Name: The Lady Amalthea (Yes, I will be rping my name sake) Race: Unicorn - Disguised as human Apparent Age: Early 20's Actual Age: Cannot remember Appearance: Profession: Lady of King Hagards Court Possessions: None but her clothing Skills/Magic/Talents: Healing, fearlessness when in danger, agility, elemental manipulation Demeanour: The Lady Amalthea is a quiet and soft spoken woman wise beyond her years. She will be reserved and seemingly timid but more oft than not she is just being reserved and stand offish. History: Amalthea remembers nothing of her life as a unicorn for she went into hiding long ago. She is plagued by dreams of her years before she touched by humanity that wake her in the night. Over the last year she has been a member of King Hagards court and though not a prisoner there she does not know where else to go other than wandering the near by village at the base of the castles standing upon the high cliff above the ocean below.
Name: Wallace Fletcher never Wallace. He rarely allows people to call him Wally. Usually just Fletcher Race: Human Apparent Age: 24
Appearance:
Profession: Thief Possessions: A pair of long daggers. Lockpick Kit Climbing gear
Skills/Magic/Talents: Master Thief: He is the type to break into a lord's mansion and leave with just about everything that isn't nailed down. He never robs the poor and honest. There is no sport in that. He was trained for almost 13 years, so he knows what he is doing.
Enhanced Body: There is something different about Wally. He is a bit faster than the average human and stronger too. Perhaps it is magic.
Trained Fighter: Wally was trained to fight by his mentor. Its a bit dirty but that's how it is on the street. Demeanor: There are two faces to Fletcher. During the day, he is carefree and happy. He cracks jokes as the bartender everybody loves to talk to. Drunks tend to tell the truth. He uses that intel to figure out his heists. As soon as night falls, he changes attitudes. He does his mission not matter the cost as long as he does not kill an innocent to serve his mission.
He is most at home in the lower quarters of a city or among the common people. He can make friends and allies with people like that. He shed his noble background but seems to turn back into his more noble persona.
History: Wallace was born Wallace Gladgers. House Gladgers was a rather powerful noble house and that bothered the other Houses of Queensport. When he was 11, the nobles of the city decided it was time to exterminate the entire house. So they sent the Guard to kill them down to the last servant. However they did not catch Wallace since he had escaped deep into the city. He was eventually found by a retired thief, Ben Fletcher, who trained him in the ways of a thief. He gave his apprentice a pair of magical daggers that would never rust or get dull. He also gave him his last name since Gladgers was no longer a name anymore. Wally Fletcher would have to get revenge on his own. Wally started his own jobs when he was eighteen and works at the Rusted Daggers as his cover.
Name: Carver Race: Fae Entity That Appears Human Apparent Age: 22 Actual Age: ?? Appearance:
As a human, Carver appears as pictured above. In his true form, he looks much the same, though he never takes the armor off, his eyes glow bright blue, and he is positively radiant with golden light. A more interesting change occurs with his horse, August - ordinarily, he appears as a simple brown stallion, trained as a war horse. In his true form, his pelt becomes a glowing golden, while his mane transforms into wisps of blue energy. Profession: Knight Errant Possessions: His heavy plate armor, his sword and shield, his warhorse, and nothing else. Skills/Magic/Talents: Carver is gifted in the art of combat, using his sword and shield as a master would. He's also a quite capable horseman, jouster, and tactician, as well as having a knack for basically any martial talent one could think of. Though he's unaware of it, he can also magically manifest Fae warriors to aid him in combat. They appear as generic, faceless knights and men-at-arms who just happen to be glowing with golden light. They will obey his commands unhesitatingly (they won't kill an innocent or do anything overtly amoral, but then, he'd never ask them to) and vanish completely once he dismisses them or they are struck down. He can only call upon them when the open sky is above his head, and when summoned, they will appear in front of him and await his orders. In his heyday, he could summon whole armies of them, though diminished as he is, he'd be lucky to summon one or two - if he even knew that he could. Demeanour: Carver is the quintessential knight - he is obsessed with justice, honor, courage, and compassion. He's a compulsive do-gooder and sometimes a bit of a stick in the mud, and his mannerisms will likely seem strange to some, but he is really, fundamentally a good person out to spread good into the world. History: Seven months ago, Carver awoke with no idea who he was or what he was doing. The only thing he could remember about his past was a purpose: protect the innocent. Fight the good fight. Since then, he has wandered across the land in an attempt to further this goal. He has fought bandits, slain wild animals, and even assisted in smaller tasks and errands when the need seemed great, seeking to do good in the world regardless of the scale.
Name: Mira Mokosh Race: Mermaid changed into a human Apparent Age: Late teens, early twenties Actual Age: 100
Appearance: Mira was and still is a young woman of traditional beauty. She has rosy skin with a scattering of freckles across the center of her face. High cheekbones and a finely shaped nose and lips along with long flowing hair. Deep and striking eyes which seem to shift between green and blue never truly settling for either. She is petite and has a womanly figure.
