[h2] [color=#131CC8]List of Approved Player Characters[/color][/h2] [b]1. Carnatia de Luson, by [@Randomguy][/b] [hider=Carnatia de Luson] Name: Carnatia de Luson Species: Human Age: 22 Gender: Female Appearance: [img]https://file.garden/ZKVp9NCxLBkb2R14/Carnatia_Fix.png[/img] [b]Bio: [/b] The third child of a ducal noble family from Westernant 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. [b]Passives: [/b] [b]Golden Prerogative [/b] 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. [b]Prescient Defense [/b] 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. [b]Spells:[/b] [b]Arcane Enhancement [/b] 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. [b]Zen Focus[/b] 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’. [b]Mirror Image[/b] 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. [b]Dispelling Strike[/b] A spell wreathed through Carnatia’s weapon to ‘cut down’ a magical construct. The blade itself needs to physically touch the spell—or things affected by the spell—to dispel it. The amount of slashes required to cut down the construct depends on the strength and complexity of its arcane component. Outside of combat, this spell can be used as a channelling spell that can thoroughly dismantle magical enchantment. [b]Mundane Skills:[/b] 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. [b]Equipment: [/b] 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. [b]Other: [/b] 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. [/hider] [b]2. Roxas, by [@Visyn][/b] [hider=Roxas] [b]Name[/b]: Roxas [b]Species[/b]: Elf [b]Age[/b]: 173 [b]Gender[/b]: Female [b]Outfit[/b]: Usually wears trousers, tunic, belt and capelet for easier travel. Accessories include a simple silver circlet with a ruby teardop. [b]Passives[/b]: [list] [*] Longbow: Has been trained to create, and shoot her own longbow; is considered a marksmen with it. [*] Shortsword: Knows how to wield and properly care for a shortsword. [*] [color=7bcdc8]Master Archer: has the innate ability to shoot her bow with precision with over 100 years under her belt.[/color] [*] Avians: Has an natural affinity to befriend most birds. [/list] [b]Spells[/b]: [i]mana pool is container. her magic is a silvery color.[/i] [list] [*] Renew: A spell of light to heal minor and major injuries. It takes few seconds to cast and heals near instant. 5 per 4 turn cooldown. Maximum effected: Touch Range. Mana: 1-10% per minor use; 15-30% per major use. [*] Immobile Barrier: A spell to create a dome from Roxas in a 30ft radius for defensive means. It depletes mana fast, so used as a last resort or in dire circumstances. Impervious to attacks that cause physical damage. 1 per day. Maximum affected: inside barrier. Cost is immediate current 50% mana and 5% depletion per minute active. Conditional: Infused Wood Carving. [*] [color=7bcdc8]??[/color] [*] Blessed Nova: A zone that expands from her person and causes harm to anyone that isn't her allies. The damage are gashes that appear on their body depending on how long they stay within the zone. 2 per 5 turn cooldown. Range; 30-60 radius circle. Maximum effected: Any within zone. 15% man per use. Limit: 3 minutes. Conditional: Infused Wood Carving. [/list] [b]Mundane Skills[/b]: [list] [*] Cooking: Can cook most elven and human dishes. Food is described as better than most. [*] Medical: Knowns some basic medical procedures like wrapping up wounds or even sewing them up if needed. Can create basic salves to help with pain. [*] Survival: Has most survival skills; building a fire, a small hut, tracking, figuring out North, etc. [*] [color=7bcdc8]Wood Carving: Can carve most mundane items and most animals into little wooden figures. As well as bows and most instruments.[/color] [/list] [b]Equipment[/b]: [list] [*] Longbow: her own creation, well loved. A beautiful white wood with carved intricacies. Arrows for said bow are either created or bought. [*] Quiver: Her quiver is a darker genuine leather, that rests at her hip and holds her arrows, has a few inner sections to keep certain arrows away from each other; poison, radiant, etc. [*] Shortsword: bought it from a vendor; it is high quality steel and expertly made. It usually sits at the small or her back. [*] Charm: A charm that dangles from her quiver. It allows her to pull ambient energy to use for her spells. [*] Bag: carries a small pack that holds all her every day travel items; rations, tools, medical items, etc. Carries an dagger incase her shortsword is no longer a means. [/list] [b]Bio[/b]: Roxas lived in Alkaustar until she turned around 100. After that, she grew a little tired of the mundane and repetitive life. She wanted to see more of the world. She wandered around, until she saw Vesemir Barandir's pamphlet. Into the Land of the Twilight, the land that once belonged to her people. She didn't know exactly her elven creation, but she knew it was.. big. Perhaps going to Nuria will tell her more about her heritage. Her curiosity became piqued and she made her way to where recruits for the journey would gather. [b]Other[/b]: Finds peace in music; as thus, she leaned to play the flute; to the degree of making her own to play. [hider=Appearance] [img]https://i.pinimg.com/736x/20/57/18/2057186a8cd71324a5bea50002dca18d.jpg[/img] [/hider] [/hider] [b]3. Sten