Currently: Accepting
Accepted Character Sheets
Humans have always feared death, since the first human walked upon the earth. Each one fearing the end of the world and their utter demise, ceasing to ever matter within this cruel world. In the time of knights and dragons, the people faced their own near extinction. Their own apocalyptic demise through the dead. A angry Necromancer, outraged at how truly pathetic the living human's were, decided to take matters in his own hands. He concetrated black magic, a dark spell that would animate corpses into flesh eating husks.
These corpses were odd, strange and maybe even intellegent. The kingdom of Espia knew little of this spell, the only ones holding this knowledge was the small city of Sharlton. No matter how much they prepared, no matter how hard they fought... the city was doomed to ruin.
A handful of survivors survived, so few compared to the vast army that fought to protect their fair city, and it was up to them to travel through the dreaded lands rotted with living corpses. They had to warn the king... warn of the horror that was befalling quickly upon their once peaceful kingdom.... or face their extinction.
1, No powerplaying or godmodding. You can make a action like "He grabbed her hand and pulled her to him." And if the player says in the OOC "Actually, I dont agree with that I would like to do this.." then be sure to edit it. Just be polite and discuss and there will be no harm.
2. This is Casual to High Casual because I expect at least Two to Five Paragraphs. Casual because I will be more laxed in spelling and grammar(to a point) because my own will be flawed because of using a cell phone. Just keep it third person (unless your character is having a flashback which will be acceptable for first person)
3. This is rated mature. Which means gore, sexual referance, death, blood, blah blah with apocalyptic settings. Though do not publicly display sexual actions. Keep it to kissing and hugging mostly.
4. This is more suspense, story driven rather than action though there will be action. Detail your character thoughts, feelings, and their surroundings. They probably should feel quite a bit in this situation.
5. Your characters can die if they are not careful. So think before having them charge. They could possibly die. We are in the Medieval era, so no guns to save them.
6. We are in a Medieval setting. So no modern tech. You get swords and arrows.
7. There is only one class for one person. So no two knights. Just one.
8. Post at least once a day.
9. People may post once after a GM post. If someone doesnt post in a day, the next person may then post. If someone doesnt post within a week, a warning is issued and they have a day to answer before they are replaced. Their character then may be killed.
10. Rules may change as time goes on. Be sure to double check now and then.
11. Have fun.
12. My world is law. Follow it.
Name:
Age:
Class:
Race:
Appearance: (Picture preferred but Two paragraph description is fine as well. Or both)
Weapons:
Armor:
Height:
Likes:
Dislikes:
Goal:
History: (At least Five paragraphs)
Personality- (At least one to two paragraphs)
Accepted Character Sheets
Humans have always feared death, since the first human walked upon the earth. Each one fearing the end of the world and their utter demise, ceasing to ever matter within this cruel world. In the time of knights and dragons, the people faced their own near extinction. Their own apocalyptic demise through the dead. A angry Necromancer, outraged at how truly pathetic the living human's were, decided to take matters in his own hands. He concetrated black magic, a dark spell that would animate corpses into flesh eating husks.
These corpses were odd, strange and maybe even intellegent. The kingdom of Espia knew little of this spell, the only ones holding this knowledge was the small city of Sharlton. No matter how much they prepared, no matter how hard they fought... the city was doomed to ruin.
A handful of survivors survived, so few compared to the vast army that fought to protect their fair city, and it was up to them to travel through the dreaded lands rotted with living corpses. They had to warn the king... warn of the horror that was befalling quickly upon their once peaceful kingdom.... or face their extinction.
1, No powerplaying or godmodding. You can make a action like "He grabbed her hand and pulled her to him." And if the player says in the OOC "Actually, I dont agree with that I would like to do this.." then be sure to edit it. Just be polite and discuss and there will be no harm.
2. This is Casual to High Casual because I expect at least Two to Five Paragraphs. Casual because I will be more laxed in spelling and grammar(to a point) because my own will be flawed because of using a cell phone. Just keep it third person (unless your character is having a flashback which will be acceptable for first person)
3. This is rated mature. Which means gore, sexual referance, death, blood, blah blah with apocalyptic settings. Though do not publicly display sexual actions. Keep it to kissing and hugging mostly.