Profession: Pearl Diver
Possessions:
A small silver knife, made to open oysters and other kinds of shellfish.
A silver comb of fine craftsmanship, decorated with swirling vines and flowers.
Skills/Magic/Talents:
-Longevity: Mermaids can’t die from old age and despite being changed into a human many years ago Mira retained her longevity.
-Swimming: Mira is a great swimmer, a remnant of her life spent in the ocean. Shortly after she became human she discovered her natural talent for swimming and diving. When searching for oysters she can hold her breath for multiple minutes using special techniques while also being able to withstand the low temperatures of the sea water.
-Singing: Another echo of her past life. Mira has a beautiful singing voice which she rarely uses. Only while she’s working she’ll sing to herself. The songs are often incredibly sad and filled with melancholy. There is something otherworldly about her voice that draws people in. If she wanted to she could probably provide for herself as a singer and make a decent living.
Demeanor: Mira is a very kind and gentle soul that wishes no harm to anyone, but there is a wistful sadness to her that often makes her seek out solitude. She’s been hurt deeply and hasn’t allowed herself to be very happy for much of her human life. She has a childlike curiosity about her which always makes her want to learn new things, yet there is a wisdom in her words of a life lived. A human life that is. She often speaks of things a seemingly young girl like herself couldn’t possibly have any idea about. She finds comfort in her work as a pearl diver and enjoys the quiet life in the coastal town she currently resides in.
History: Mira’s life as a mermaid is a distant memory, a past life. Her new life began when she became human. Of this life she remembers everything very clearly and its these memories that she returns to every time. She is a woman of the past, who longs for what was. The reason she wanted to become human was to be with a human. It was love at first sight and it filled her heart with joy. But life as she had imagined it turned out very different to what she’d expected. She had been very young and naïve and as a result she lived with regret for many years. She currently resides in a small town near the coast trying to live her life in peace, struggling with her past and a longing for a life she’s all but forgotten.
Name: Ramia Kastagir Race: Dragon, disguised as a human Apparent Age: 28 Actual Age: 300's Appearance: Ramia stands at just below 6 feet and is quite broad shouldered. Her overall physique could easily be called athletic.
Her left arm has a long scar running from the knuckles all the way to her elbow and she has noticeable difficulty moving the index and middle fingers of that hand. Ramia's right hand lacks the very tip of it's middle finger and the palm also has a barely noticeable scar.
Her eye color varies between green and blue depending on how sunlight hits them.
She keeps her black hair is cut short from the front and the slightly longer back part is kept in a ponytail that barely extends to her shoulders.
Ramia wears comfortable clothes that do not hinder her movement - a simple white silk shirt with long sleeves, a pair of gray - admittedly quite form fitting - pants and black leather boots that extend just under her knees. Around her waist she has a belt from which hang a parrying dagger on the right side and a very finely crafted single shot pistol on the left. Also hanging from the belt is a small coin purse, a bag with few paper cardriges and a single left handed leather glove with thin metal plates covering the knuckles and the back of the hand.
Profession: Gunsmith Possessions: All kinds of tools needed in smithing A well crafted single shot pistol, a parrying dagger, pouch with a few coins, A deed to a small workshop.
Skills/Magic/Talents:
Exceptional Gunsmith, above average skill in swordsplay, quite good at haggling
Nimble feet, sharp eyes and great reflexes - If not caught completely off guard Ramia can dodge, or even catch arrows and other such projectiles. Munitions from firearms however are too quick for her.
Ramia is also very durable and strong for someone of her size - so strong in fact that her human body can not quite handle draconian strength. If she is not concentrating she might end up breaking her own arm while punching someone too hard for instance.
Demeanour: Ramia is a woman of few words and has a very dry sense of humor. She is also rather impolite at times towards people she doesn't know or trust - however she is also a stalwart ally to those she deems as her friends.
History: Ramia doesn't really remember that much of her past anymore - she still knows where she came from and even remembers her parents to a shady degree. However there are already huge gaps in her memories and she has decided to stay in one place since in her opinion staying instead of travelling makes it easier to remember. So one day she just sort of appeared and set up a small workshop - first making just farming implements for selling, but the people around her soon noticed her ability to craft surprisingly accurate firearms and so she turned a hobby to a job.
Actual Age: She isn't quite sure, but she guesses somewhere around 200 or so years old.
Appearance:
Profession: Florist / artist
Possessions: - an impressive collection of art supplies, mostly including pencils, brushes, and paints. - an old, silver saber.
