View attachment 172325

"I'm not a dead man yet. If I'm still breathing, I still have a chance to make it out of this."

Name: Jorin Adelas

Age: 27

Gender: Male

Race: Sollan

Class: Fighter

Birthplace: Redstall, Yveltskr

Equipment:
- Iron Axe
- Hand Axe
- Vulnerary

Appearance: Broad-shouldered and muscular as an axeman should be. Facial hair is scruffy, but clean. Stands at about 6'2.
MmIwkAb.png

Personality:
  • Cynical and bitter
  • Speaks with an aggressive tone
  • Stubborn and determined to survive

Biography: Born as a poor commoner, Jorin left his home village of Redstall the moment he came of age, seeking to join the king's army and make a name for himself. The sergeant took one look at the swarthy village lad, handed him an axe, and told him to get in line. When the war broke out mere months later, Jorin made like a good soldier and fought as he was told to.

Unfortunately, he fought for the wrong man. Jorin and his fellow soldiers fought like men possessed in Roidnell II's army, but by the last few months of the war, they realized there was no victory to be hand. Not eager to be captured and condemned, what remained of their unit deserted, disappearing into the woods and hills. As career soldiers with no other skills than warfare, they fell back on banditry, becoming highwaymen and preying upon those who traveled the roads.

Over the past year, Jorin has tired of this life, especially as army patrols have whittled down what remained of their band of soldiers into a scant handful of highwaymen. He seeks an escape from being a wanted man, even as most of compatriots have resigned themselves to taking what they can and dying like dogs.

Quirk: A decent chef. Can be relied on to be camp cook.

OSS: A former soldier turned highwayman looking for a way out.

Other:
Theme song
 
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chidoi-png.172298


"Ready your blade, and ready your senses. Not that it'll matter; how do you expect to overcome the wind?"

Name: Chidori Tsubasa

Age: 21
Gender: Female
Race: Sollan


Class: Myrmidon

Birthplace: Gikoku, Jinwon, Kugawa

Equipment: Wo Dao

Appearance: Chidori wears a pair of simple sandals, and is rather short, at 5'0''. During downtime, she often wears a small, simple kimono.

Personality:
Chidori is woman who secret wish is to be known as the best swordswoman in the entire world. A lofty aspiration, she's aware, but if anyone can have such a title, why not her? Everything she does, she does in name of this goal. She's quite defiant, ready to jump straight in, straight at anything in her way; in spite of not particularly caring about "what is right", this mentality often means she'll rise to the occasion. As such, she's quite reliable, despite her selfish nature, as she's not one to simply settle. Chidori's average disposition is one of callous snark. She's easy to talk to, but not incredibly easy to befriend. And god forbid you get in the way of her goal..

Biography:
Chidori's family are humble farmers, eking out their otherwise simple existence in Jinwon, Kugawa. Living in their quaint home out on the wispy fields, the Tsubasas prize unity and peace. They're known as a tranquil bunch, not once producing any sort of soldier from their family. The people around have known them to be farmers since forever, and, truthfully, really rely on them. So to say Chidori is vastly different from her family is an understatement. She's free-spirited, energetic, ambitious, and, frankly, rather haughty.

Due to this, she was restless in the farmer lifestyle, always butting heads with her peaceful folks. One day, unbeknownst to her parents, she traded a large barrel of vegetables meant for another to a passing stranger for a spare sword. Uncaring of the ramifications of that action, she took her new prize and got to 'training'. Which of course was just swiping it around, without a clue as to what to do.

After a few swipes, however, she was quickly winded. That's when she realized she needed a master. So, it was fortuitous for when that merchant who that barrel of vegetables was meant for rolled around. After a loud scolding from her father, Chidori took her sword, agreed to work for the merchant for a bit, to pay off the difference, and departed her home. Eventually she found a master, within the Ryuubi Clan. The first Tsubasa to aim at being a soldier of sorts.

Unlike her fellow Ryuubi Clanners, Chidori turned out a bit unusual. She had no aptitude for archery, and according to her, she 'wasn't built to ride horses'. Thus, she was taught to use the sword, and no more. Her master started with switching out her sword for another; the previous being far too heavy for her, accounting for the heavy toll it took to swing. With this new lighter sword in hand, Chidori quickly picked up swordsmanship, her skill with the blade impressing, due to having quite the light, swift step. Earning her the nickname Chidori of the Breeze.

Quirk: Chidori earns coin as an entertainer; she's a dancer with swords and ribbons.

OSS: A proud girl whose swordsmanship imitates the swift wind.

Other: She'll quickly feel a rivalry with any other primary sword users. She loves to practice ribbon-dancing, or training with her sword under the gentle sway of a tree. Sakura trees are her favorite, in particular, often napping under them; something that very much embarrasses her.
ac658d26217eb786c8949108baf78a5cb2f41e57-jpg.172304


"Scared? Don't be. Nothing to be afraid of here, isn't that right Safang? Hm, see? Believe the wolf; he's quite trustworthy, I assure you."

Name: Seline Lierai, the Shiver, the Ghost

Age: 20
Gender: Female
Race: Faye


Class: Thief

Birthplace: Necine, Jurvaine

Equipment: a set of knives and one dagger

Appearance: Under her hood are her pointy ears, that she primarily keeps hidden. And across her shoulders, is an artsy, elegantly drawn, wispy river tattoo.

Personality:
Seline is an enigma. Her motivations are unknown, where she's from is unknown, what she wants is unknown. Still, she's a well-spoken, if not soft-spoken, seemingly-kind individual, with a relaxing cadence. She speaks with flowery words, that often sound like cryptic riddles; a favorite of hers. Despite Seline's gentle disposition, the area around her is often as frigid as the tundra. Something she doesn't seem to notice, as it never seems to bother her. Even so, Seline seems to relish in this unsettling aura, using it to her advantage. One of her skills is throwing others off, keeping them guessing. Unfortunately, this is secluding, making Seline a lonely individual.

Biography:
Seline is a secretive one. The Faye's background is as wrapped in secrecy as her heart is. She isn't one to truly open up, though not that others would know that, as Seline is a chronic liar; if one gets her to divulge information, she readily fibs. Seline is an excellent liar, to the point that any of her yarns she spins sound like immutable truth. No one really knows where she comes from, or what she's up to. Just how she likes it. All that's known, is of the rumors of something known as 'the Ghost' or someone known as 'the Shiver'. A thief that is as silent and chilling as a specter. These rumors are of her, of course, but no one knows that. They don't suspect the gentle traveler of incessant thievery.

In truth, Seline's skills come from The River. A secretive guild that primarily exists in the seedy underbellies of cities across the world. It has origins within both Varnes and the Yellow Wastes. So, it is unclear exactly where it started, a history greatly debated among older members, who have some dumb sense of devotion to their 'side' of the guild. Basically, the River is a thieves guild. To signify you're a member, two things must be met: you need to know the secret phrase, and present the tattoo of the guild. Though, to get into secret markets, the phrase is usually good enough. The secret phrase is "The River flows bountiful" or "The River has dried this season", indicating whether you seek a fence with stolen goods to sell, or whether you have failed in your mission of thievery.

Quirk: Seline has a knack for predicting rain, fog, or cloudy days.

OSS: A perplexing thief with a chillingly sweet disposition whose motives lie in secrecy.