4. This is more suspense, story driven rather than action though there will be action. Detail your character thoughts, feelings, and their surroundings. They probably should feel quite a bit in this situation.
5. Your characters can die if they are not careful. So think before having them charge. They could possibly die. We are in the Medieval era, so no guns to save them.
6. We are in a Medieval setting. So no modern tech. You get swords and arrows.
7. There is only one class for one person. So no two knights. Just one.
8. Post at least once a day.
9. People may post once after a GM post. If someone doesnt post in a day, the next person may then post. If someone doesnt post within a week, a warning is issued and they have a day to answer before they are replaced. Their character then may be killed.
10. Rules may change as time goes on. Be sure to double check now and then.
11. Have fun.
12. My world is law. Follow it.
Based off the Original creator Buio's idea.
Hollowmen are animated corpses magically controlled by a Necromancer. They draw energy from the magic of a Necromancer, and the very life energy of the earth they walk on. Draining life from all nature and leaving devastation wherever they walk. Their bite strength depends on the type of Hollowmen, but most will be able to easily pierce through chainmail so it is best to avoid confrontation from too many. Their very skin decays and carries a virus to infect the living with the Hollow Plague. If it should touch a wound, or any entrance leading into the body, then the living is infected. Depending on the will of the person depends how fast they turn. A weak willed person can change in just a hour, while a strong willed person can maybe perhaps last 72 hours, though those are mostly mages with their own magical energy to help fight it.
It is very difficult to kill Hollowmen, cutting their limbs off or stabbing them do very little. The only way to kill a Hollowmen is to decapitate the head and smash it.
However, the infection mostly infects humans, seeming the intent was more for the human race due to the majority of them within the kingdom of Espir. All races get ill from it, but some may be able to escape certain death. This includes Elves, The Beast, Fairies, and various Magical based creatures. They wi get heavily ill which will include fever, heavy vomiting, and aching joints.
If one should die from a Hollowman, then it takes mere seconds for the freshly dead to rise again as a Hollowman. Hollowmen, are simply mindless corpses, having no shred of the human soul they once had. Yet they do have some sort of intelligence despite being puppets. Some can use swords and shields and various weapons, even build catapults and battering rams.
There are also a variety of breeds of Hollowmen, several mutating into a different breed.
PlagueBearers
Plaguebearers are at times resulted from a mage or person with strong magical potential becoming a plague hollowman. Plaguebearers, while being physically no different from a regular plague hollowman, constantly produce an evil miasma from their pores that is filled with the same dark magic that animates them. This makes them quite dangerous because even being in the vicinity of one, or worse, several, can infect you with the plague virus without you ever having come in physical contact with a hollowman. It is theorized that plaguebearers are what form the core of an Abomination, but his is yet unconfirmed.
Banshee
Banshees are a rare mutation that only occurs in women turned into hollowmen. As their name implies, banshee a capable of giving of a powerful and sustained scream when faced with danger. This scream, on top of being at a volume great enough to sometimes cause permanent hearing damage to anyone too close to the banshee when she starts and forced to endure it for any extended period of time, will summon any hollowman within miles to converge on her location, often flash-swarming whatever humans the screamer may have found herself confronted by.
Orphans
Orphans are, quite horrifyingly, one of the most common mutations. Only occurring in children under the age of 15, Orphans present the possibly most physically drastic mutation outside of the unholy amalgam that is the Abomination. Orphans' skin becomes ashen gray and their very bone structure chances to permit fluid movement on all 4 limbs. Their nails grow into claws and their teeth become fangs. Orphans typically move in groups of 3-5 to make hunting prey easier. Orphans are nimble and incredibly agile when compared to other hollowmen, chasing down prey at shocking speeds. They will typically attempt to swarm a single target at a time from various angles at a time, attacking together after one of their kind has managed to blind the target with a jet of sticky bile. They show significantly more cognitive ability than the regular hunters not only in the way the gang up on prey, but in how they can lay rudimentary traps. If they notice an unwary human coming their way, they will roll up around themselves, looking like rough boulders thanks to their ashen skin and deformed physiology to anyone not paying attention and will uncoil themselves and attack all at once when their target is situated between them. the smaller build of orphans lets them economize on magical energy, but their fast movement and higher thinking makes them use up more energy than normal hollowmen nonetheless, so when they kill a prey their tend to voraciously feed on its flesh, draining every ounce of life energy from it that they can to fuel themselves, as a result, there is rarely enough left over afterwards to create a new hollowman from the remains.