Skills/Magic/Talents: - Advanced senses: Ein has an exceptional sense of hearing and smell, as well as keen reflexes and a surprising amount of agility and stamina, though she isn't too terribly strong, so it is mostly reserved for running. - Electrical Manipulation: Ein is able to generate a small amount of electrical shock. Its enough to stun a normal human, maybe even kill them if she tried, but anything further becomes too taxing on her body, so she avoids overdoing it. - Longevity: Jackalope age very slowly. One hundred years could pass and it'd merely feel like a decade or so for her. - Swordplay: Ein is half decent with a saber, though she can't entirely remember where she learned the skill from. - The arts: Ein has a good eye for aesthetics and is incredibly creative. Most practiced with pencils or paints-- prefers doing landscapes.
Demeanour: Ein is a reserved and calm person, rarely displaying her inner emotions and leans more on the cautious and independent side. She has a keen eye for detail, and isn't easily fooled or persuaded by others. Despite her more distrusting side, she often acts kindly and almost motherly towards others, and prefers to keep herself and those she is fond of out of direct conflict. Surprisingly, she has an oddly dark sense of humor, and can act quite playful if shes comfortable enough with someone.
History: Ein cant entirely remember when she became trapped in a human form, or even how exactly it happened to her. All she can really remember are a few vague memories of her life before and the undeniable feeling that this form is not her own. Despite being sure she wasn't originally human, she often doubts the foggy images in her head and the validity that they hold over her past existence. Since finding herself like this, she's taken up the quiet life of a artists and florist, residing in a small cottage located in the forests near the coast. It isn't too far from town, where she often travels to sell bouquets and assorted paintings. Though she spends most of her days reading history books or creating art in peace, she sometimes finds herself searching restlessly for clues to her past, unsettled by the blankness that blankets her memories.
Possessions: (1) Hardened leather armor of an outlandish design. (2) A dark elf falchion that has been passed down his family for generations; it makes a keening cry as it cuts the air which most people find disconcerting. (3) A chipped talisman inscribed with the seal of his clan. (4) A satchel with food and a few coins of varied materials.
Skills/Magic/Talents:
Venomous Gaze: When Mazen activates this ability, making eyes contact with an enemy can give them a paralyzing sense of terror, but it can only be used on one person at a time.
Earth Meld: Mazen can disappear into nature, melding with anything from trees to rocks, to disguise his presence.
Dark Elf Senses: Mazen has great night vision and a keen sense of smell and, to a lesser extent, hearing.
Dark Elf Swordsman: Mazen is skilled with a sword, and has trained with techniques known only to his people.
Demeanor: Mazen moves with the tension of a coiled spring, carrying himself like a predator wary of ambush. Despite that, any experienced swordsman or martial artist who laid eyes on Mazen would see that he has a grace to his stride which only comes from vast self-assurance.
History:
Mazen was born amidst a small clan of his people in a swamp that they had dwelt in for time beyond reckoning. His people were withered, but proud. When humans expanded into their swamp, clearing away vegetation to plant more crops, they two peoples did not take kindly to one another. Hunters contracted by the humans set about capturing or exterminating the remaining dark elves, a fate which Mazen narrowly escaped. He has spent the many years since on the road, escaping persecution through both violence and cunning, as he searches for the remaining clans of his people.
In the few instances he has encountered those who saw through his inhuman heritage to the skill beneath, he has accepted work as a bodyguard when the price was right.
Appearance: To those who cannot see she appears to be just a woman with long brown hair.
Profession:She's an herbalist
Possessions: A book of different plants random pouches
Skills/Magic/Talents: Navigation, great with many animals, magical plant growing abilities, can help or doom lost travelers.
Demeanour: Otelia is usually fairly carefree. She loves to dance, sing, and most forms of merry-making. She despises rude people but has a fascination with people who can play music. She also loves shiny things and most foods. Otelia might be awkward around people, but they mostly chalk it up to her spending most of her time in the forest gathering herbs.
History: Speaking of the forest, her spending so much time there helps her retain some of her memory. She is aware of what she is, but there isn't much to remember. She has spent most of her life in the forest, and come across random travelers at times. However she can't seem to recall any note worthy events.
Name: "Jericho Kaite" (Kaitra J. Elzbrn) Race: Half-Elf Apparent Age: 25 Actual Age: 55
Kaitra stands at 6'5 with an extra 1.5-inch heel to her boots.
Professions: Marauding Black Knight, efficacious associate of a 'flower girl' Equipment -Steel roundshield (blacksteel front with signs of a crest that had been pried out and filed down to unrecognizable scuffs) -Masterwork thin-build claymore -Silver shortsword (sheathed in shield) -The remnants of The Black Knight of Ispar's Thornplate and shield
Left-Handed - Most combat styles are meant to combat against right-handed wielders. The left-handed combat style can sometimes catch humanoid-type opponents off guard.