Rezello, by [@Valkon][/b] [hider=Sten Rezello]Name: Rezello Fulsteel-Ashton Species: Human Age: 27 Gender: Male Appearance: Rezello stands at a height of 6'6", or roughly 198 cm. [hider=Black Knight of Scheel][img]https://i.imgur.com/3Hdaea0.png[/img][/hider] Bio: Rezello was born in the city of Scheel, along the southern edge of the Leize river in the northern frontier of Westernant. The second son of one of the families within the Fulsteel lineage of House Ashton, Rezello was chosen as a child to be trained as a knight of the Sten Corps - a tradition within House Ashton that would have fallen upon his elder brother, had he not been a sickly child incapable of taking on that responsibility. Through their childhood and into their teenage years, Rezello and twelve other sons of House Ashton endured rigorous physical training and education, preparing them for the duty of guarding the city against threats both known and potential; the former from the untamed wilderness to the south, and the latter from the tainted lands to the north, across the waters of the river that it had been built along. On the eve of his seventeenth birthday, Rezello and the other knights-in-training were armed and sent into the wilderness to prove their capabilities. Each was tasked with hunting and slaying a great beast before returning with a trophy from its carcass to prove their victory; within the span of a week, Rezello tracked and defeated his target, a giant boar. Returning to the outskirts of the city, he reunited with three other trainees who had completed their mission, awaiting the return of the others. Once the thirteen were all together again, they headed into the city with their trophies, only to find it seemingly abandoned. Leaving behind the proof of their hunt, they searched Scheel for an indication of where their people had gone, but found nothing. Everything seemed to point to a single conclusion: at some point, while they were outside the city, everyone had simply vanished. The eldest among them, the first to have returned from his hunt and de-facto leader of the thirteen, was the first to speak, declaring that without people to defend, the Sten Corps had no purpose. They had all earned their knighthood for naught, and on his authority he disbanded their order. Taking up his sword, he left the city, heading south. The remaining twelve soon followed suit, each going their separate ways. Rezello, dissatisfied with merely abandoning the city to its fate, set out in an attempt to find answers; if none could be found within Scheel, he would simply have to find them elsewhere. There had to have been a time when something at least similar had happened somewhere else, he just had to find a record or sign of it. Early in his newfound quest, while searching ruins not far from Scheel, he discovered a broken mask within the top floor of an abandoned wizard's tower. Holding it up in the limited light that shone through the tower's window-slits, he suddenly felt compelled to don it; upon returning to his senses, he found it fused to his face. With it came a newfound sense of power, along with a voice he did not recognize; it, however, claimed to recognize him. Ten years have passed since Rezello first set out on his journey, and though he has learned much in his pursuit of knowledge, the answers he truly seeks continue to elude him. With his list of potential leads growing thin, he could not help himself when he learned of Vesemir Barandir's planned journey to Nuria. He set out to join the expedition immediately, refusing to let what may be his sole opportunity to pursue answers in the Land of Twilight slip by. Passives: [b]Steeled Blood:[/b] The men and women of the Fulsteel lineage inherited the tall stature and robust physique of their progenitor, warrior adventurer Redmond Ashton, granting them enhanced strength and endurance. [b]Heavy Weapons Specialist:[/b] Though trained in all manner of weapons as part of his knighthood, Rezello is especially adept with large two-handed weapons such as halberds, warhammers, and greatswords that make the most of his strength. Spells: [b]Armory:[/b] Grants access to a small pocket dimension, allowing Rezello to swap out between different weapons he has collected. Only mundane weapons can be used with this spell; those that have been enchanted, made using magic materials, divinely forged, or otherwise enhanced beyond purely physical means cannot be stored. [b]Electric Shell:[/b] Emits a surge of lightning magic through the metal in Rezello's armor and weapons, electrifying those in contact with him or struck by his melee attacks. Consumes magic energy slowly while idle and rapidly while affecting a target. Ineffective if the target does not normally conduct electricity. [b]Hold Ground:[/b] Channels earth magic through Rezello's legs and into the ground beneath, anchoring him in place and bracing his body against attempts to move him. Energy consumption is proportional to the amount of force resisted. [b]Conjure Sparks:[/b] Produces a small flame, too weak to be used offensively but capable of igniting flammable objects, maintaining warmth, or providing light. Multiple sparks can be combined to increase the size of the flame, but not its power. Mundane