their modified physiology is not without weakness however, their bones are now quite brittle and it does not take much force to break them. Their higher cognitive ability has also made them capable of recognizing danger on some primal level, which has made them into rather cowardly hunters who only attack when they believe they have the upper hand. killing one or two is usually enough to scare the rest off, and attacking a group before they realize your presence will send them into a disorganized panic.
Because they use up so much energy in moving and hunting, they will typically ride on the backs of abominations, hooking onto their flesh with with their sharp claws when the horde is moving from one settlement to another. This both saves them from using energy to walk, and allows them to draw on power generated from the abomination's core. Once an attack on a settlement has begun, Orphans who are low on energy will typically converge on the nearest plaguebearer to absorb the magical energy found in his dark miasma before returning to the hunt. For some reason, Orphans are extremely protective of Banshee and hearing one's scream will send them into a killing frenzy where they will not rest until whatever threatens her is dead, regardless of how many of their own fall.
Abominations
It is still unsure how these hellish creatures are created, some theorize that the black, death-magic filled miasma of plaguebearers has something to do with it, but these speculations have not yet been confirmed. What is known about abominations, however, is that they are thankfully the rarest occurrence of mutated hollowmancreature. They are towering giants, standing at approximately 20 feet tall and seemingly composed of dozens of other hollowmen plus various detached limbs whose flesh have fused together to create one hulking, bipedal monstrosity. They are especially hard to kill because they have no proper 'head' as it were, being a collection of corpses piled together to vaguely resemble a humanoid shape. They instead have a core or 'heart' within their chest that acts as the central generator of the immense amount of death magic that is required for their sustained existence, this is where the theory that one or more plaguebearers is involved in the creation of said core comes from, since the miasma they give off is full of potent death magic. Destroying the core is the only recorded way to kill an abomination, but little other than a well-placed ballista bolt has the potential to even reach the core past the thick layer of flesh and bone, much less damage it beyond use.
Hollowmen are animated corpses magically controlled by a Necromancer. They draw energy from the magic of a Necromancer, and the very life energy of the earth they walk on. Draining life from all nature and leaving devastation wherever they walk. Their bite strength depends on the type of Hollowmen, but most will be able to easily pierce through chainmail so it is best to avoid confrontation from too many. Their very skin decays and carries a virus to infect the living with the Hollow Plague. If it should touch a wound, or any entrance leading into the body, then the living is infected. Depending on the will of the person depends how fast they turn. A weak willed person can change in just a hour, while a strong willed person can maybe perhaps last 72 hours, though those are mostly mages with their own magical energy to help fight it.
It is very difficult to kill Hollowmen, cutting their limbs off or stabbing them do very little. The only way to kill a Hollowmen is to decapitate the head and smash it.
However, the infection mostly infects humans, seeming the intent was more for the human race due to the majority of them within the kingdom of Espir. All races get ill from it, but some may be able to escape certain death. This includes Elves, The Beast, Fairies, and various Magical based creatures. They wi get heavily ill which will include fever, heavy vomiting, and aching joints.
If one should die from a Hollowman, then it takes mere seconds for the freshly dead to rise again as a Hollowman. Hollowmen, are simply mindless corpses, having no shred of the human soul they once had. Yet they do have some sort of intelligence despite being puppets. Some can use swords and shields and various weapons, even build catapults and battering rams.
There are also a variety of breeds of Hollowmen, several mutating into a different breed.
PlagueBearers
Plaguebearers are at times resulted from a mage or person with strong magical potential becoming a plague hollowman. Plaguebearers, while being physically no different from a regular plague hollowman, constantly produce an evil miasma from their pores that is filled with the same dark magic that animates them. This makes them quite dangerous because even being in the vicinity of one, or worse, several, can infect you with the plague virus without you ever having come in physical contact with a hollowman. It is theorized that plaguebearers are what form the core of an Abomination, but his is yet unconfirmed.