Hearty- Being born and raised in the cold of Ispar, Kaite has undergone strenuous sparring and is disciplined to shrug off most superficial injuries as well as hosting a stark resiliency to cold. Kaite is surprisingly strong and agile for her build (You won't see her doing much acrobatics, but a 1v1 fight is greatly discouraged)
Elven lineage- Elves learn at a young age of their detachment from the dreamlands. Forced to enter a trance state to sort their emotions and memories, Kaitra has retained a firm hold of her memories. = Eyes rapidly adjust to lower light settings although pitch black is still pitch black.
Brawler Stance- While Kaite is most lethal with a shortsword in her offhand, she often substitutes with her shield to serve the purpose of a weapon as well as its obvious defensive advantages. By assailing foes with stunning bashes and punishing punches with the spiked pommel of the lock-sheathed shortsword, the greatest threat remains to be the keen edge of her claymore...assuming her enemies can stay focused long enough to defend themselves from the rapid and calculated vorpal stabs.
Skirmisher Stance- Drawing her shortsword after latching her shield to her backplate (Covers the shoulderplates and up, connecting to her pauldrons(The addition of the shield protects her flank)), she often opens engagements with this stance with powerful sweeping strikes with her claymore and following up with offhand slashes to punish reeling foes. Of this stance, her favourite tactic is to catch unwary or underprepared targets with a flurry of stabs in the hopes of overwhelming the target and ending the encounter as quickly as possible. Capitalizing on deep strikes, Kaite often follows up with stunning shoulder/hip(or pecks from her visor) bashes which utilize her armor's spikes before aiming to finish the fight with a full-body slash from both weapons, simultaneously.
Demeanor: Brave if not a pinch foolhardy, Kaitra's chosen exile and lack of meaningful communication in the process has made her a little socially awkward. Slow to get jokes, though toting her own morbid sense of humor combined with the way she carries herself, she can be unintentionally off-putting at times. She believes herself to be on the side of good, although the long term manipulation from her cursed armor has done wonders to skew how she perceives the world. Aimless and hopeless are words worth mentioning; without family, home or reason, her mission to 'redeem' herself has led her into fairly unsavory endeavors that left her callused to the main staples of chivalry. The guilt, shame and ensuing isolation led to her eventual fall and possession by her armor.
There began a legend in the frozen reaches of the province of Ispar some twenty years ago; a romance between a scholar of renown and a blacksmith. I remember watching mother train father with the sword. Sometimes the bark of wooden swords upon each other would wake me in the morning and I would watch their dance. He wasn't much, physically, heh...but he loved to cheat. With his magic, that is. The air would ripple as what would cost him the duel turned into flourishes that mother wasn't even capable of. Love bound them, even after my brother was killed by the guard over petty theft. I didn't see much of father after that, and one day, he simply never returned. Mother told me that he had left to settle the score with the man who put my brother up to the task. Soon afterwards, she wished for me to let her train me to be as good of a knight as father had come to be, so that I may use it to do good unto the world where evil would manifest as your friend from birth... I'd received my fair share of lumps and scratches from training, but I wore them like medals. I knew what I was doing, and so did the guard who thought I could benefit more from 'proper' training. Unlike my classmates, my first kill didn't come until it was far too late for me to learn the weight of my actions.
There was a rumor of a man clad in ebony black steel who wielded both sword and magic to accost students who hoped to make pilgrimage to the universities of Ispar. Convinced that the lead I had was solid, I hunted the rogue knight. I was certain, at first, that is was just a spook story of a bandit chieftain...until I was knee deep in my men's blood and charred remains. Every swing the man took was deliberate and calculated, though I was never harmed. This was a mistake I capitalized on...and a mistake on my end which proved to be my own undoing. There did lie in the suit of steel, my father. I was so foolish, barely over myself to be able to hear anything he said. Angry, ashamed...I rejected him in the moment. I'm sure he had a reason for his actions. Rage against the town and wanting to ward off travelers in the hopes to cripple the economy? Senile descent? Inlaced evil? Some combination? Before I could collect myself enough to ask, he was gone...leaving me in a field of scarlet-stained snow and a half tattered suit of my father's armor. I stole what I could...and that's how the story truly ends. There was no heroic death and sacrificing of a maiden soul to appease a demonic debt. No heads on pikes...and no songs that could do the event justice. The mystery simply left with me, and my ice and snow veil the truth forever. Her travels from port would lead Kaite through various odd jobs dealing with bandits along the way where her craft was more thoroughly honed. Ultimately, she seeks redemption for a family name she has long since abandoned. Lack of most motivation, she's partially given in to the will of the armor to seek out challenges. Wherever they may hide, and wherever her subconscious can be manipulated to look.