Other: Seline has a loyal pet wolf, named Safang. She's often found in lonely places, preening her wolf. She talks to him, too, as if they can hold a conversation. She also claims Safang's favorite food is strawberry pie. Finally, she often defers to Safang in conversation, as if his input is worth just as much as anyone's.

Hope these two are okay! :3 Selines a back up charrie though, not necessarily needed unless like.. well yea, you get the point. Also, shes Jurvaine, and it says Jurvaine peeps are caught outside of Jurvaine, so like.. is that 100% true? lol

I was thinking about Seline's wolf, and I'm gonna have to ask for it to be cut. The animal doesn't coincide with the thief class much if at all. Sorry. :(

View attachment 172325

"I'm not a dead man yet. If I'm still breathing, I still have a chance to make it out of this."

Name: Jorin Adelas

Age: 27

Gender: Male

Race: Sollan

Class: Fighter

Birthplace: Redstall, Yveltskr

Equipment:
- Iron Axe
- Hand Axe
- Vulnerary

Appearance: Broad-shouldered and muscular as an axeman should be. Facial hair is scruffy, but clean. Stands at about 6'2.

Personality:
  • Cynical and bitter
  • Speaks with an aggressive tone
  • Stubborn and determined to survive

Biography: Born as a poor commoner, Jorin left his home village of Redstall the moment he came of age, seeking to join the king's army and make a name for himself. The sergeant took one look at the swarthy village lad, handed him an axe, and told him to get in line. When the war broke out mere months later, Jorin made like a good soldier and fought as he was told to.

Unfortunately, he fought for the wrong man. Jorin and his fellow soldiers fought like men possessed in Roidnell II's army, but by the last few months of the war, they realized there was no victory to be hand. Not eager to be captured and condemned, what remained of their unit deserted, disappearing into the woods and hills. As career soldiers with no other skills than warfare, they fell back on banditry, becoming highwaymen and preying upon those who traveled the roads.

Over the past year, Jorin has tired of this life, especially as army patrols have whittled down what remained of their band of soldiers into a scant handful of highwaymen. He seeks an escape from being a wanted man, even as most of compatriots have resigned themselves to taking what they can and dying like dogs.

Quirk: A decent chef. Can be relied on to be camp cook.

OSS: A former soldier turned highwayman looking for a way out.

Other:
Theme song

Another interesting character. Only issue is his armor. Fighters don't really bear heavy armor like that, since they are meant to be light and quick on their feet and kill before they're killed. Again, all you need to change is his armor and how it looks like.
 
97I4Yj9.png
 
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Another interesting character. Only issue is his armor. Fighters don't really bear heavy armor like that, since they are meant to be light and quick on their feet and kill before they're killed. Again, all you need to change is his armor and how it looks like.

It's not really heavy plate, though. Just chainmail. Fighters also are traditionally only average in speed. But I'll look for something else if you insist.
 
Unfortunately this is now closed to new people. I'm not accepting any more people. Those who ARE interested have every right to PM me with interest, and thus be placed on a waiting list.
 
braid.jpg
"That those who live in opulence decide the fate of the realm while the rest of us toil for sustenance is nothing short of a disgrace."

Name: Isra Asari

Age: 22

Gender:
Male, probably

Race: Sollan

Class: Archer

Birthplace: The Sun Marches

Equipment: Iron Bow, Vulnerary, (Short Bow?)

Appearance: As the picture, hair as bright as the summer dawn, but with a vambrace to protect his arms and probably a simpler hair-tye that doesn't stand out so much. Isra is as much a stranger to a long march in the wilderness as he is to a clothier in the isles: his appearance can be anywhere between fashionable and tidy to rough as disheveled, depending on the time of day.

Personality: Somewhat on the serene side when alone, focused in battle; Isra tends to shy away from conversation and let his arrows do the talking when appropriate. When he does speak, he typically does so in a soft tone. Known to have a sense of humor when conversation drifts toward the subject of his appearance, and rarely shows any sign of anger outside of a few specific subjects. Can be affectionate once no longer inclined to maintain his distance.

Biography: Born to a pair of traveling sellswords, Isra grew up with few attachments that couldn't be tucked away inside a sleeve. One could say the entire band had their part in raising him, teaching him the difference between different styles of human bootprints, how to track beasts and prey, and the various plantlife that grows in the wild, but one quickly learns what it means to be a sellsword when, one by one, familiar faces are no longer present at the dinner table, and are replaced by new ones.

Each spring was a season of travel and exploration, each summer one of scouting for locations to settle between jobs, and in the autumn the band would prepare for a long winter... until they ended up back in Tornabraux one year. Isra was seventeen years old, prone to wandering off on his own when he didn't have a job to do. By chance, he'd made a friend somewhere out in the Sun Marches, and made a point of visiting them whenever he could.

One day, Isra got pulled from his supply-gathering duties to assist in a job, escorting a merchant caravan across the border with their cargo. It was a simple enough job, even factoring in an ambush from the local guards, but catching a glimpse of just what the cargo was sent a chill down Isra's spine. Of course, being the youngest one present, everyone else from his group already knew.

A mercenary's lot in life is to fight and die on the whims of those wealthy enough to hire them. Isra intends to die setting things right. As such, the group that departed that day for an easy job never returned: the mercenary commander's son lie strewn in the sands with an arrow in his back, and the other two accomplices met a similar end. As for Isra...

He pocketed the job's payout for himself and left. Upon finding that his friend no longer showed up to their meeting place, Isra left Tornabraux entirely. Five years have passed since that day, and Isra has yet to find a new home.

Quirk: Can sometimes be found on his own, playing a mandolin. Not averse to playing on a stage, but doesn't believe he's talented.

OSS: An aloof traveler in search of a cure for the plague.

Other: Laroche's Dead Men is a culturally diverse group of mercenaries known to sink to any level for the right price, made up mostly of sollan and faye warriors. Led by Dolan LaRoche (A Hero to someone, surely, but not most), the group tends to adopt outcasts and orphans and mold them into warriors.

Althea, Dolan's daughter, wields a sword. She doesn't know who killed her brother Gordon, but if she sees Isra she's going to want answers blood.

Isra's birthplace was Tornabraux, but his parents were not of Torne blood. GM's choice on whether Isra is Sollan or Branded.
 
97I4Yj9.png


"Money talks."

Character Theme: Yoko Shimomura — Musique pour la Tristesse de Xion (Kingdom Hearts 1.5 ReMIX Arrangement)

  • Full Name:
    Dustice Nastrond
    Age:
    Twenty-three years old.
    Gender:
    Male
    Race:
    Sollan (Kugawan)
    Class:
    Mercenary
    Birthplace:
    Kuneung, Eastern Kugawa the Town of Hangshing

    "One. Two. Three. Four. Five. Six. Seven..."