Banshee
Banshees are a rare mutation that only occurs in women turned into hollowmen. As their name implies, banshee a capable of giving of a powerful and sustained scream when faced with danger. This scream, on top of being at a volume great enough to sometimes cause permanent hearing damage to anyone too close to the banshee when she starts and forced to endure it for any extended period of time, will summon any hollowman within miles to converge on her location, often flash-swarming whatever humans the screamer may have found herself confronted by.
Orphans
Orphans are, quite horrifyingly, one of the most common mutations. Only occurring in children under the age of 15, Orphans present the possibly most physically drastic mutation outside of the unholy amalgam that is the Abomination. Orphans' skin becomes ashen gray and their very bone structure chances to permit fluid movement on all 4 limbs. Their nails grow into claws and their teeth become fangs. Orphans typically move in groups of 3-5 to make hunting prey easier. Orphans are nimble and incredibly agile when compared to other hollowmen, chasing down prey at shocking speeds. They will typically attempt to swarm a single target at a time from various angles at a time, attacking together after one of their kind has managed to blind the target with a jet of sticky bile. They show significantly more cognitive ability than the regular hunters not only in the way the gang up on prey, but in how they can lay rudimentary traps. If they notice an unwary human coming their way, they will roll up around themselves, looking like rough boulders thanks to their ashen skin and deformed physiology to anyone not paying attention and will uncoil themselves and attack all at once when their target is situated between them. the smaller build of orphans lets them economize on magical energy, but their fast movement and higher thinking makes them use up more energy than normal hollowmen nonetheless, so when they kill a prey their tend to voraciously feed on its flesh, draining every ounce of life energy from it that they can to fuel themselves, as a result, there is rarely enough left over afterwards to create a new hollowman from the remains.
their modified physiology is not without weakness however, their bones are now quite brittle and it does not take much force to break them. Their higher cognitive ability has also made them capable of recognizing danger on some primal level, which has made them into rather cowardly hunters who only attack when they believe they have the upper hand. killing one or two is usually enough to scare the rest off, and attacking a group before they realize your presence will send them into a disorganized panic.
Because they use up so much energy in moving and hunting, they will typically ride on the backs of abominations, hooking onto their flesh with with their sharp claws when the horde is moving from one settlement to another. This both saves them from using energy to walk, and allows them to draw on power generated from the abomination's core. Once an attack on a settlement has begun, Orphans who are low on energy will typically converge on the nearest plaguebearer to absorb the magical energy found in his dark miasma before returning to the hunt. For some reason, Orphans are extremely protective of Banshee and hearing one's scream will send them into a killing frenzy where they will not rest until whatever threatens her is dead, regardless of how many of their own fall.
Abominations
It is still unsure how these hellish creatures are created, some theorize that the black, death-magic filled miasma of plaguebearers has something to do with it, but these speculations have not yet been confirmed. What is known about abominations, however, is that they are thankfully the rarest occurrence of mutated hollowmancreature. They are towering giants, standing at approximately 20 feet tall and seemingly composed of dozens of other hollowmen plus various detached limbs whose flesh have fused together to create one hulking, bipedal monstrosity. They are especially hard to kill because they have no proper 'head' as it were, being a collection of corpses piled together to vaguely resemble a humanoid shape. They instead have a core or 'heart' within their chest that acts as the central generator of the immense amount of death magic that is required for their sustained existence, this is where the theory that one or more plaguebearers is involved in the creation of said core comes from, since the miasma they give off is full of potent death magic. Destroying the core is the only recorded way to kill an abomination, but little other than a well-placed ballista bolt has the potential to even reach the core past the thick layer of flesh and bone, much less damage it beyond use.
Most believe in The Goddess or The Mother who watches over them and brings life into the world while taking care of the souls who have lost their body. There is at least one Church in each town or city for the Goddess. Each Church has the head Sister, the Temple Mother, who teaches younger Sisters and also is the sole person to take care off the Temple below the Church that worships the Goddess. Each Temple containing a large statue of a beautiful woman. The Sisterhood are made up of all women who pray and preach of the Goddess and spread their beliefs and teachings. Sisters are strictly forbidden to have children or a love partner, and can lead to execution. Rarely, Sisters gain the ability to have the art of healing around the age of ten years. In which they are instantly sent to live a life of Sisterhood, by force if necessary. They are considered blessed by the Goddess and must perform their duty to serve her.
