to turn feral and attack anyone around him. Feral vampires have more strength and speed than their blood-fed counterparts, but they are far weaker in sunlight and far more susceptible to physical and magical damage.
Equipment:
Vampiric Mail- Armor worn by vampires, supposedly made from mithril. It is light and flexible to move in yet durable enough to sustain damage. Perfect for a creature of the night.
Wide-Brimmed Hat Nothing special about this hat, other than it keeps the sun out of Corvin's eyes to help him see better during the day. It also doesn't hurt to look stylish while fighting monsters, does it?
Aquilion- The family heirloom blade of House de Leonhart, passed down through generations. It is a light, nimble silver sword, perfect for cutting and thrusting.
Sanguine Elixir- A red potion with an alchemical makeup similar to human blood. Though not as effective as the real thing, it temporarily staves off a vampire's hunger as well as gives them a boost to their strength and speed.
Twilight Cloak- A pitch black cloak with a crimson lining. Though it appears to be made of normal cloth, the cape is made from a magical material known only to vampires. The cape can harden to form a formidable shield around the wearer as well as turn into a set of bat wings to aid in flight.
Leatherbound Journal- Just a journal Corvin keeps on him at all times, either to record his adventures or just to jot down his current thoughts.
Personality: Charismatic, vain, arrogant, hedonistic, a bit of a flirt, closeted about his past, tormented by his existence as a vampire Backstory: Corvin Lestraad de Leonhart was once a human nobleman, hailing from the southeastern country of Alestira, in a continent far away from Varenheim. However, one night, while he was attending a ball at another nobleman's lavish estate, he met with a mysterious and undoubtedly striking young woman. She had long, snow-white hair that trailed down to her backside, a slender yet curvaceous figure, and a dazzling smile that seduced the young count immediately.
"Ah...my dear, you are certainly a goddess." Corvin swooned, tenderly kissing her hand. "I have laid eyes on many a charming dame here tonight, but none have struck my fancy such as you. Pray tell, what is your name?"
The woman giggled, her voice smooth and sultry, "Why don't I tell you...after we dance, Count Lestraad."
"Hmm, so you know me already.", Corvin laughed with a charming smile, gingerly taking her dainty hand in his and leading her onto the dancefloor. They swayed and twirled across the wooden floor so gracefully, not once breaking eye contact.
Corvin found himself ensnared by her alluring beauty, her glowing porcelain skin, her full, luscious crimson lips. As they danced, she pressed her body closer to his, wrapping her arms tight around his muscular neck. She leaned in closer, whispering in his ear, "Why don't we go somewhere more...private...my dear count? The night is so young, and there is much more pleasure to be had."
Corvin's face lit up red as a rose, a rather lurid smile curling his pale lips. How lucky was he, he thought with quite lascivious intentions, that he would be in the arms of such a ravishing beauty. Oh, indeed he would claim her this night.
While the party continued, the woman led him out into the gardens of the estate, pulling him hastily and excitedly by his arms into the thick foliage of a perfectly trimmed hedge maze. Corvin found himself lost in a sea of emerald soon, his head swimming with pure ecstasy. It wasn't long before the woman was on him, attacking his lips with such ferocious passion, it caught him off guard. Normally, he was the one who insinuated these steamy, late-night trysts, but now he found himself on the receiving end.
The woman grabbed him and pushed him up against a marble column in the center of the maze, pressing her hips and her breasts deeper into him, practically restraining him with her body as she kissed him harder. She eventually pulled her lips away, breaking the long, fiery kiss and gasping for breath
Corvin watched as she dipped her head back, her eyes closed in rapture...but as they opened again...the young man noticed...a startling change.
The woman's eyes, once a soft rosy color, were glowing red...blood red.
His delight was quickly replaced by shock and terror. "By the gods! You're a...a VAMP-!"
Alas, he was too late to utter the dreaded name of the creature the woman had become...or rather was already. Two sharp fangs poked into his neck as she fell on him with a voracious hunger and sucked him nearly dry. When it was over, and the fiendish whore had her fill, she left him writhing in intense agony before succumbing to the pain and passing out.
The next day, the groundskeeper found Corvin lying unconscious. He was brought back to his family estate, deep in the Carthenwald Forest, where he lay bedridden for nearly eight weeks.
When he awoke, the change had already taken place, much to his dreadful dismay. His canines had grown long and sharp nearly passing his lips, his eyes...once a crystalline blue like his mother's, had turned into a sinister red, his skin was pale, almost like that of a dead man, and his raven black hair was now a stark white. He couldn't eat or drink anything either. Nothing would satisfy his appetite...nothing except...
"Oh gods help me....this is terrible!", Corvin lamented, staring into his bedroom mirror...only to find nothing but the wall behind him reflecting. Damn that she-devil, he thought gritting his teeth. She had lured him into her web, and now...he was this hideous creature. She had robbed him of more than just his humanity. Corvin had lost all dignity for himself. He was a fool for letting the bitch seduce him. If she were here now, he would drive a stake straight through her wicked heart and then cleave her pretty little head off with Aquilion.