    Personality:
    Ultimately motivated by his own personal motives and objective, Dustice possesses as cold a demeanor as the steel that he brandishes. He follows the common theme of the countless hired swords that roam the land, taking on any sort of job no matter the grime, seeking to fill the ever-emptying pouch on his belt through the thrill of battle. His acquisitive conviction follows only the promise of the highest bidder. The young man has no particular quarrel or fondness with the established powers of the many realms, but he is a discriminator of the Laguz as a result of his past experiences.
    Opting to travel on his own as opposed to being tied to a mercenary ring, Dustice shows a level of discomfort in the presence of others, suggesting a meekness that is often disguised in silence. Steadfast initiative is the wielder of his weapon, and he is willing to be the first to dash into combat if it means that he may protect his people from harm. While the journey in his life has tightened his heartstrings, he is very much a kind and delicate person deep down, as much as he refuses to admit it.
    Quirk:
    Dustice will always vocally count up his gold one by one, coin by coin, for any transaction, whether paying or receiving. He will postpone this if the present situation demands his attention.
    Biography:
    Dustice Nastrond was born in Eastern Kugawa, namely the town of Hangshing situated in isolation within the territory of Keneung. His parents were loyal retainers to the Quanwei Clan, and served as advisors to Zhong Mei, the Yellow Dragon of the East. Though, only a fortnight had passed after the newborn's birth before a great betrayal blindsided the clan. The turncoat, known among his former clansmen as Jian of the Falling Star, kidnapped the newborn among the secrets of the Yellow Dragon, swiftly eluding their pursuit and smuggling onto a trading ship across the Twilight Sea. Jian would look after the boy for the three weeks' journey before their voyage came to a head at the port city of Houndsreach, leaving him at the doorstep of an unassuming establishment and vanishing into obscurity. Nettle Nastrond, one of the establishment's finer purveyors, stumbled upon the crying infant, and decided to raise the boy as her own, naming him after her grandfather.
    The young boy had a decent upbringing even through his foster mother's occupation, having learned of the brothel and her association at an early age; Dustice was a mama's boy through and through, practically glued to her hip all throughout his early life as if she was his mother by blood. It took much mustering of confidence for him to come out of his shell, slowly starting to play with the other boys and girls in the city after befriending those of his mother's coworkers. While he took on the odd job as a farmhand or two, those prospects did not excite him as much as the prospect of learning swordplay and venturing across the realm, which the mercenary guild of Houndsreach advertised. Alongside some of his childhood friends, they would receive instruction from the master of arms at the guild, forming their own group and making their own way for the time to come.
    Four years had done more to wear their prespectives of the land and the shady characters that inhabited it, and the group would soon find themselves offered too good a proposition to deny; there was a rallying of sellswords for the rebellion against the crown, and boasts of great fortune to come as the civil war intensified dramatically. In those next three years, Dustice would grow numb to the loss and heartache accompanying the destruction of war, being the only sword standing among his childhood friends when it came to an end. The promises of wealth from the victorious dissidents remained unfulfilled. When the young man returned to his home in Houndsreach, he was informed of the disappearance of his mother, and came upon a note instructing him to 'find me in Kugawa.' Desperate for the coin to heed the abductor's command and learning about the foreign nation's blockade of travel from Yveltskr, Dustice is still searching for a way across the Twilight Sea.
    Epigraph:
    A cold collector of coin who is searching for his mother. Distant and somber, yet benign in spirit.
    Equipment:
    Iron Sword, Laguzslayer
    Other Information:
    Dustice has a soft spot for stuffed animals.


  • "Someone had to break the ice."

    Height
    5'10
    Weight:
    174lbs
    Hair Color:
    Licorice black
    Eye Color:
    Gray
    Complexion:
    Fair
    Body Composition:
    Lean
    Notable Features:
    A very noticeable scar runs along the end of his left eyebrow, down to the corner of his eye (as seen in the picture). He has a tattoo of a crow along his left breast.

  • COMING SOON
 
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View attachment 172388
"That those who live in opulence decide the fate of the realm while the rest of us toil for sustenance is nothing short of a disgrace."

Name: Isra Asari

Age: 22

Gender: Male, probably

Race: Sollan

Class: Archer

Birthplace: The Sun Marches

Equipment: Iron Bow, Vulnerary, (Short Bow?)

Appearance: As the picture, hair as bright as the summer dawn, but with a vambrace to protect his arms and probably a simpler hair-tye that doesn't stand out so much. Isra is as much a stranger to a long march in the wilderness as he is to a clothier in the isles: his appearance can be anywhere between fashionable and tidy to rough as disheveled, depending on the time of day.

Personality: Somewhat on the serene side when alone, focused in battle; Isra tends to shy away from conversation and let his arrows do the talking when appropriate. When he does speak, he typically does so in a soft tone. Known to have a sense of humor when conversation drifts toward the subject of his appearance, and rarely shows any sign of anger outside of a few specific subjects. Can be affectionate once no longer inclined to maintain his distance.

Biography: Born to a pair of traveling sellswords, Isra grew up with few attachments that couldn't be tucked away inside a sleeve. One could say the entire band had their part in raising him, teaching him the difference between different styles of human bootprints, how to track beasts and prey, and the various plantlife that grows in the wild, but one quickly learns what it means to be a sellsword when, one by one, familiar faces are no longer present at the dinner table, and are replaced by new ones.

Each spring was a season of travel and exploration, each summer one of scouting for locations to settle between jobs, and in the autumn the band would prepare for a long winter... until they ended up back in Tornabraux one year. Isra was seventeen years old, prone to wandering off on his own when he didn't have a job to do. By chance, he'd made a friend somewhere out in the Sun Marches, and made a point of visiting them whenever he could.

One day, Isra got pulled from his supply-gathering duties to assist in a job, escorting a merchant caravan across the border with their cargo. It was a simple enough job, even factoring in an ambush from the local guards, but catching a glimpse of just what the cargo was sent a chill down Isra's spine. Of course, being the youngest one present, everyone else from his group already knew.

A mercenary's lot in life is to fight and die on the whims of those wealthy enough to hire them. Isra intends to die setting things right. As such, the group that departed that day for an easy job never returned: the mercenary commander's son lie strewn in the sands with an arrow in his back, and the other two accomplices met a similar end. As for Isra...

He pocketed the job's payout for himself and left. Upon finding that his friend no longer showed up to their meeting place, Isra left Tornabraux entirely. Five years have passed since that day, and Isra has yet to find a new home.

Quirk: Can sometimes be found on his own, playing a mandolin. Not averse to playing on a stage, but doesn't believe he's talented.

OSS: An aloof traveler in search of a cure for the plague.

Other: Laroche's Dead Men is a culturally diverse group of mercenaries known to sink to any level for the right price, made up mostly of sollan and faye warriors. Led by Dolan LaRoche (A Hero to someone, surely, but not most), the group tends to adopt outcasts and orphans and mold them into warriors.

Althea, Dolan's daughter, wields a sword. She doesn't know who killed her brother Gordon, but if she sees Isra she's going to want answers blood.

Isra's birthplace was Tornabraux, but his parents were not of Torne blood. GM's choice on whether Isra is Sollan or Branded.

Pretty interesting character, getting some Kvothe vibes with the sellsword group. Though I'm not sure what happened at the end of his bio. Did he betray and still give the cargo to the payers? What was even in the cargo? Laguz? Drugs/illegal goods? I'm not sure if it's the way it's worded, but I got a little confused. That's honestly my major issue. He can keep his short bow.


97I4Yj9.png


"Money talks."

Character Theme: Yoko Shimomura — Musique pour la Tristesse de Xion (Kingdom Hearts 1.5 ReMIX Arrangement)

  • Full Name:
    Dustice Nastrond
    Age:
    Twenty-three years old.
    Gender:
    Male
    Race:
    Sollan (Kugawan)
    Class:
    Mercenary
    Birthplace:
    Kuneung, Eastern Kugawa the Town of Hangshing
    "One. Two. Three. Four. Five. Six. Seven..."