Religion History
The Rising of the Mother
The imperial kingdom of Espia is the bed of a great empire that has reached far and wide across the northern half of the western continent.
The reason it is called an 'imperial kingdom' is steeped deeply into the cultural myths of the kingdom. Legend tells that several thousand years ago, Aetluz Misei the first Espia king (and the man after which the kingdom was named) led a mighty campaign of conquest in which he fought all other armies of the western continent (and some stories claim the entire world) and unified their nation under his banner, bringing the world in a golden age of prosperity and peace during his rule.
So mighty was he as a man, that as his body withered and decayed through old age, his spirit remained fierce and untamed, surviving the passing of his mortal coil and continuing to lead his kingdom even after death. The gods were angered that a mortal was daring to transcend death, and sent several of their emissaries to strike down the spirit king and send him to the afterlife, but all challengers could do nothing against the greatness of king Aetluz. Eventually the spirit king challenged the gods themselves to come and take him. Infuriated by his hubris, the gods accepted the challenge and one by one met him in honourable combat. One by one these elder beings fell to his indomitable will. When the last god fell, all the gods had fallen and there was no more to watch over the earth.
The spirit king realized this, and instead took the place as the single God of the world. However after a thousand years, his soul grew more corrupted, the power and responsibility of a God becoming too much for a mortal soul. Famine washed over the lands, the people died of disease and hunger, and no matter their prayers, they came unanswered.
One young woman, the fairest in the land did not worship the King, but worshiped the very earth she walked in. So instead of praying for the spirit king, she prayed to the lifeblood of the earth. She did not pray for her own wealth, but for the lives of the children who were the first to die. She prayed and prayed, wishing to even give up her life if it was to protect the children. The lifeblood of the earth answered her prayers, taking pity on the lives lost due to the spirit king's neglect. So it deemed her a new God, the Goddess of the world. The Mother of the people. For they all were now her beloved children.
The spirit king tried to slay her as he did he other gods, but his will had weakened like his corrupted his heart and her powerful soul aided by the very lifeblood of the earth was more than a match for him. Yet she held no hate for him, and only wished he could finally rest. So finally, the spirit king was put to rest by the kind Mother's hands and returned to the lifeblood of the world. Ever since, the Goddess cherishes the world and all the living beings that live upon it. Worshipped as the Mother who cherishes all and keeps the life flowing.
Religion History
The Rising of the Mother
The imperial kingdom of Espia is the bed of a great empire that has reached far and wide across the northern half of the western continent.
The reason it is called an 'imperial kingdom' is steeped deeply into the cultural myths of the kingdom. Legend tells that several thousand years ago, Aetluz Misei the first Espia king (and the man after which the kingdom was named) led a mighty campaign of conquest in which he fought all other armies of the western continent (and some stories claim the entire world) and unified their nation under his banner, bringing the world in a golden age of prosperity and peace during his rule.
So mighty was he as a man, that as his body withered and decayed through old age, his spirit remained fierce and untamed, surviving the passing of his mortal coil and continuing to lead his kingdom even after death. The gods were angered that a mortal was daring to transcend death, and sent several of their emissaries to strike down the spirit king and send him to the afterlife, but all challengers could do nothing against the greatness of king Aetluz. Eventually the spirit king challenged the gods themselves to come and take him. Infuriated by his hubris, the gods accepted the challenge and one by one met him in honourable combat. One by one these elder beings fell to his indomitable will. When the last god fell, all the gods had fallen and there was no more to watch over the earth.
The spirit king realized this, and instead took the place as the single God of the world. However after a thousand years, his soul grew more corrupted, the power and responsibility of a God becoming too much for a mortal soul. Famine washed over the lands, the people died of disease and hunger, and no matter their prayers, they came unanswered.