Name: The Black Knight of Ispar Encounter: Frost leeches the green from the flora of the clearing where a lone figure stands, leveling a sword in slow but deliberate motions. With the crunch of icy dew underfoot, the figure sways drunkenly, abandoning their stance to contort. Leaning back, the glint of blue teases a hint of the knight's features before narrowing their eyes to a glare before their visor snaps shut on its own. A popping noise resonates from the trees and the ground, itself, as the frost that once permeated the area pulls up their greaves and coats their armor. Branches fall from the mangled trees having been exposed to the snap frost and what had once been an albeit lush section of the forest rapidly wilts and dies in the process. Their body follows the motions as they turn towards the group, clanging their sword against their shield with a dull chime. The frost blows away in a soft cloud of steam which traces along a nearly invisible cuirass that begins to manifest as an ink-black aura, distorting the air around them as they raise their sword and shield and approach to engage. The darkness from the cuirass spreads across the rest of the figure which steeps wisps of black mist. "P-please...please stay back..." they groan in a hopeless tone layered with over-recited lethargy.
Moves Aggrieve - The knight opens the engagement after being acknowledged by their target with a charge leading up to a concussive shield bash aided by the spikes of their armor to separate the most intimidating challenger from the others. This may be followed up with wide swings to attempt to antagonize as much of the party as they can reach. While not very powerful and shaky with a lack of motivation, the sword is still quite sharp.
Echos of Guilt - While magic still does damage to the Knight, the spirits in the armor feed off of magic essence to the point of being released in a close blast of darkness and frost. This is mostly focused in a wide cone from their shield focused on nearby melee combatants and is followed up by 'Accost'.
Accost - Towards the middle of the fight, the Knight tosses their shield into the air, grabbing the handle of the sword sheathed in the shield. From here they single out a healer or nearest caster (or any that resonate with divine energy) to pitch the shield at in the attempt to disorient them long enough to set up for a full-body uppercut from their longsword. The move leaves the Knight open while recovering from their own swing, although now they are in their preferred stance.
Eol Repth - Towards the end of the fight, the mist blows away into a localized fog for 1 round before being drawn in, healing the Knight. However, this exposes the cuirass...and the eye in the middle of its chest. Defeating the armor by utilizing the weak spot banishes the spirit, releasing its hold on Kaitra.
A meek amount of life is pushed back into the terrain. It will take time, but maybe the scar of this day will be healed by nature's perseverance. Abandoned by her power, rejecting her for her defeat, Kaitra is weakened until able to 'prove herself' to the armor. This is a process that may never happen, again.
Name: Amon Race: Human Appearance Proffesion: Court Scholar and Mage Possessions: A number of ancient tomes, scrying glass, quill and ink, molter and pestle, single sword Skills/Magic/Talents: Master of Many Tongues: Through his service to many courts, and his long studies Amon has become fluent in many languages, and has become a good rhetorician.
Biomancer: Amon is able to use his magical talents to manipulate the biology of those around him. He can heal wounds and other ailments, enhance inherent biological traits or manifest the raw electricity of his nervous system as lightning against his opponents.
Foresighted: Amon is able to read the future to a limited degree. By focussing his talents and using his scrying glass he is able to discern some elements of the immediate future. His visions are by no means obvious things, often shrouded in symbolism that will take him some time to decypher. However this is not an ability he will use lightly, the toll it takes on him is great and he is fearful of mockery and scorn if he proves wrong.
Demeanour: Amon is a quiet sort, long hours of study have left him extremely articulate, however he has not made much use of his skill with rhetoric. There are few things he enjoys more than exploration and learning being an extremely inquisitive soul. When he isn't studying he can usually be found diligently practising with his sword Mephret or practising the use of his powers (although he always does the latter in secret). Above all else though Amon is an honourable man, who values trust and loyalty before all other virtues.
History: Born the son of a merchant Amon's home was destroyed and his family enslaved when he was very young. When he was 6 he was smuggled away from his captors, but his parents were killed in the attempt.
Following this incident he went on to study at the Great Library of Maldran. Here Amon developed his skills as a scholar learning to read and write and spending much of his time in lengthy study.
At the age of 21 he left the library and came to serve the masters of many noble houses selling his skills as a scholar and interpreter. Misery struck his life once more at the age of 24 however, when his master was assassinated before his eyes. Amon attacked the assassin assailing him with a volley of lightning and almost managed to kill the attacker who narrowly escaped. Following the event he was ordered to leave the household however, for the family blamed Amon for the masters death (Amon realised they blamed his powers, and since that time has tried to keep them hidden).
Subsequently Amon has wondered the country adventuring and doing small jobs to get by, he has found himself evermore reliant upon his skills with a sword, but is hesitant to use his powers even in self defence.
Actual Age: 200...ish..she lost count around then.
Gender: Female(Duh)
Appearance: The above picture is reference to her hair/facial features.