Skills: [b]Survivalist:[/b] At a bare minimum, basic survival skills were expected of all members of the Sten Corps, as defending the city often required them to track beasts and monstrosities through the untamed forests that lie beyond its borders. [b]Equipment Maintenance:[/b] Though the Sten Corps styled itself as a proper order of knights, and were recognized as such within Scheel, in truth they were little more than particularly well-equipped guards. Without elements such as the page and the squire to perform tasks like maintaining equipment, it fell upon the knights to do so, either by hiring servants or learning to do it themselves. Rezello chose the latter. Equipment: [b]Fulsteel Spadone:[/b] A long, thin two-handed sword. Forged in Scheel as a token of his entry into knighthood from a steel alloy denser than those typically used in swordsmithing. Rezello's preferred weapon. [b]Weapons of the Armory:[/b] Rezello's Armory spell currently contains a messer, a pair of long daggers, a pollaxe, a bec de corbin, and a morningstar. [b]Sten Corps Armor:[/b] Blackened armor, consisting of a mix of plate and mail; pauldrons, gauntlets, half-plate rerebraces and greaves protect the limbs, while the torso is covered by a gambeson, hauberk and green-clothed brigandine. A helmet would also normally be worn, but does not fit over Rezello's mask. [b]Mask of the Tower:[/b] A cursed mask of unusual design, fused to Rezello's face. Rigid, with a leathery texture; the jaw is articulated and can move with Rezello's mouth. A spirit trapped within grants him his magic abilities and claims to be familiar with the Ashton bloodline.[/hider] [b]4. Tillius Battakka, by [@Conscripts] [/b][hider=Tillius Battakka] [b]Name:[/b] Tillius Battakka [b]Species:[/b] Orc [b]Age:[/b] 57 [b]Gender:[/b] Male [b]Appearance:[/b] Tillius is 7'1", or 216 cm, and weighs 260 lbs, or 118 kg. [hider=] [center][img]https://img.roleplayerguild.com/prod/users/8696034b-b921-428d-86d0-79286a74d26b.png[/img][/center] [/hider] [b]Bio:[/b] Little is recorded of Tillius's early life, aside from the fact that he was born a commoner in Westernant, and that his ancestors offered servitude in exchange citizenship in the kingdom. However, Tillius proved himself to be too rowdy for a servant's life, and was sent to serve in the Westernant army when he became of age so that the warrior's life would knock him down a peg, and it did. It took a while, but eventually he learned to be a subservient if not stoic soldier. He went on to serve for a long 20 years, going from a foot soldier to a low-ranking officer, with most of his later careers were putting down rebellions in Westernant. Due to a combination of lack of noble blood and personal disinterest, Tillius never really proceeded beyond that, and when the time was up in the army, he was let go voluntarily. But while he indeed went from an angry rebel into a disciplined and competent soldier, the army life never left him. Having known nothing but fighting and soldiering, he struggled to settle back into his peaceful life, always finding it to be lacking in meaning. He found himself bouncing between jobs like fighting instructor, quartermaster or guardsman for nobles, often quitting one reason or another. When he heard if the opportunity to travel to the forgotten lands by Vesemir Barandir, it didn't take long for him to sign up. It was lucrative, and perhaps the thrilling adventure was something he needed in his life. [b]Passives:[/b] [u]Superior Strength:[/u] Tillius is quite strong even compared to other orcs, and his lengthy service as a soldier meant he could endure plenty of adversities thrown at him. [u]Skilled swordsman:[/u] He might not be flashy with his movement, but he knows how to handle his shortsword in conjunction with his shield. [u]Intimidating:[/u] A large orc with superior strength, in armor, skilled and often dead silent in combat. It's not easy to keep your nerves fighting an opponent like that. Has a chance to decrease melee attack power against him. [b]Active Skills:[/b] [u]Orc Rage:[/u] Once an orc, still an orc. He can channel his mana to increase his combat strength and speed for a period of time. Will drain his stamina really fast, however, so should only be used periodically to tip the balance of combat. [u]Adrenaline Rush:[/u] Convert mana to extra adrenaline, allowing him to feel less pain. Does not prevent him from taking damage, but rather to suffer less penalty when wounded. [u]Javelin Throw:[/u] Can use one of his two javelins carried with him as a projectile. Not always accurate, but pierces armor and is quite damaging if contacted the flesh. Can only use it twice unless a javelin is retrieved, needs a moment to prepare and needs a free hand, so cannot wield both shield and sword at the same time. [b]Mundane Skills:[/b] [u]Survivalist:[/u] Being a soldier means being able to survive in the wilderness on campaign, foraging food, making clean water, creating fire, etc. [u]Passable cook:[/u] Edible, won't poison you. [u]Builder and Hauler:[/u] Having superior strength means people rely on you a lot for carrying things. He was a favorite in the army when it comes to building camps, so he has quite some experience doing that. [b]Equipment:[/b] [u]Shortsword:[/u] His primary