One young woman, the fairest in the land did not worship the King, but worshiped the very earth she walked in. So instead of praying for the spirit king, she prayed to the lifeblood of the earth. She did not pray for her own wealth, but for the lives of the children who were the first to die. She prayed and prayed, wishing to even give up her life if it was to protect the children. The lifeblood of the earth answered her prayers, taking pity on the lives lost due to the spirit king's neglect. So it deemed her a new God, the Goddess of the world. The Mother of the people. For they all were now her beloved children.
The spirit king tried to slay her as he did he other gods, but his will had weakened like his corrupted his heart and her powerful soul aided by the very lifeblood of the earth was more than a match for him. Yet she held no hate for him, and only wished he could finally rest. So finally, the spirit king was put to rest by the kind Mother's hands and returned to the lifeblood of the world. Ever since, the Goddess cherishes the world and all the living beings that live upon it. Worshipped as the Mother who cherishes all and keeps the life flowing.
Only one class for one person. They are gender specific but not restricted to. Preferances of gender will be listed, but if you give a good history of why they are that class, they may be accepted. Although it is preferred to follow the setting given for the classes, since in the first post I will take your characters and position them in the starting point, you are allowed to give your own background and reason why they are at Sharlton during the time of the zombie attack.
Or if you want your own specific class that's fine as well (just the amount of people allowed will be the same as the amount of classes below) just give strengths and weakness's and weapons specifics. You can't have someone be able to do everything ya know.
Races may very. Dwarves, Elves, Humans. Though your free to give ideas of some you want to be and explain them.
The Guardsman- You have been a soldier all your life and lived a pretty normal life protecting the city of Sharlton. You grew up, started a family, and worked your way up the ranks. Everything was fine, until the horde strucked. You prefer medium armor and favor swords and shields. Pretty balanced in speed and strength but also cunning in tactical advantage.
The Thief- You grew up in the streets of Sharlton, and the notorious criminal for the past few years. Often ending up in a jail cell by The Guardsman but always managing a cunning escape. You favor light armor and daggers. Quick witted and quick on your feet. But not the strongest and prefer stealth over up front confrontation.
The Huntress(Female)- You are a independent strong woman who doesn't take orders from anyone. Growing up in the wilderness, you are in tune with your surroundings and have a vast knowledge in nature. Coming to Sharlton to repay a favor to The Guardsman, you find yourself in a dangerous situation. You prefer light armor, spears, and bows and arrows. Knowledge in tracking and herbs, you are excellant at long and medium range combat but not so well up close. You are fast and strong, but you do not have a lot of defense and easily injured.
The Sister-(Female Strictly) You are a sister of the Sisterhood and woreship the Goddess wholeheartily. Truly believing and having a strong faith. You bring morale to the soldiers and offer reassurance. You are unique, being gifted by the Goddess with the power to heal wounds. However, you do not have any means to defend yourself. Sisters are pacifists and do not partake in violence. You are easily defenseless. They only wear leather under their robes, sometimes chainmail(though it is useless against Zombie bites, only providing a little extra padding. Some Zombies easily ripping into it)
The Templar(Male)- Guardian of the Sisterhood, your duty is to protect the people. Your focus is to be sure to protect and keep The Sister alive. You favor heavy armor and large weapons (Great Axes, Great Swords, Hammers). You are incredibly strong but horribly slow. You favor up close encounters, usually easily able to take on anyone face to face but you have a hard time handling long range opponents.
The Sage- The city's scholar, you spent most of your time reading. Even learning to cast spells such as fire and ice. You are smart and strategic and able to cast magic, but you have no armor and you are completely defensless if someone attacks. Your magic is long range and you prefer standing a bit away from actual combat.
The Adventurer- You are a free spirited individual who travels all across lands to explore the vast mysteries it holds. Although you are not exactly a combat specialist, you are charismatic and know your way around. Easy to talk to and smooth speaking. You tend to inspire others through thick and thin. Clever and quick witted, and you know basic cooking and survival skills. You find yourself in the town of Sharlton at the wrong time.
The Executioner- You are a experienced Executioner, used to handling executing criminals, smithing weapons and armor, and using heavy weapons. You are able to carry the heaviest of weapons, the heaviest supplies, and forge and repair weapons and armor at a forge within towns. However, you are not the brightest person, and do not have the knowledge nor the experience to wield lighter weapons. Also having very little armor, despite being able to deal heavy amount of damage.