This picture(Thanks to Guilty Spark) is her clothes: In addition to the picture she wears leather boots and leather finger-less gloves that have thick metal plates on the knuckles. For punchin', of course.
Profession: Assassin/Thief.
Possessions: She has a dagger hidden in her left boot, a gold heart shaped necklace that hangs around her neck, and a 16 inch longsword she keeps in a sheathe on her back. She also has a coin purse full of a number of coins, ranging from bronze to gold attached by a string to her right wrist.
Skills/Magic/Talents: Anya is an expert assassin, her skills honed ever since she was turned so long ago. She prefers stealth above all when on a mission. She is stronger as well as faster than humans and some of the other mythical races as well. She also seems to have picked up some form of a 'charm' ability, wherein with enough convincing(which usually isn't much) she can trick and deceive almost anyone into doing almost anything she wants, which includes luring them into a trap to easily kill them.
Demeanor: It depends, really. When on a mission she's as serious as can be and prefers stealth above anything. Outside of work, she is a completely different person. Happy, care-free, completely random and slightly sadistic. She's generally nice to friends and nice when you get to know her.
History: Anya was turned, and rather violently, over 200 years ago. She was walking home and it was late at night, working on a farm the house was rather far from the field she usually played in. She doesn't remember much of that night, nor much of what happened. She only remembers waking up in her bed the next day feeling...strange, changed. She continued her daily life for the next few weeks, trying to suppress a new found urge she didn't know how to fix.
Another week passed, and then it happened. She slaughtered her parents, draining them completely of blood and massacring them. She was horrified, yet, strangely happy. She felt great, REALLY great. Especially now that the burning at left the back of her throat. She fled her house, however, taking what little money her family had and running as fast as possible. She knew that she'd be hanged, burned, or worse for what she did if it was ever found out.
She wandered from city to city, village to village, stealing and killing before moving on. A hundred years passed, and she'd amassed a small fortune for herself. She also found out that she had quite the knack for killing and stealing, and decided to make a job out of it. She offered her 'services' to others, who gladly accepted. The work paid well and she enjoyed doing it.
Another hundred years passed, cue present time. She was one of the few mythical who remembered her past and reveled in it, down to each tiny little detail. She of course, never gave up her job despite having enough money to retire a long, long time ago. It was just to much fun.
Flaws: Weak to silver, decapitation will kill her. In light of that, she's a daywalker.
Nicknamed 'Dusk', this well-made shortbow has been extremely well constructed of decent willow. Its string is made from exceptional boar sinew, it's a fairly rare material around these parts of the world. The limbs have been decorated with masterful paintworks and end in long points shaped like dragon heads. The handle is wrapped in rare hide and decorated with symbolic writing.
The narrow quiver is made from light leather and is supposed to be worn around the archer's back. The outer side has been decorated with silken ribbons, which seems to mean a lot to the archer.
In the hands of a trained archer this bow is capable of firing arrows up to 154 meters while still retaining lethal power. The arrows paired with it are long and sleek, and are carved with intricate patterns. They are a red colour with golden tips and silver feathers. When fired, the arrows make a soft sound whilst going through the air, almost like a whisper.
- Sword -
A long, thick, straight blade made of silver is held by a grip wrapped in fairly common, navy blue goat leather. With a single, sharp edge this weapon is the perfect choice for slicing and dicing while also offering you a way to effectively block attacks.
The blade has a broad, straight cross-guard, creating the ideal weight balance to allow for smooth and accurate swings with this blade. The cross-guard has an ornamented spider on each side, this weapon is clearly meant to be taken care of with dedication. A fairly small pommel is decorated with gilded linings, no expense is spared for this gorgeous weapon.
The blade itself is engraved with a small, blue gem at the bottom of each side, that glints in the light when in battle. Also on both sides of the blade, the words "memento mori" are engraved above the gem.
- Shield -
This reinforced sharp heater shield, made from ebonsteel, offers unyielding protection, especially against piercing attacks and slashing attacks. Not the work of a mere amateur, as this shield was forged by fury dragonkin in an ancient workshop.
The shield's edges are augmented with metal rings and have been decorated with feather-like metalwork. Its center is ornamented with painted symbols and small scrolls attached with wax.
It's clear this shield stood the tests of battle. Dents, scratches and scorchmarks made by who knows what leave mementos of beating the odds, but one this is for sure: this shield isn't done serving just yet.
The flag is made up of two vertical stripes and a circle in dark brown, dark purple and dark gold. Its emblem consists of two eagle claws with a droplet on either side, joined together by a haze of fire that surrounds the circle in the centre. The emblem stands for Dune's anguish, his misfortune and his pain.
- Medium Satchel -
A medium-sized satchel Dune normally wears over his shoulder. It is made of a hardened leather, and has a wolf emblem etched into it. It contains two pieces of rabbit, a small piece of venison and a small pouch made of deer hide that carries his coins.