    Personality:
    Ultimately motivated by his own personal motives and objective, Dustice possesses as cold a demeanor as the steel that he brandishes. He follows the common theme of the countless hired swords that roam the land, taking on any sort of job no matter the grime, seeking to fill the ever-emptying pouch on his belt through the thrill of battle. His acquisitive conviction follows only the promise of the highest bidder. The young man has no particular quarrel or fondness with the established powers of the many realms, but he is a discriminator of the Laguz as a result of his past experiences.
    Opting to travel on his own as opposed to being tied to a mercenary ring, Dustice shows a level of discomfort in the presence of others, suggesting a meekness that is often disguised in silence. Steadfast initiative is the wielder of his weapon, and he is willing to be the first to dash into combat if it means that he may protect his people from harm. While the journey in his life has tightened his heartstrings, he is very much a kind and delicate person deep down, as much as he refuses to admit it.
    Quirk:
    Dustice will always vocally count up his gold one by one, coin by coin, for any transaction, whether paying or receiving. He will postpone this if the present situation demands his attention.
    Biography:
    Dustice Nastrond was born in Eastern Kugawa, namely the town of Hangshing situated in isolation within the territory of Keneung. His parents were loyal retainers to the Quanwei Clan, and served as advisors to Zhong Mei, the Yellow Dragon of the East. Though, only a fortnight had passed after the newborn's birth before a great betrayal blindsided the clan. The turncoat, known among his former clansmen as Jian of the Falling Star, kidnapped the newborn among the secrets of the Yellow Dragon, swiftly eluding their pursuit and smuggling onto a trading ship across the Twilight Sea. Jian would look after the boy for the three weeks' journey before their voyage came to a head at the port city of Houndsreach, leaving him at the doorstep of an unassuming establishment and vanishing into obscurity. Nettle Nastrond, one of the establishment's finer purveyors, stumbled upon the crying infant, and decided to raise the boy as her own, naming him after her grandfather.
    The young boy had a decent upbringing even through his foster mother's occupation, having learned of the brothel and her association at an early age; Dustice was a mama's boy through and through, practically glued to her hip all throughout his early life as if she was his mother by blood. It took much mustering of confidence for him to come out of his shell, slowly starting to play with the other boys and girls in the city after befriending those of his mother's coworkers. While he took on the odd job as a farmhand or two, those prospects did not excite him as much as the prospect of learning swordplay and venturing across the realm, which the mercenary guild of Houndsreach advertised. Alongside some of his childhood friends, they would receive instruction from the master of arms at the guild, forming their own group and making their own way for the time to come.
    Four years had done more to wear their prespectives of the land and the shady characters that inhabited it, and the group would soon find themselves offered too good a proposition to deny; there was a rallying of sellswords for the rebellion against the crown, and boasts of great fortune to come as the civil war intensified dramatically. In those next three years, Dustice would grow numb to the loss and heartache accompanying the destruction of war, being the only sword standing among his childhood friends when it came to an end. The promises of wealth from the victorious dissidents remained unfulfilled. When the young man returned to his home in Houndsreach, he was informed of the disappearance of his mother, and came upon a note instructing him to 'find me in Kugawa.' Desperate for the coin to heed the abductor's command and learning about the foreign nation's blockade of travel from Yveltskr, Dustice is still searching for a way across the Twilight Sea.
    Epigraph:
    A cold collector of coin who is searching for his mother. Distant and somber, yet benign in spirit.
    Equipment:
    Iron Sword, Laguzslayer
    Other Information:
    Dustice has a soft spot for stuffed animals.


  • You're accepted.
    "Someone had to break the ice."

    Height
    5'10
    Weight:
    174lbs
    Hair Color:
    Licorice black
    Eye Color:
    Gray
    Complexion:
    Fair
    Body Composition:
    Lean
    Notable Features:
    A very noticeable scar runs along the end of his left eyebrow, down to the corner of his eye (as seen in the picture). He has a tattoo of a crow along his left breast.

  • COMING SOON
 
Pretty interesting character, getting some Kvothe vibes with the sellsword group. Though I'm not sure what happened at the end of his bio. Did he betray and still give the cargo to the payers? What was even in the cargo? Laguz? Drugs/illegal goods? I'm not sure if it's the way it's worded, but I got a little confused. That's honestly my major issue. He can keep his short bow.

Well, he was 17 years old and an archer: nowhere near the kind of force that can take down an entire caravan. It's meant to be a bit vague, but after the person in charge took the payment and they left, Isra picked them off, one by one, as he caught them alone on the way back. The caravan was transporting slaves, and Isra was pretty much the only person in the group unaware of that detail. It kinda set him off, but everyone else present was all, "This is what we do for a living. Get used to it."
 
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shaman-png.172289

"You won't find my name in any tomes, but I assure you, I'm the Realm's number one chronicler of magic... *mumbled*..Or I want to be."

Name: Aris Hexiandra "Hexia" Caligari Shadowlove

Age: 18
Gender: Female
Race: Sollan

Class: Shaman

Birthplace: somewhere in southern Yveltskr, within the Eternal Eclipse coven (though at least one of her parents are Torne)

Equipment:
- Xhe'ndra: Prf. Hexia. Written by Hexia herself, this dark tome unleashes a dark spell of emblazoned moonlight that sears the foe. Is slightly weaker in power to Flux, but is ever so slightly stronger at night.
- Vulnerary

Appearance: Top center of her back is tattooed a decorative, peculiar ring. Hiding beneath her sleeves are countless magical markings she draws on herself in her spare time. Her legs, too, are also used for impromptu spell scribblings. She also aggressively changes her nail color, almost ritually so.

Personality:
A slightly daft girl whose self-proclamations are liable to draw a laugh rather than admiration; among her coven, she's more known for her ditsiness, and isn't taken very seriously at all. Hexia, in general, likes to make grand declarations and indulge in wild tests, chasing some foolish fancy that captivated her in that moment; often becoming frustrated and downright pouty when disbelieved or ridiculed for such antics. So much so, that she can go from being her natural peppy self, to being a little sour raisin within the span of a few seconds. She has a certain disdain for naturally-gifted and naturally-charismatic people, as well as, those who treat her like a joke. She's also a bit put-off from intellectuals, calling them 'smarty-pants' (yeah not original). Regardless, Hexia is known to bounce back quickly, readily facing all of life's challenges. And so long as you don't make fun of her, she's quite easy to get along with, assuming you can handle her halfwitted responses. Yet, that may just be her unique charm.

Biography:
Hexia's coven exists near the southern border of Yveltskr and Tornabraux. It currently resides in the former, but was established within the latter ages back. The coven migrated from Tornabraux, finding hiding within Yveltskr a bit easier, due to having pissed off a rival coven, creating enemy magus that would kill them on sight. They've since been in Yveltskr for around 20ish years, with many of their younger magus being born within Yveltskr's borders, which includes Hexia herself.

Her coven is known as the Eternal Eclipse. Unlike their fellow Sollans around them, the coven instead worships Lorelei's antithesis: Tsukuyomi. A god that's apparently related to Kugawa's pantheon, where he is known as the god of wonders. However the ancient texts the Eternal Eclipse possess spin a different yarn, defining him as the god of night. Whereas the world beyond generally prefers Lorelei's light illuminating the world, Hexia's coven would prefer the eternal night that Tsukuyomi would bring. Why? Well, to them, the god and his religion, represent magic to its fullest, and extols the afterlife in a place called the Road of Shimmers. It is explained as a mystical night where the magical sages of the past continue to thrive, watching in all their wisdom on those below. Which is something her coven greatly respects and believes in.