He sighed, bowing his head in utter shame. If the story got out that he was a vampire, he would be ridiculed by his family and every other noble house, and completely ostracized. Worse, the Church and every vampire hunter would be gunning for his head. He had to find a cure for this wretched disease somehow, somewhere.
And so he set off on his long, arduous adventure, taking nothing from his home but a hat and cloak to conceal his identity, or so he hoped, and his family's prized longsword. Corvin decided the best way to discover a cure for vampirism was to track down the source itself. He raided dark, haunting crypts and tombs and explored crumbling castles and ancient citadels. Along the way, he fought against the most terrifying and powerful vampires he'd ever faced, killing them all with the aid of his silver blade. Afterward, he plundered every resource he could from their frightening abodes, books, scrolls, magical artifacts, and potions.
He had learned a great deal about magic from these findings, especially necromancy, and earned quite a boon from the rare armor and cloak he unearthed. Still, his efforts had proved fruitless. Corvin was beginning to think there was no cure. He was cursed to be a vampire forever...
Or so he thought...
During one of his explorations to the cursed lands of Gransylva (hint-hint), Corvin discovered an old book in the study of a vampire's castle high in the Dragonteeth Mountains. The book, written by a scholar from the Scholia Arcana in Iftenreld many years ago, told of a mysterious civilization that once existed in Varenheim, the lost, ancient city of Nuria. It was said to be teeming with all sorts of monsters and deadly traps, but beyond its perils, adventurers would discover numerous treasures and magical artifacts beyond their wildest dreams.
"Pfft! I bet." Corvin scoffed as he read. "A man like me doesn't need treasures." As he continued reading, however, his eyes came upon an interesting passage, the words practically jumping up from the page at him. Corvin read quietly, "Though it has not yet been confirmed, legends speak of an artifact known as the Ewer of Cleansing, once sequestered in a temple deep within the city of Nuria. It is said whoever drinks from the mystical ewer's endless water will be cured of all ailments, all diseases, curses, and afflictions."
Corvin's heart fluttered ecstatically in his chest. This was it! This was the cure he had been searching for nearly all his undead life! He snapped the book shut, tucking it under his arm, and began to leave the study. Unfortunately, as he turned around...his eyes locked with the burning red glare of the castle's malevolent lord: Matthias Von Drakovich.
"And just what in the six hells are you doing in my home?!" Matthias growled baring his sharp fangs. The two clashed in an epic battle, yet Corvin failed to slay the vampire. During the fight, Matthias unleashed a barrage of dark energy that threw Corvin out a window and sent him plummeting to the ground below. He landed painfully yet survived the fall, dragging his broken body away along with the book he had stolen. There were quite a few empty pages towards the back, which Corvin devoted to writing in as a personal journal.
Thankfully that was the last he saw of Gransylva's infamous Vampire King. Corvin spent the remainder of his days healing in a nearby cavern before continuing his journey, leaving the black lands behind him and booking passage to the continent of Varenheim via a merchant ship.
When he arrived at Kenningar Port several weeks later, he noticed a peculiar young lad passing out fliers. "Flier for you, sir?" The boy said practically shoving the paper in Corvin's face. Corvin, not all that enthused with the boy's apparent rudeness, snatched the flier out of his hand and shooed the lad away. Afterward, he adjusted his hat to regain the sight the damned glaring sun had robbed from him and read.
"...Seeking all able-bodied adventurers from Glenfalas up to the north to Lydeniew in Westernant. I, Vesemir Barandir, one of the continent's most renowned archeologists and historians, require brave people, who are trustworthy, and fair and yearn for an exciting yet perilous adventure, to aid me in a journey to the Ancient City of Nuria.
The reward shall be aplenty, and you will be treated as equal because your goal is my goal too.
-Vesemir"
And so, much to his chagrin, Corvin has decided to travel with other enterprising adventurers. He cares nothing about obtaining glory and riches, as he only desires the Ewer. Alas, he has no choice but to fall in with their ranks. He will have to be careful not to reveal himself as one of the creatures of the night. Who knows how these others will react knowing a vampire lurks among them?
Greetings Vlad, currently looking at your CS in a gradual fashion because I am still at work. My timezone is GMT +7 so I think I can give an in depth review tonight. At the first glance your character's motivation seems promising, so that's already good start.
@Valkon Personally I am leaning more towards the number 2 actually. But as far as his backstory is concerned, if my understanding is correct that his hometown is inside the land of Twilight, I realized that it will be a bit conflicted with the Land of Twilight's cataclysmic history that has already began since 1000 years ago.
No? Then is that means he is an adventurer looking for job and his background is not yet made for the RP setting?
I do have a suggestion that might fit perfectly with the setting and the proposed character's theme. He, ten years ago was a Westernant knight in training specialized for clandestine ops. For their final training, they were tasked to delve into the land of Twilight and must return with a proof that they have reached Nuria. It ended with a disaster in which only your knight and some of his friends that made it out alive.
Fast forward to the present day, he joined the group not only because it pays handsomely, but also to honor his fallen comrades and finished the task they failed to accomplish ten years ago.