weapon, a large but short Gladius sword, made of high quality steel and well-crafted. [u]Heavy shield:[/u] A large rectangular metallic shield that is large enough to cover most of his body. Is tailor-made for his strength to be used with one hand, very sluggish if used by others. [u]Body Armor:[/u] Metallic laminar armour with shoulder guards, breastplate and backplate, worn over black leather. He also wears helmet with neck guards, cheek guards and black plume. [u]Javelins x2:[/u] Made of wood, a throwaway weapon carried on the back of the shield, but can be used as secondary weapon in case he lost the sword. [/hider] [b]5. Nanashi, by [@Louise Ironside][/b] [hider=Nanashi][b]Name:[/b] Nanashi [b]Species:[/b] Human [b]Age:[/b] 26 [b]Gender:[/b] Male [b]Appearance:[/b] A handsome Nippon man with a man bun hairstyle. He is 5'5 foot tall wearing same outfit with Wolf in Sekiro Game but it's more on darker blue than a bright orange and with no prosthetic arm. Also wearing a mouth mask with an oni mouth design.[hider][img]https://media.discordapp.net/attachments/1201145260861042778/1201145269853622355/latest.png?ex=65c8c0b4&is=65b64bb4&hm=776eb95617834c5b5a76c1463476eafa65b7c2af4495c60e3e25f339d67fa4a5&=&format=webp&quality=lossless[/img][/hider] [b]Bio:[/b] Nanashi wasn’t quite sure where he came from. He had a name once, a place he once called home. He might have parents. Friends even. But ultimately, whatever these memories once had didn’t matter. For a time, all he could remember is being alone, with nowhere to actually call home. Wandering from town to town, barely getting by. He was often sneered at by others, a lowly child begging for food. They looked at him with disgust, barely trusting them to hang around their sight. The next clear memory he had was of a kind stranger, one of those few and far between who saved him from attack of hostile wildlife while on the road. She was dressed in dark clothing, tight to her figure, a mask and her hair tied beneath an equally dark cloth. She was clearly hiding, so why she came to his rescue and potentially exposing herself was unknown. Regardless, he was grateful. It was there he started donning the name Nanashi. At least that is what the woman called him when he hadn’t a name to give. For a time, they stayed together. The woman initially went to leave, but when she did so, Nanashi followed. Despite his lack of experience, he surprised the woman by managing to keep up with her. What he lacked in skill he made up for in potential. After doing these enough times, the woman gave up, and allowed Nanashi to travel with her, taking him in as an apprentice. There she told the boy her name was Shu. The following decade, Nanashi trained with Shu. They were always on the move. It never bothered Nanashi, since he had been traveling his entire life whether voluntarily or not. Eiko trained Nanashi to take care of himself, defend himself, and to not require the charity of others again. That potential Eiko saw when Nanashi first wouldn’t leave her alone blossomed into formidable skill. Slowly Eiko revealed details of her life. It was revealed that the reason she ran was to avoid assassins sent after her. For a time, she lived in Nippon, becoming a warrior there. She served several generations of a noble family. But her notoriety made it that much more difficult to leave. She grew increasingly displeased with the way those noble families ran the lands. She was punished for being vocal, so one day she turned on the family, and fled Nippon. In some ways she was responsible for the power that family amassed and even decades later, they still send skilled assassins to track Eiko down and kill her for her transgressions. She spoke of a land from a place in her birth. A lush land of unknown promise since it was last dealt with divine retribution. She was tired of running. In one way, she saw that land as a potential haven against the assassins, a land unknown even to most of the citizens of country is laid. The other was fascination. Always on the run, always dealing with the same threats. Perhaps it was time for her to finally find something new, something not tied to her past decisions in a country that no longer saw her as one of their own. Sadly, despite the decades of evading the ever-persistent retaliation from Nippon, both Eiko and Nanashi were confronted by some of these assassins. Eiko was able to deal with them before, but over time, it became more difficult as these assassins were coming evermore skilled, matching even her. Even with Nanashi at her side, Eiko was unable to escape these assassins. Blood was spilled on both sides, and eventually Eiko won out once again. However, it was not without cost. Eiko was mortally wounded. She lay bleeding, barely conscious. Despite Nanashi’s best efforts, he was not able to stop the bleeding, nor were they anywhere near anyone who could help. She passed in his Nanashi’s arms. Saddened by the loss of the only person who had shown him kindness, Nanashi wept for the first and last time from mere sarrow. He built a pyre, said few words, and when the smoldering stopped, collected the ashes. He commissioned an urn the next town he entered as he continued his journey across the mainland towards this land of twilight, he heard Eiko speak of multiple time. He knew nothing about this land, which was about as much as Eiko knew herself. But he saw it fitting for it to be her last resting place. [i](Ekio's appearance has a resemblance of the PC Elf Healer.)