Anyway, moving on.. Hexia tends to be the joke of the coven, drawing much ire from the stuffy, serious elders that run it, and providing an endless amount of amusement for the younger, less stuck-up crowd of magus. She's simply not taken too seriously, with the random musings she has. Furthermore, she wants to be known as the Maledicius. A -no- the loremaster of the Realm and all the Realms. The Maledicius is recorder, augur, and spell-writer; the best the world has ever seen. It is said they will write a spell-book to end all spell-books: within its infinite pages will hold all the mysteries of the world, and all magical knowledge. It is Hexia's dream to become the Maledicius, which of course, everyone in the coven mocks greatly. Even the Maledicius within Eternal Eclipse is nothing but a mere imitation of what the real thing could be -a loremaster in name only. However, Hexia will not give up! She will venture out from her coven and make her dream a reality! She'll show them! She'll become the real Maledicius, and turn them all into believers!

Quirk: Hexia's not great at much, but she's the best spell-book writer you'll come across. Oh, and she's got mad calligraphy skills as a direct result. Let her write notes and letters, they'll come out beautifully. (Just tell her what to write.. if you want it coming out as coherent, intelligent speech.)

OSS: An optimistic and intrepid young shaman with the goal of being the go-to magus for everything magical, though one who, admittedly, seems inadequate for such a prestigious position.

Other: Even though she's Yveltskr, Torne, and Sollan, Hexia doesn't view Laguz negatively. She just never had the energy to put to hating on them. If anything, she finds them rather intriguing, viewing them as a magical anomaly. And all things magical she's fiercely interested in. Speaking of which, one of Hexia's favorite things is the moon, she draws it, spends nights staring at it, etc. Even created a spell from studying it. The moon represents the stages of life, and is an immensely powerful magical object that channels powerful energies.
 
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Pretty interesting character, getting some Kvothe vibes with the sellsword group. Though I'm not sure what happened at the end of his bio. Did he betray and still give the cargo to the payers? What was even in the cargo? Laguz? Drugs/illegal goods? I'm not sure if it's the way it's worded, but I got a little confused. That's honestly my major issue. He can keep his short bow.

Well, he was 17 years old and an archer: nowhere near the kind of force that can take down an entire caravan. It's meant to be a bit vague, but after the person in charge took the payment and they left, Isra picked them off, one by one, as he caught them alone on the way back. The caravan was transporting slaves, and Isra was pretty much the only person in the group unaware of that detail. It kinda set him off, but everyone else present was all, "This is what we do for a living. Get used to it."

Ah, accepted then. Put him in the accepted character thread.
 
shaman-png.172289

"You won't find my name in any tomes, but I assure you, I'm the Realm's number one chronicler of magic... *mumbled*..Or I want to be."

Name: Aris Hexiandra "Hexia" Caligari Shadowlove

Age: 18
Gender: Female
Race: Sollan

Class: Shaman

Birthplace: somewhere in southern Yveltskr, within the Eternal Eclipse coven (though at least one of her parents are Torne)

Equipment:
- Xhe'ndra: Prf. Hexia. Written by Hexia herself, this dark tome unleashes a dark spell of emblazoned moonlight that sears the foe. Is slightly weaker in power to Flux, but is ever so slightly stronger at night.
- Vulnerary

Appearance: Top center of her back is tattooed a decorative, peculiar ring. Hiding beneath her sleeves are countless magical markings she draws on herself in her spare time. Her legs, too, are also used for impromptu spell scribblings. She also aggressively changes her nail color, almost ritually so.

Personality:
A slightly daft girl whose self-proclamations are liable to draw a laugh rather than admiration; among her coven, she's more known for her ditsiness, and isn't taken very seriously at all. Hexia, in general, likes to make grand declarations and indulge in wild tests, chasing some foolish fancy that captivated her in that moment; often becoming frustrated and downright pouty when disbelieved or ridiculed for such antics. So much so, that she can go from being her natural peppy self, to being a little sour raisin within the span of a few seconds. She has a certain disdain for naturally-gifted and naturally-charismatic people, as well as, those who treat her like a joke. She's also a bit put-off from intellectuals, calling them 'smarty-pants' (yeah not original). Regardless, Hexia is known to bounce back quickly, readily facing all of life's challenges. And so long as you don't make fun of her, she's quite easy to get along with, assuming you can handle her halfwitted responses. Yet, that may just be her unique charm.

Biography:
Hexia's coven exists near the southern border of Yveltskr and Tornabraux. It currently resides in the former, but was established within the latter ages back. The coven migrated from Tornabraux, finding hiding within Yveltskr a bit easier, due to having pissed off a rival coven, creating enemy magus that would kill them on sight. They've since been in Yveltskr for around 20ish years, with many of their younger magus being born within Yveltskr's borders, which includes Hexia herself.

Her coven is known as the Eternal Eclipse. Unlike their fellow Sollans around them, the coven instead worships Lorelei's antithesis: Tsukuyomi. A god that's apparently related to Kugawa's pantheon, where he is known as the god of wonders. However the ancient texts the Eternal Eclipse possess spin a different yarn, defining him as the god of night. Whereas the world beyond generally prefers Lorelei's light illuminating the world, Hexia's coven would prefer the eternal night that Tsukuyomi would bring. Why? Well, to them, the god and his religion, represent magic to its fullest, and extols the afterlife in a place called the Road of Shimmers. It is explained as a mystical night where the magical sages of the past continue to thrive, watching in all their wisdom on those below. Which is something her coven greatly respects and believes in.

Anyway, moving on.. Hexia tends to be the joke of the coven, drawing much ire from the stuffy, serious elders that run it, and providing an endless amount of amusement for the younger, less stuck-up crowd of magus. She's simply not taken too seriously, with the random musings she has. Furthermore, she wants to be known as the Maledicius. A -no- the loremaster of the Realm and all the Realms. The Maledicius is recorder, augur, and spell-writer; the best the world has ever seen. It is said they will write a spell-book to end all spell-books: within its infinite pages will hold all the mysteries of the world, and all magical knowledge. It is Hexia's dream to become the Maledicius, which of course, everyone in the coven mocks greatly. Even the Maledicius within Eternal Eclipse is nothing but a mere imitation of what the real thing could be -a loremaster in name only. However, Hexia will not give up! She will venture out from her coven and make her dream a reality! She'll show them! She'll become the real Maledicius, and turn them all into believers!

Quirk: Hexia's not great at much, but she's the best spell-book writer you'll come across. Oh, and she's got mad calligraphy skills as a direct result. Let her write notes and letters, they'll come out beautifully. (Just tell her what to write.. if you want it coming out as coherent, intelligent speech.)

OSS: An optimistic and intrepid young shaman with the goal of being the go-to magus for everything magical, though one who, admittedly, seems inadequate for such a prestigious position.

Other: Even though she's Yveltskr, Torne, and Sollan, Hexia doesn't view Laguz negatively. She just never had the energy to put to hating on them. If anything, she finds them rather intriguing, viewing them as a magical anomaly. And all things magical she's fiercely interested in. Speaking of which, one of Hexia's favorite things is the moon, she draws it, spends nights staring at it, etc. Even created a spell from studying it. The moon represents the stages of life, and is an immensely powerful magical object that channels powerful energies.