Skills/Magic/Talents: Shifting Luckily, since Human form is a part of a Shifter's cycle of forms, Dune still has his Shifting abilities.
Strength Due to his Alpha-to-be training, Dune has higher strength and endurance than the average human being. He can't instantly snap a bone, of course, but still strong enough to do some damage.
Healing Though not as good as it once was, Dune still retains a part of his healing abilities. He can't, however, heal a severe wound or burn. He is now also vulnerable to other metals as well as gold.
Animal Instincts Dune has exceptional hearing and a keen sense of smell, though not surprising. He is able to follow a scent trail like a wolf, also, and has above average reflexes, making him able to catch an arrow.
Demeanour:Dune is quite an independent man, though not surprising since he doesn't speak a word of English. This means he doesn't know the sense of companionship, so feels quite alienated away from his Pack. He is, however, loyal and forgiving, but not too confident around other species due to his upbringing. It is, in a way, like the relationship between man and ape.
History:Dune remembers only small segments of his memories (four years can be like a lifetime for Shifters), and even then has had to write them down in the hopes that he can grip onto the past. The main parts he can remember are pivotal moments of his life, like his first ever kill, the first time he shifted, and being trained and taught by his father. He occasionally goes back to this little journal and jots down recounts of his days, just so he can look back upon them. At one time he had to write down the abilities he had to remind himself they were there.
As seen in this picture. Zhar'Ryk stands at an impressive 6'8", 240lbs with a lean but muscular physique. He has a very toned body however with the years that have been forgotten, his body is also covered in scars and burns marks, including one that goes over his right eye and angles down towards the left side of his chin. Despite this, he is considered quite handsome by many and the scars only adding slightly to his sex appeal. His skin appears to have a slight red tinge to it and when felt, feels scaly and hotter then usual. His teeth are razor sharp and are of a nice white. His eyes are the only other thing besides the teeth and skin that gives his draconic side away are his eyes. His eyes at its base is crimson red with the iris of gold and amber with slitted pupils.
He stands at an impressive 23.5 feet tall and in a length excess of 230ft with with wings to match. His scales are of a dark crimson which has been mistaken for being black in color, unless light reflects off giving it a pearlescent black/red (or red/black I forget which one it is). His body structure is more slender but does show some bulk like European dragon lore.
Profession: He doesn't have a true profession but has shown an aptitude in the building arts (Masonry, Carpentry, Landscaping) as well as blacksmith and sword smith however he doesn't remember why he knows these things. He has also taken security jobs as well. Best to say "Have a need, fill a need" fits Zhar'Ryk well.
Possessions: A long forgotten but Infamous castle, Hildare. An old and prosperous dwarven castle that had been long ago destroyed by him. He now owns their massive wealth that was left behind and priceless gems and artifacts. He brings with him a large pouch of gems and gold as well as the clothes on his back (see picture). Finally he carries with him a greatsword by the name of “Strunmah Slentuz” or “Mountain Cleaver” for short. It is of dwarven make measures the length of 8ft which rests diagonally on his back and is resistant to dragon fire, which is one of the reasons he uses it.
Skills/Magic/Talents: Some skills, magic and talents are able to be done when he is in human form but most are only capable of being used in true form.
-Supernatural Strength, Durability, Agility and Endurance (Human form, its just normal strength in dragon form): Self explanatory
-Enhanced Senses (Either form but more prominent in dragon form): Self Explanatory
-Breath of Fire (Either form): This is his main weapon and considering what he is, it is quite hot, even more so in human form since it is condensed into human size, the heat coming off of it is much hotter than usual. -Red Fire: Easiest to do, pretty hot -White Fire: Easy to do, Really hot -Black Fire: This starts to feed into his energy and is incredibly hot -Hell Fire: This takes up a good portion of his energy due to how hot it truly can become. It has rumored that it is so hot it can burn regular fire
-Elemental Control/Manipulation(Human and Dragon form): This is limited to only fire, his main element, lightning, his secondary and wind. However in dragon form he is also open to earth but cannot use water. With his magic capabilities he can combine elements (ie wind and fire) to make much stronger attacks and can use his own dragon fire to help with this however, overtime consistent use of dragon fire can cause problems for him. He can also imbue his weapon with such elemental magic, boosting its effectiveness. This includes his own breath attacks.
-Elemental Manifestation: This is only limited to his three elements; Fire, Wind, Lightning. He can create these three elements from himself and use them for simple things (starting fires, cooking, stopping bleeding etc) or more physical things.
-Psychic resistance (Human form to an extent but full in dragon form): This resistance is at a very high level however it moves to immunity in dragon form.
-Magical resistance (Either form but more prominent in dragon form): Over the thousands of years he has met countless magic users who dare attempted to overthrow his castle and take his gold but were thwarted from doing so.