[/i] [b]Passive:[/b] [b]Ninjutsu:[/b] Increase hit rate when using single-edged swords, poled weapons, and one-handed blunt weapons. Grants a 50% chance to parry an incoming attack [b]Feather step:[/b] light footed, fast runner with lessen sound and high jumper. [b]Parkour:[/b] shinobi knows how to climb walls and perform parkours on the obstacles. [b]Active:[/b] [b]Ki (Toggle skill):[/b] also know ki-sensing can be used as an additional sense to predict attacks and others' movements and spells. It can even locate invisible people. [b]Perfect counter (Toggle skill):[/b] Make a stance to parry an incoming attack and perform a swift counter-attack. Deals critical damage when returning melee attacks. Ranged attacks are returned with 50% accuracy and can only be returned to up to 20 meters [b]Shukuchi (Active Technique):[/b] Swiftly dash toward a fixated single target enemy, increase hit rate, and anticipate incoming attacks. Can only be used once per turn, upon killing an opponent, the skill will be reset. Can be disabled by entanglement, can be slowed by slow debuff, and has a 10m range. [b]Kairiki Ranshin (Ultimate):[/b] Release demonic aura(Shura) to greatly boost attack power and movement speed, dispelling all buffs and debuffs, increasing his tolerance to pain, and nullifying any healing effect cast on him. [b]Mundane Skills:[/b] (To be shared ingame progression.) Equipment: [b]Blessed Shinobigatana[/b]: A Nippon blade that used by shinobis/ninjas. It was blessed to prevent dull, cut and pierce harder. [b]Umbrella fan:[/b] A fan that can turn into a shield that deflects melee attacks. [b]Shuriken[/b]: Throwable stars that used by samurais and ninjas. (8x) [b]Arm grappling hook[/b]: A concealed device that attach on his left arm to grapple obstacles.[/hider] [b]6. Forbann Spiser, by[@deide][/b] [hider=Forbann Spiser] [hider= The Curse-bound Ferromancer][img]https://i.postimg.cc/pdH6Nydj/alice-boudry-lawbringer-filh-edit.jpg[/img][/hider] [b]Name: [/b] Forbann Spiser [b]Species:[/b] Oni [b]Age: [/b] 112 [b]Gender: [/b] Male [b]Mana pool type:[/b] Container [hider=Bio] Born in Tretagon to a family of Blacksmiths, Forbann's first 30 years of life went…relatively peacefully. While being a Non-Human in Tretagon wasn’t ideal, a combination of both their family profession and living close to other Non-Humans mitigated any racism towards them, and Forbann learned about his family trade,becoming a decent smith in his own rights. Unfortunately, being able to supply the Tretagonian military with weapons seemingly wasn’t enough to be excluded from being conscripted when they needed more recruits for another of the countless wars that they liked to wage. And so, for forty long years, Forbann became part of the Military, and fought in the multiple wars that the Feredin’s oh so liked to wage. He never moved far in the ranks, as his Human compatriots were always chosen before him for promotions. Fortunately, either because of his combat prowess or because they didn’t want to risk the ire of a three metal tall tower of muscles, that was most of the extent of the discrimination against him. It wasn’t the life he wanted, but Forbann could be content with it. Then the Feredins died out and everything went to shit. Peasants would barely make it to the end of the month, skirmishes between all the factions were commonplace and all-out battle a monthly occurrence at the very least. Forbann had it better than most, for the first couple years at least. His combat prowess guaranteed him a job in a land so rich in violence, but in between the rising tension against Non-Human communities, and general paranoia against anyone non-affiliated with their own faction, amd before even a decade passed, all the job he could find were far too distasteful for him to take. As he was trying to think of a way out of this predicament, he happened upon a windfall,in the form of a pampleth. “Searching for able-bodied Volunteers to further magical research! DANGEROUS! Will pay well and give both food and lodging! No Magical Knowledge Required!” Even though Forbann thought it to be sketchy, he decided to check it out, trusting that if it was a scam, he would be able to get out of it without much problems. To his surprise, instead of a scam What he found out was a Middle-aged man that called himself the “Scholar”,no other names given,a new building that he never saw before, and exactly what the pampleth said. Food,lodging,pay, and plenty of danger. After being assessed, the Scholar said he would be perfect for his experiment involving Curses,gave him a book on Ferromancy and told him to study,before promptly leaving him in his room. Between being continuously cursed and cleansed for “experiments”(he was never given any other explanation),and trying to learn magic for the first time, the following years went by quickly, but when he finally was adept in the magical art, the experiments shifted. Instead of being a test subject for curses, he was to try and subjugate the ones in Cursed Objects. Allegedly, the Ferromancy should