I think she's an ok character. Like I said on the discord, you cannot have custom classes, so please pick a lower-class dark magic tome for her to use. Also, I'll let you keep the whole religion and coven idea, as long as:

1) You change Tsukuyomi's name. He's already a god irl, and I would appreciate if you chose another name.
2) Clarify why a member of Kugawa's divine pantheon is being worshiped in a cult across a large ocean.
3) You don't allow said religion/coven to interrupt plots and halt the pace of the roleplay (at least, without permission from and discussion with me)
4) I'm... not so sure if I want the Maledicus to be a thing. Unless it's just typical "covenant ramblings" that don't exist/are only "rumors" or myth. Reasoning behind this is that I feel like this is too much worldbuilding regarding mages and shamans. I was planning on fleshing them out a little bit more IC and I feel like this might overlap with what I have planned.

Make sure to just keep one quirk and remove all mentions of her creating her own spells.
 
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1. any idea on what i should change it to? ill go with what you want
2. i did mention ancient texts talked about him, in other words, this is a very long-ago type of thing, and the "kugawa-version" may actually be just from rumors that have made their way across that ocean
3. i wasnt imagining it would, unless, like you said, you wanted to involve it in a plot or something, which obvi id discuss with you. off the top of my head, maybe a "mission" in kugawa, where we get randomly attacked by the rival coven's shamans, and have to fend them off
4. it can be as big a thing or as little a thing as just "covenent ramblings" as you want, since its your rp :3 i just figured there were these type of things fairly often in fe. (not maledicius specifically -- just various mcguffins and prestigious titles that gave chars long-term goals)
-- if it overlaps, lemme know what overlaps, and ill either completely change the coven stuff, or work with you until it doesnt?

-- she cant work on creating spells? she doesnt necessarily have to create them canonically, but she could support-wise and in passing convo mention trying to, couldnt she?

-- also she only has one quirk? the calligraphy writing?
 
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1. any idea on what i should change it to? ill go with what you want
2. i did mention ancient texts talked about him, in other words, this is a very long-ago type of thing, and the "kugawa-version" may actually be just from rumors that have made their way across that ocean
3. i wasnt imagining it would, unless, like you said, you wanted to involve it in a plot or something, which obvi id discuss with you. off the top of my head, maybe a "mission" in kugawa, where we get randomly attacked by the rival coven's shamans, and have to fend them off
4. it can be as big a thing or as little a thing as just "covenent ramblings" as you want, since its your rp :3 i just figured there were these type of things fairly often in fe. (not maledicius specifically -- just various mcguffins and prestigious titles that gave chars long-term goals)
-- if it overlaps, lemme know what overlaps, and ill either completely change the coven stuff, or work with you until it doesnt?

-- she cant work on creating spells? she doesnt necessarily have to create them canonically, but she could support-wise and in passing convo mention trying to, couldnt she?

1) Not sure, honestly. What I usually do is search up online fantasy name generators, so what you can do is search up "fantasy japanese god name generators" or something.
2) Ah, alright, understood.
3) Sounds good to me.

Your character is okay. Put her up and remove the character you dont' want to use.
 
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@Vayne your character was accepted before, not sure why the quote I put in my other post is cutting the rest of the post off, put him int he character tab
 
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@Luminosity
changed the gods name to Xhavaos
and gave her flux, and put this in the "other" section of her bio: "Even diligently working on something that is going extremely slowly due to the incredible difficulty it is of accomplishing such a monumental task -creating a spell from studying it; that she intends to call Xhe'ndra."

i put her up in place of seline :3 thanks
 
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kziZkMh.png

"I might be a servant, but at least I'm proud of who I am."
He doesn't have one for now. Taking suggestions lol
Name:
Amaroq "Roq" Vánagandr
Age:

21
Gender:
Male
Race:
Laguz - Beast - Wolf
Class:
Laguz

Birthplace:
In a small run down cottage located just outside the mines of Copperspine, Yveltkr
Equipment:
  • Beaststone x1
Appearance:
Roq stands at roughly 6' tall. His most notable features are his silver/white hair and fur along with his amber eyes. He also has scars on his back from his time working with other slaves in the mines when he was younger. The mark on his face is a tattoo given to him by his parents before he was sold.


Personality:
Amaroq despite his position in Yveltskr is a fairly energetic and chipper individual. He learned from his parents that things can always be worse; facing the world with a smile and never letting the masses bring you down would help keep his will strong. As a Laguz, a noble wolf, he had to remain strong and know that things would and could get better. It was thanks to them that he was able to learn to appreciate what he had, learn what sacrifice truly was, and helped strengthen him for the troubles he'd face in a society that thought of Laguz as less than.


Even so, Roq takes pride in who he is, and even pride in his place as a servant to the Durand Family. In his eyes, they are a good example of the good that does exist in a society where his parents taught him that monster's do exist. It could be because of their kindness, or any of the other factors that influenced his upbringing, but he has grown strong, kind, and fiercely loyal. He is almost always willing to help and put his life on the line for the people that he cares for. He is strong-willed, brash, optimistic and confident with a willingness to learn all he can. Overall, Amroq is a good companion, ally, and if you give him a chance, friend.

Biography:
Born in Copperspine, Amaroq was introduced to his life of servitude fairly early. His parent's master was "kind" enough to allow his mother time off from the mines while his father worked double time so that she could raise Roq peacefully. However, from the moment he could walk, the little wolf was allowed to help. He would move rocks from the front of the cave, help serve scraps and refreshments over breaks, limited though they were. As he grow older and taller, he would begin to move inward taking on heavier labor in the mines. Roq was dedicated, doing his job with a smile, a smile which would infect many of the workers. They were slaves, but they were proud Laguz and if a child could keep his spirit so would they. Life was simple; it was hard, but it was good. He worked with his mother and father, rarely got in trouble and that made him happy.

Things took a turn, however, when he was 7. He was helping out in the mine, grueling work. It was hot, and he was sore all over. He tried to push on through with a smile, but it was getting harder all the time. Maybe he'd been too naive before. Their master was growing more impatient all the time and asking for more materials from the mine. Maybe things were terrible. He wanted more than to spend all day working to the bone.
Maybe things wouldn't get better. It was as these thoughts were growing stronger that the cave in happened. He and a number of other slaves were trapped, including his father. His mother had been outside the cave luckily. The casualties ran high that day. But many made it out with little more than a few injuries, and later on, scars.

Amaroq was bedridden after this. He's took a number of blows which would result in a plethora of scars over his back. His parents, worried for his safety and wanting more for him, decided to try and get their master's daughter to sell him. She was a young woman who'd grown close to them and other slaves due to her kindness and caring demeanor. She agreed, but wasn't sure her father would look for the best owner. They were okay with that, so long as his life wasn't in jeopardy in the mine anymore. By the time he was back on his feet and work ready, his parents had spoken to him. A buyer had been found. He didn't want to leave though. His father told him to be strong, his mother to be brave. Above all, face adversity with pride.

This was how he came into the possession of the uncle of a one Roland Durand. He traveled with the man for a bit. He did odd jobs for the man as they traveled until he was gifted to the Durand family of which the shady man was a part of . Roq was worried that he was gonna be mistreated, but it turned out to be better than he'd ever expected. As Roland's servant he learned to fight, acted as a companion, and spent almost all of his time with the young man. He was also gifted new clothes and some light armor of which he uses on his legs and arms.