The Beast-You are a four legged beast the size of a tiger. You are intellectual but have been locked up within the Jail after being captured. You are strong and fast, prefering up close combat but not favoring long range combat. You have some magical capabilities that are used for close range. Is immune to infection, but does get quite ill when bitten.(Currently unavailable)
Or if you want your own specific class that's fine as well (just the amount of people allowed will be the same as the amount of classes below) just give strengths and weakness's and weapons specifics. You can't have someone be able to do everything ya know.
Races may very. Dwarves, Elves, Humans. Though your free to give ideas of some you want to be and explain them.
The Guardsman- You have been a soldier all your life and lived a pretty normal life protecting the city of Sharlton. You grew up, started a family, and worked your way up the ranks. Everything was fine, until the horde strucked. You prefer medium armor and favor swords and shields. Pretty balanced in speed and strength but also cunning in tactical advantage.
The Thief- You grew up in the streets of Sharlton, and the notorious criminal for the past few years. Often ending up in a jail cell by The Guardsman but always managing a cunning escape. You favor light armor and daggers. Quick witted and quick on your feet. But not the strongest and prefer stealth over up front confrontation.
The Huntress(Female)- You are a independent strong woman who doesn't take orders from anyone. Growing up in the wilderness, you are in tune with your surroundings and have a vast knowledge in nature. Coming to Sharlton to repay a favor to The Guardsman, you find yourself in a dangerous situation. You prefer light armor, spears, and bows and arrows. Knowledge in tracking and herbs, you are excellant at long and medium range combat but not so well up close. You are fast and strong, but you do not have a lot of defense and easily injured.
The Sister-(Female Strictly) You are a sister of the Sisterhood and woreship the Goddess wholeheartily. Truly believing and having a strong faith. You bring morale to the soldiers and offer reassurance. You are unique, being gifted by the Goddess with the power to heal wounds. However, you do not have any means to defend yourself. Sisters are pacifists and do not partake in violence. You are easily defenseless. They only wear leather under their robes, sometimes chainmail(though it is useless against Zombie bites, only providing a little extra padding. Some Zombies easily ripping into it)
The Templar(Male)- Guardian of the Sisterhood, your duty is to protect the people. Your focus is to be sure to protect and keep The Sister alive. You favor heavy armor and large weapons (Great Axes, Great Swords, Hammers). You are incredibly strong but horribly slow. You favor up close encounters, usually easily able to take on anyone face to face but you have a hard time handling long range opponents.
The Sage- The city's scholar, you spent most of your time reading. Even learning to cast spells such as fire and ice. You are smart and strategic and able to cast magic, but you have no armor and you are completely defensless if someone attacks. Your magic is long range and you prefer standing a bit away from actual combat.
The Adventurer- You are a free spirited individual who travels all across lands to explore the vast mysteries it holds. Although you are not exactly a combat specialist, you are charismatic and know your way around. Easy to talk to and smooth speaking. You tend to inspire others through thick and thin. Clever and quick witted, and you know basic cooking and survival skills. You find yourself in the town of Sharlton at the wrong time.
The Executioner- You are a experienced Executioner, used to handling executing criminals, smithing weapons and armor, and using heavy weapons. You are able to carry the heaviest of weapons, the heaviest supplies, and forge and repair weapons and armor at a forge within towns. However, you are not the brightest person, and do not have the knowledge nor the experience to wield lighter weapons. Also having very little armor, despite being able to deal heavy amount of damage.
The Beast-You are a four legged beast the size of a tiger. You are intellectual but have been locked up within the Jail after being captured. You are strong and fast, prefering up close combat but not favoring long range combat. You have some magical capabilities that are used for close range. Is immune to infection, but does get quite ill when bitten.(Currently unavailable)
Name:
Age:
Class:
Race:
Appearance: (Picture preferred but Two paragraph description is fine as well. Or both)
Weapons:
Armor:
Height:
Likes:
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History: (At least Five paragraphs)
Personality- (At least one to two paragraphs)