-Flight (Either form): Self explanatory
-Telepathy (Limited in human form [up to 3 people], Dragon form up to 30: Self explanatory
-Polylingual (Either form) : 3,000 plus years...Yeah he knows a lot of languages
-Dermal Armour/Scale Manifestation (Human form only): This has a tendency to happen instinctively and he doesn't truly bother to know why.
-Elemental Devouring (Either Form): This means that he can eat fire, lightning and wind (natural and magical) as a form of substance and a way to re-energize.
-Heated Heal: This comes from within as he can heat his body up to burn cuts and deep gashes to stop bleeding (if they can pierce his armor and skin) and restore some health. However, a real doctor or other medical specialist must treat what remains of a wound.
Demeanour: For Zhyr'Ryk, he comes across as a very intimidating individual do to his size and ever-so-present scorn he adorns that matches the rather blunt...points of views he has on the current world and people. However despite this he looks out for those who are close to him, even going as far as putting his life on the line for those he cares about. Even fewer have ever seen him smile and those who have say its like looking at a kid who has just gotten his favorite toy for his birthday. This doesn't mean he wont grin or smirk at anything, it's just harder for him to show a genuine smile.
However there is another side of him that shows once in a while, a side of him from when he was a "The Infernal". Cold, blood lusted, vicious and merciless to those who crossed him or to those who stood in his way. Zhar'Ryk was known through the land as a butcher, burning his victims alive before.... There are only passing glances of this side, Twisted smiles, a certain "gleam" in his eyes or direct hostility to those around him.
Luckily it only comes out once in a while but he despises himself when it does since he enjoys being "kind" to people, a word he never would have thought would leave his mouth smoothly without it tasting like venom.
History: He doesn't remember much except that he does reside in an infamous castle known as Hildare.
Name: Charlotte Race: Drider Apparent Age: 28 Actual Age: Approximately 3000 years old, but she is not entirely sure Appearance:
Profession: Traveling Crafts Peddler and Seamstress
Possessions: Charlotte carries various trinkets and items that she has collected or made over the years, mostly threads and clothing, and all her possessions could be sold if the price is right. Other than that, she carries everything a wandering merchant would have including a most unique pack animal, a giant spider. Muffet, Charlotte's eight-legged companion, is as large as a cow and has more than enough room to provide Charlotte a riding saddle and carry her bags.
Skills/Magic/Talents: Queen of Spiders - Charlotte has the ability to control and rally all spiders in her domain. When she calls, they come. A most terrifying power... if the spiders today were larger than a coin. Yes as mythological golden age has passed, larger breeds of spiders have all but died out. Very, very rarely will one encounter a spider large enough to eat a man whole. Apparent Illusionist - Whether a curse or a blessing, it does not matter. Charlotte and Muffet just do not receive any attention from mundane humans. It is like she does not exist in there world and they won't even notice the mounted spider crawling through town. Any contact with Charlotte or Muffet typically results in a confused look for a second before the thought is swept away from their mind and they carry on, remembering nothing of what they touched. Sure, it protects Charlotte and Muffet from becoming vilified and hunted, but Charlotte just can't seem to sell a thing. Expert Craftsmanship - Many spiders can weave intricate webs, and Charlotte is no exception. Charlotte produces her own silk and can expertly weave her threads into anything she desires and with six hands on call, her speed is absolutely unrivaled. Of course, her delicate touch can allow her to do other tasks requiring precision, like wood carving.
Demeanour: Once a human-killing 'dungeon boss', Charlotte has now become entirely pacified, not even wanting to taste human blood anymore, even Muffet has no desire for it. Instead, Charlotte now adopts all manner of tropes concerning how to be a 'proper lady', taking some to the extreme. Her general inexperience with the world, may cause her to appear a bit childish or naive. Finally, her usual isolation from others tends to work out well for those who she meets. She'll put on a good amount of charm, either to make a sale, or really layer on the 'proper lady' motif.
History: Time has changed Charlotte completely from previous iterations. She was once a vile and cruel mistress who would lure would-be heroes into her web-infested lair and eat them whole along with her spiderlings. She couldn't care less about humanity or other creatures so long as she and her children were fed and kept safe. As time passed, Charlotte saw fewer and fewer humans, meaning she was becoming less and less violent, as did her children. Eventually, humanity just kind of phased out the 'crazy spiderlady in the cave' and just carried on, ignoring her attempts at provocation until eventually she gave up. So through a long period of boredom, Charlotte kind of evolved into a more humanistic form as her memory of slaying humans faded along with her darker intentions. Now pacified, Charlotte saw the world and instantly she aspired to fall back into her role as 'queen', wanting nothing more than to become a noble lady of a court. Thinking she can 'buy' her way into one day, she decided that a merchant was her calling until then.