Quirk:
Roq picks physical activities up scarily fast. Dancing, cooking, fighting, etc. And he's always ready to try and pick up something new! He can't read though. He pretends like he can. But he can't.

OSS:
With the moon in his sights, you won't find it easy to ruffle this wolf's fur.

Other:
  • His nickname Roq is pronounced like "rock"
  • He doesn't like people playing with his ears without permission. He rarely if ever gives permission. That goes double for his tail. Yes. That also goes for Roland.
  • His senses are very good. Like very good.
  • More to come ;P
 
Last edited:
kziZkMh.png

"I might be a servant, but at least I'm proud of who I am."
He doesn't have one for now. Taking suggestions lol
Name:
Amaroq "Roq" Vánagandr
Age:

21
Gender:
Male
Race:
Laguz - Beast - Wolf
Class:
Laguz

Birthplace:
In a small run down cottage located just outside the mines of Copperspine, Yveltkr
Equipment:
  • Beaststone x1
Appearance:
Roq stands at roughly 6' tall. His most notable features are his silver/white hair and fur along with his amber eyes. He also has scars on his back from his time working with other slaves in the mines when he was younger. The mark on his face is a tattoo given to him by his parents before he was sold.


Personality:
Amaroq despite his position in Yveltskr is a fairly energetic and chipper individual. He learned from his parents that things can always be worse; facing the world with a smile and never letting the masses bring you down would help keep his will strong. As a Laguz, a noble wolf, he had to remain strong and know that things would and could get better. It was thanks to them that he was able to learn to appreciate what he had, learn what sacrifice truly was, and helped strengthen him for the troubles he'd face in a society that thought of Laguz as less than.


Even so, Roq takes pride in who he is, and even pride in his place as a servant to the Durand Family. In his eyes, they are a good example of the good that does exist in a society where his parents taught him that monster's do exist. It could be because of their kindness, or any of the other factors that influenced his upbringing, but he has grown strong, kind, and fiercely loyal. He is almost always willing to help and put his life on the line for the people that he cares for. He is strong-willed, brash, optimistic and confident with a willingness to learn all he can. Overall, Amroq is a good companion, ally, and if you give him a chance, friend.

Biography:
Born in Copperspine, Amaroq was introduced to his life of servitude fairly early. His parent's master was "kind" enough to allow his mother time off from the mines while his father worked double time so that she could raise Roq peacefully. However, from the moment he could walk, the little wolf was allowed to help. He would move rocks from the front of the cave, help serve scraps and refreshments over breaks, limited though they were. As he grow older and taller, he would begin to move inward taking on heavier labor in the mines. Roq was dedicated, doing his job with a smile, a smile which would infect many of the workers. They were slaves, but they were proud Laguz and if a child could keep his spirit so would they. Life was simple; it was hard, but it was good. He worked with his mother and father, rarely got in trouble and that made him happy.

Things took a turn, however, when he was 7. He was helping out in the mine, grueling work. It was hot, and he was sore all over. He tried to push on through with a smile, but it was getting harder all the time. Maybe he'd been too naive before. Their master was growing more impatient all the time and asking for more materials from the mine. Maybe things were terrible. He wanted more than to spend all day working to the bone.
Maybe things wouldn't get better. It was as these thoughts were growing stronger that the cave in happened. He and a number of other slaves were trapped, including his father. His mother had been outside the cave luckily. The casualties ran high that day. But many made it out with little more than a few injuries, and later on, scars.

Amaroq was bedridden after this. He's took a number of blows which would result in a plethora of scars over his back. His parents, worried for his safety and wanting more for him, decided to try and get their master's daughter to sell him. She was a young woman who'd grown close to them and other slaves due to her kindness and caring demeanor. She agreed, but wasn't sure her father would look for the best owner. They were okay with that, so long as his life wasn't in jeopardy in the mine anymore. By the time he was back on his feet and work ready, his parents had spoken to him. A buyer had been found. He didn't want to leave though. His father told him to be strong, his mother to be brave. Above all, face adversity with pride.

This was how he came into the possession of the uncle of a one Roland Durand. He traveled with the man for a bit. He did odd jobs for the man as they traveled until he was gifted to the Durand family of which the shady man was a part of . Roq was worried that he was gonna be mistreated, but it turned out to be better than he'd ever expected. As Roland's servant he learned to fight, acted as a companion, and spent almost all of his time with the young man. He was also gifted new clothes and some light armor of which he uses on his legs and arms.

Quirk:
Roq picks physical activities up scarily fast. Dancing, cooking, fighting, etc. And he's always ready to try and pick up something new! He can't read though. He pretends like he can. But he can't.

OSS:
With the moon in his sights, you won't find it easy to ruffle this wolf's fur.

Other:
  • His nickname Roq is pronounced like "rock"
  • He doesn't like people playing with his ears without permission. He rarely if ever gives permission. That goes double for his tail. Yes. That also goes for Roland.
  • His senses are very good. Like very good.
  • More to come ;P

I really don't see an issue with Roq, other than the fact that I don't think Laguz have last names, especially if they were enslaved. I'll ask around about it, since I'm not really sure. Other than that, good job!
 
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kziZkMh.png

"I might be a servant, but at least I'm proud of who I am."
He doesn't have one for now. Taking suggestions lol
Name:
Amaroq or "Roq" for short
Age:

21
Gender:
Male
Race:
Laguz - Beast - Wolf
Class:
Laguz

Birthplace:
In a small run down cottage located just outside the mines of Copperspine, Yveltkr
Equipment:
  • Vulnerary
  • Laguz Stone
  • Sollanguard
Appearance:
Roq stands at roughly 6' tall. His most notable features are his silver/white hair and fur along with his amber eyes. He also has scars on his back from his time working with other slaves in the mines when he was younger. The mark on his face is a tattoo given to him by his parents before he was sold.


Personality:
Amaroq despite his position in Yveltskr is a fairly energetic and chipper individual. He learned from his parents that things can always be worse; facing the world with a smile and never letting the masses bring you down would help keep his will strong. As a Laguz, a noble wolf, he had to remain strong and know that things would and could get better. It was thanks to them that he was able to learn to appreciate what he had, learn what sacrifice truly was, and helped strengthen him for the troubles he'd face in a society that thought of Laguz as less than.


Even so, Roq takes pride in who he is, and even pride in his place as a servant to the Durand Family. In his eyes, they are a good example of the good that does exist in a society where his parents taught him that monster's do exist. It could be because of their kindness, or any of the other factors that influenced his upbringing, but he has grown strong, kind, and fiercely loyal. He is almost always willing to help and put his life on the line for the people that he cares for. He is strong-willed, brash, optimistic and confident with a willingness to learn all he can. Overall, Amroq is a good companion, ally, and if you give him a chance, friend.

Biography:
Born in Copperspine, Amaroq was introduced to his life of servitude fairly early. His parent's master was "kind" enough to allow his mother time off from the mines while his father worked double time so that she could raise Roq peacefully. However, from the moment he could walk, the little wolf was allowed to help. He would move rocks from the front of the cave, help serve scraps and refreshments over breaks, limited though they were. As he grow older and taller, he would begin to move inward taking on heavier labor in the mines. Roq was dedicated, doing his job with a smile, a smile which would infect many of the workers. They were slaves, but they were proud Laguz and if a child could keep his spirit so would they. Life was simple; it was hard, but it was good. He worked with his mother and father, rarely got in trouble and that made him happy.