give him an edge in manipulating the Curse to his Will, while his continuous exposure to curses should have given him some resistance and familiarity with them. It took years more, but the Scholar assumption seemed to be correct. He was able to mold the Cursed Object, and the curse Itself, making them his own. Unfortunately, after that success, things started to go downhill. The experiments became more and more inhumane(and started to involve other people beside himself), the Scholar himself seemed less eccentric and more unhinged by the day. When he tried to bring up his concern to the Scholar, he turned on him. Forbann didn’t go down without a fight, but he was brought low in the end. He knew this was fucked beyond saving when the Scholar started to monolouge at him,about how he was gonna bring progress to everyone, how his glorious revolution will lead everyone to a better path and how he’s was gonna “Show them all!”. Instead of being killed though, he was imprisoned,something about how he was “One of his best experiments” and how “You’re gonna come around to my vision in time”. A couple months later and some crude attempts at “Convincing” him to willingly join the Scholar, Forbann had his chance to escape,a chance he tried to prepare for as best as he could. As the facility was attacked by some unknown forces, he broke through his bonds, weakened exactly for a moment such as this, and bee-lined it for the room most of the experiment involving him happened. Reaching it, he easily found what he searched for. Stored there were all the previous experiments he worked on. Metallic Cursed objects, each of which he fought and won against. And even after months, that didn’t stop mattering. The Metal flowed, forming around his body in a sickly glowing shell resembling armor. Extending from his hand, a length of the Cursed Metal extended, forming a gigantic Halberd, his preferred weapon,shining with that same menacing glow. As the process finished the glow abated,only shining occasionally, and instead of a prisoner, what was left was a warrior clad in armor, a deadly weapon in hand ready to be used against any who would oppose him. After that, escaping proved to be relatively simple. Most of the security was occupied with whatever force was attacking the place, and what was left was no match for him. Strangely enough, he never saw whoever had decided to fight the Scholar,though the fact that he escaped through a wall instead of using the main entrance might have something to do with that. Finally free after months, Forbann had to once again decide what to do, how to best hide from the Scholar(in case his assailants wouldn’t get him), and find a way to live. As he was trying to think of a way out of this predicament, he happened upon a windfall,once again in the form of a pampleth. Looking for able-bodied brave people! Only the trustworthy, fair and those who yearn for an exciting yet perilous adventure Need apply! To aid me, Vesemir Baradin, in his journey to the Ancient City of Nuria! It is such a shame that we have mapped the faraway lands and realms, but not our place of birth. It is such a disgrace that we record the history of all realms and place it on the highest shelf in our library, but let our own be left in the dust. It is unacceptable that we look back at our history with disdain on our faces. -Vesemir …He really shouldn’t trust Pamphlets after what happened the last time. …But it would be an easy way to get far away from the Scholar, and it’s a job that 's definitely within his abilities. And to be honest, after a century, he thought that he needed a little vacation from Tetragon. The Twilight Land are supposed to be one of the most dangerous land of the world, but it can’t be that much worse than Tetragon. … Right? [/hider] [hider=Class: Curse-Bound Ferromancer] A Ferromancer specialized in Cursed Metal, they trade the faster, unpredictable attacks of a Ferromancer to specialize in Attrition fighting. In Between debuffing their enemies, Restoring themselves and being a pain to bring down, the Curse-Bound Ferromancer is a drain tank that’s far more trouble than it’s worth. [hider=Passives] [b]Steel in my soul, Iron in my veins:[/b] As an Oni, Forbann stands almost at twice the height of an average Human. His ancestry grants him greater strength and constitution, though at the expense of being somewhat slowed down. Thanks to his profession, his heightened constitution also applies to resist most Curses, Though it isn’t quite enough to fight them off completely. [b]Shape Metal:[/b] While Forbann can quickly shape metal to be combat effective, if he takes his time with it he can render the process very cost-effective, and he can Shape it in more complex forms. [b]Ferro-Knight:[/b] Combining his previous military training along with his ferromantic abilities, Forbann fighting style favors heavy armaments. Armor that he can shape to soften incoming blows, and weapons with enough heft to them to be used both as a deadly implement and as a catalyst for his ferromancy. It is a ponderous style, entrusting in its ability to take a hit to dish out far more damage. [/hider] [hider=Spells] [b]Profane Impalement:[/b] Forbann shapes the Cursed Metal, extending it at high speed towards its target. Has a maximum range of five meters and a Cooldown of one Turn. [b]Command:Fragmentate[/b] Whenever Forbann wounds a target, he can choose to fragmentate the Cursed Metal currently inside of them, leaving it inside the target. Beside being shrapnel, the Cursed Metal festers, inflicting them with the Alloying Curse. This is not subtle, as each piece of cursed metal will start glowing with a sickly light not much after entering a bod.. Has no cooldown, but can be activated only when scoring a wound, and the spell strength scale based on the wound severity. [b]Curse-Leech[/b] Whenever Forbann is in contact with a target(Either Physically or with Cursed Metal), he can decide to Leech the Curse from them. Beside Cleansing the target, this Revitalizes and strengthens him,scaling with how strong was the Curse. If an enemy has Cursed Metal inside of them, Then instead of getting completely Cleansed, then they will once again be inflicted with the Alloying Curse. Curse-Leech has a Cooldown of two turns, but proc’s automatically if a target gets killed by Forbann or his Cursed Metal. [/hider] [/hider] [hider= Mundane Skills] [b]Smithing Knowledge:[/b] Forbann past knowledge comes in handy,as Ferromancy has some overlap with smithing, and knowing about smithing technique and practices increases a Ferromancer’s ability both in depth and versatility [b]Curse-binding Ritual:[/b] With a ritual,Forbann can Curse metal with the Alloying Curse, greatly strengthening it. This process does have the side effect of making the metal highly dangerous for anyone not resistant to curses unless actively suppressed by him. [b]Curse-Eater:[/b] As a Container Type, Forbann can additionally replenish his pool by absorbing curses.Eating Cursed metal grants a higher boost,but disintegrates the metal that the Curse was bound within. [/hider] [hider= Equipment] [b]Curse-Bound Armor:[/b] While Malleable, the Armor is commonly in the form of a heavy full plate suit. Sturdier than normal thanks to being Cursed, it sometimes emits a sickly glow. Greatest concentration of Cursed Metal Forbann possesses. [b]Curse-Bound Weapon:[/b] While Malleable, the Weapon is commonly in the form of a gigantic Halberd, thicker than standard ones to account both for his strength and that throughout a fight he’s gonna temporarily lose pieces of it. [/hider] [hider= Other] [b]The Alloying Curse:[/b] Forbann’s own brand of Curse, and the one all of his equipment is haunted by. Aptly named both for the method of contracting it and its symptoms, which were described(by a blacksmith) as “Having feets like lead,skin like tin, mercury as blood, and you have to carry all of them together”. In more Physical terms, a severe affliction weakens the victim, makes them more prone to wounds and tires them. If left untreated for enough time, the victim would first become paralyzed,as each limb starts to slowly but surely become number and number until they can’t control them anymore. Then, the Curse will start to slow the organs, until they can’t keep up with the body’s needs anymore. Death follows soon after. Any rumors that dying by the Alloying Curse transform your body in Cursed Metal are baseless and no proof of this claim has been found. [/hider] [/hider] [b]7. Fia Blackfire, by [@Randomness][/b] [hider=Cyptid Hunter] [color=#CA9BF7][b]Name:[/b][/color] Fia Blackfire [color=#CA9BF7][b]Species:[/b][/color] Human [color=#CA9BF7][b]Age:[/b][/color] 37 [color=#CA9BF7][b]Gender:[/b][/color] Female [color=#CA9BF7][b]Appearance: [/b][/color] A proud standing, voluptuous woman. She stands at 5’10”. She has fair skin and dark brown hair. Her hair is wavy and reaches her mid back in length. She keeps her hair out of her face with a hair clip, but otherwise lets it flow freely behind her. Her eyes are a dark deep red color with a black circle around her pupils. She doesn’t have any tattoos. She has several scars across her arms and along her back but her clothing makes them impossible to see. When exposed, her scars are noticeable, but have long since become as smooth as the rest of her skin. She wears a low cut dress that drapes down mid calf. The sleeves of the dress cover her shoulders and end at her wrists. She has thin gloves, leather boots with a heel, leggings, corset, and a hair clip made out of an exotic looking flower. The dress is crimson red in color and made of a silky material with some velvet. Her boots, leggings, gloves, corset, and hair clip are black. The flower of the hair clip starts dark blue in the center, gradients into red, and then into white at the tips of the sharp and wavy looking petals. She has a thin gold chain with a pearl pendant, black choker, a gold ring and a sapphire ring on either hand. [color=#CA9BF7][b]Bio:[/b][/color] In many ways, Fia is a collector. In other ways, she is a hunter. Regardless of how one might view her, Fia has a passion for the unknown. Specifically, she seeks the knowledge and power of those creatures rarely seen. Rumored to predate humanity, mystical entities able to harness the power of the world effortlessly. What she seeks is yokai, genies, dragons, djinn, whatever name they decide to go by. She isn’t afraid to do what it takes to get as close to them as possible. In this pursuit of specific power, Fia spent a significant amount of time on the road. Though she stays in town for weeks or months at a time, Fia never truly settles down. Her usual methods involve charming others to let her stay. She is usually gone before the other is able to truly advance things. After all, she only stayed for convenience. She would rather spend her time investigating the tall tales or rumors of the unknown that surrounded that particular town. Expeditions always caught Fia’s attention. To go somewhere not yet discovered or fully explored meant there was increased likelihood to discovering just as unknown fauna. The land of twilight was especially enticing. For one, it was in Varenheim a country with its own history surrounding power and age that surpassed average human capability. And then there was the land of twilight itself. Not explored in over a millennia, who knows what sort of myths or legends hid away in the forgotten forests. [color=#CA9BF7][b]Passives:[/b][/color] Constitution of the Forsaken Divine – Resistance to magical abilities and effects from all sources. She is not immune to magical damage or effects. However, any damage she would take or any negative effects she would endure are dampened. Likewise, any beneficial effects or magical healing she would receive would also be dampened. Voice of the Wilds– Fia is able to selectively listen and speak with most living animals of the natural world including invertebrates and fish. [color=#CA9BF7][b]Spells:[/b][/color] Witch Crafted Thread Armor – Mystical aura that acts as a full set of armor. It traces the caster in a translucent purple outline. The armor offers protection as well as physical armor against physical attacks and further magic resistance. Normally, the spell completely negates true and force damage. Unfortunately, Fia’s own magic resistance means the armor is unable to fully negate true or force damage. Yokai Semblance of Transformation – Fia is able to transform herself into the shape of any animal no larger than herself. While transformed, she inherits any special properties the chosen animal may have such as but not excluded to speed, dexterity, strength, production, and locomotion. Because of her resistance to magic, she cannot maintain these forms for long, being forced to revert in about 10 minutes. Chromatic Elementa of the Djinn – Fia is able to conjure and shape arcane elements into a controlled form. Her range of elements is extensive from natural elements such as fire and wind to more aberrant elements including darkness and force. Her power increases if Fia has access to an external source of the element. She can shape the magic to fit a variety of forms and distances. Some of these include single point explosions, fast moving projectiles, and lingering mist. Jester’s Conniving Face – Fia is able to place floating eye, ear, or mouth anywhere she can see. Through these Fia is able to see, hear, and speak to the area in which the apparatus was placed. The placement of the apparatus is fixed and cannot be moved without being dispelled. Likewise, the apparatus is permanent until dispelled. The apparatus is visible, but cannot be interacted with physically. She can only conjure one at a time. The previous apparatus dispels should she cast another. [color=#CA9BF7][b]Mundane Skills:[/b][/color] Fencing Adept – Skilled at fencing and footwork. Capable of dancing around in swordplay. Survivalist – Knows general survival techniques when out in the wilderness such as camp building, fire making, foraging, producing water, and general protections. She is also very good at cooking Unorthodox Alchemy – She can craft consumables with the help of or from the bodies of djinn and djinn-like creatures. She has recipes, but she is also prone to making new concoctions. Djinn Familiarity – Fia has spent a significant amount of time studying the djinn. She has special insight and awareness on any evidence of the djinn including their presence or manipulation. She can locate traces and track them. [color=#CA9BF7][b]Equipment:[/b][/color] Chromatic Heart – A transparent crystal ball a little larger than a softball. The sphere is smooth to the touch and entirely transparent. The sphere is practically indestructible against normal damage or wear. Inside the sphere is a starburst of all colors swirling and blending together. When the chromatic heart is in use, the starburst will change its color to one that best represents the element being channeled. The sphere acts as a catalyst easing the energy required to shape arcane magic into spells. The sphere also amplifies elemental magic as though the sphere itself was a source. Arianacus – Silvered thin bladed rapier. The hand guard of the rapier is made of several thin curves that surround the base of the blade protecting the hand. One of those curves loops down over the handle ending at the pummel. The handle of the sword is red in color. The silvered blade is capable of striking incorporeal entities. Over the shoulder canvas bag – containing survival tools, first aid, grooming kit, and potions kit. Potion – Grease, lingered fire, healing, and Boom gust Hunting Knife – double edged blade 10 inches long. One side is straight edge, the other is serrated. Cross guard, leather handle. [color=#CA9BF7][b]Other:[/b][/color] [/hider]