Things took a turn, however, when he was 7. He was helping out in the mine, grueling work. It was hot, and he was sore all over. He tried to push on through with a smile, but it was getting harder all the time. Maybe he'd been too naive before. Their master was growing more impatient all the time and asking for more materials from the mine. Maybe things were terrible. He wanted more than to spend all day working to the bone.
Maybe things wouldn't get better. It was as these thoughts were growing stronger that the cave in happened. He and a number of other slaves were trapped, including his father. His mother had been outside the cave luckily. The casualties ran high that day. But many made it out with little more than a few injuries, and later on, scars.

Amaroq was bedridden after this. He's took a number of blows which would result in a plethora of scars over his back. His parents, worried for his safety and wanting more for him, decided to try and get their master's daughter to sell him. She was a young woman who'd grown close to them and other slaves due to her kindness and caring demeanor. She agreed, but wasn't sure her father would look for the best owner. They were okay with that, so long as his life wasn't in jeopardy in the mine anymore. By the time he was back on his feet and work ready, his parents had spoken to him. A buyer had been found. He didn't want to leave though. His father told him to be strong, his mother to be brave. Above all, face adversity with pride.

This was how he came into the possession of the uncle of a one Roland Durand. He traveled with the man for a bit. He did odd jobs for the man as they traveled until he was gifted to the Durand family of which the shady man was a part of . Roq was worried that he was gonna be mistreated, but it turned out to be better than he'd ever expected. As Roland's servant he learned to fight, acted as a companion, and spent almost all of his time with the young man. He was also gifted new clothes and some light armor of which he uses on his legs and arms.

Quirk:
Roq picks physical activities up scarily fast. Dancing, cooking, fighting, etc. And he's always ready to try and pick up something new! He can't read though. He pretends like he can. But he can't.

OSS:
With the moon in his sights, you won't find it easy to ruffle this wolf's fur.

Other:
  • His nickname Roq is pronounced like "rock"
  • He doesn't like people playing with his ears without permission. He rarely if ever gives permission. That goes double for his tail. Yes. That also goes for Roland.
  • His senses are very good. Like very good.
  • More to come ;P

I really don't see an issue with Roq, other than the fact that I don't think Laguz have last names, especially if they were enslaved. I'll ask around about it, since I'm not really sure. Other than that, good job!

No big deal on the last name tbh. But I changed and added some equipment. Also, been talking to Sol about stuff. Lemme know if I forgot anything cause I wasn't sure.
 
kziZkMh.png

"I might be a servant, but at least I'm proud of who I am."
He doesn't have one for now. Taking suggestions lol
Name:
Amaroq or "Roq" for short
Age:

21
Gender:
Male
Race:
Laguz - Beast - Wolf
Class:
Laguz

Birthplace:
In a small run down cottage located just outside the mines of Copperspine, Yveltkr
Equipment:
  • Vulnerary
  • Laguz Stone
  • Sollanguard
Appearance:
Roq stands at roughly 6' tall. His most notable features are his silver/white hair and fur along with his amber eyes. He also has scars on his back from his time working with other slaves in the mines when he was younger. The mark on his face is a tattoo given to him by his parents before he was sold.


Personality:
Amaroq despite his position in Yveltskr is a fairly energetic and chipper individual. He learned from his parents that things can always be worse; facing the world with a smile and never letting the masses bring you down would help keep his will strong. As a Laguz, a noble wolf, he had to remain strong and know that things would and could get better. It was thanks to them that he was able to learn to appreciate what he had, learn what sacrifice truly was, and helped strengthen him for the troubles he'd face in a society that thought of Laguz as less than.


Even so, Roq takes pride in who he is, and even pride in his place as a servant to the Durand Family. In his eyes, they are a good example of the good that does exist in a society where his parents taught him that monster's do exist. It could be because of their kindness, or any of the other factors that influenced his upbringing, but he has grown strong, kind, and fiercely loyal. He is almost always willing to help and put his life on the line for the people that he cares for. He is strong-willed, brash, optimistic and confident with a willingness to learn all he can. Overall, Amroq is a good companion, ally, and if you give him a chance, friend.

Biography:
Born in Copperspine, Amaroq was introduced to his life of servitude fairly early. His parent's master was "kind" enough to allow his mother time off from the mines while his father worked double time so that she could raise Roq peacefully. However, from the moment he could walk, the little wolf was allowed to help. He would move rocks from the front of the cave, help serve scraps and refreshments over breaks, limited though they were. As he grow older and taller, he would begin to move inward taking on heavier labor in the mines. Roq was dedicated, doing his job with a smile, a smile which would infect many of the workers. They were slaves, but they were proud Laguz and if a child could keep his spirit so would they. Life was simple; it was hard, but it was good. He worked with his mother and father, rarely got in trouble and that made him happy.

Things took a turn, however, when he was 7. He was helping out in the mine, grueling work. It was hot, and he was sore all over. He tried to push on through with a smile, but it was getting harder all the time. Maybe he'd been too naive before. Their master was growing more impatient all the time and asking for more materials from the mine. Maybe things were terrible. He wanted more than to spend all day working to the bone.
Maybe things wouldn't get better. It was as these thoughts were growing stronger that the cave in happened. He and a number of other slaves were trapped, including his father. His mother had been outside the cave luckily. The casualties ran high that day. But many made it out with little more than a few injuries, and later on, scars.

Amaroq was bedridden after this. He's took a number of blows which would result in a plethora of scars over his back. His parents, worried for his safety and wanting more for him, decided to try and get their master's daughter to sell him. She was a young woman who'd grown close to them and other slaves due to her kindness and caring demeanor. She agreed, but wasn't sure her father would look for the best owner. They were okay with that, so long as his life wasn't in jeopardy in the mine anymore. By the time he was back on his feet and work ready, his parents had spoken to him. A buyer had been found. He didn't want to leave though. His father told him to be strong, his mother to be brave. Above all, face adversity with pride.

This was how he came into the possession of the uncle of a one Roland Durand. He traveled with the man for a bit. He did odd jobs for the man as they traveled until he was gifted to the Durand family of which the shady man was a part of . Roq was worried that he was gonna be mistreated, but it turned out to be better than he'd ever expected. As Roland's servant he learned to fight, acted as a companion, and spent almost all of his time with the young man. He was also gifted new clothes and some light armor of which he uses on his legs and arms.

Quirk:
Roq picks physical activities up scarily fast. Dancing, cooking, fighting, etc. And he's always ready to try and pick up something new! He can't read though. He pretends like he can. But he can't.

OSS:
With the moon in his sights, you won't find it easy to ruffle this wolf's fur.

Other:
  • His nickname Roq is pronounced like "rock"
  • He doesn't like people playing with his ears without permission. He rarely if ever gives permission. That goes double for his tail. Yes. That also goes for Roland.
  • His senses are very good. Like very good.
  • More to come ;P

I really don't see an issue with Roq, other than the fact that I don't think Laguz have last names, especially if they were enslaved. I'll ask around about it, since I'm not really sure. Other than that, good job!

No big deal on the last name tbh. But I changed and added some equipment. Also, been talking to Sol about stuff. Lemme know if I forgot anything cause I wasn't sure.


I don't see the edits to the name or equipment D: