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~ Mosaic - The World Mirror ~ (Sign-Ups)

TheSequelReturns

Faithful Crusader
~ Mosaic - The World Mirror ~

---

Brave Soul,

You are no doubt wondering who the sender of this unmarked letter is. Certainly you are wondering why I am writing to you in the first place or what this letter means. And, no doubt, you are wondering why it smells suspiciously like freshly baked cinnamon rolls. All in due time.

By now you should have sensed that something is amiss in the world. Perhaps the weather has been acting strange, or the animals seem more aggressive than usual. It could be just a gut feeling, or perhaps you can sense the currents of Mana shifting beyond the Veil.

The truth is, the World Mirror, the great Mosaic that defines our realms is in peril. If you are from a place that knows what I am speaking about, then you already know the danger. If not, well, nobody's perfect. It should suffice to say that the World Mirror is what keeps everything in order. If it were to shatter... your realm, ALL realms would never be the same.

Thankfully, there is something we can do to protect it. But I need your help Brave Soul. I am writing to you, and others like you, because you have what it takes to cross the Veils. Because you few have the gifts needed to perform this quest. Because I have nowhere else to turn.

Hopefully, you will accept this invitation to join me and those like you in the Axiom Gallery, the realm between realms. And hopefully you enjoy the smell of cinnamon rolls. That won't be going away.

Together, we can save the realms from falling into chaos. Should you accept, simply return to the place you found this letter and burn it. The door will open for you. It is my deepest hope that you all will accept this honor and this burden.

May the Tree of Life shade you on your journeys.

- V. V.


---

- The Mosaic -

The World Mirror, often called simply the "Mosaic", is a gargantuan jigsaw of crystals that rests at the origin point of all Mana. Because all Mana, the energy that breathes life into the realms, flows through and from the Mosaic, the Mosaic itself is responsible for the order and well being of all the many realms.

Each crystal in the Mosaic controls a certain aspect of a particular realm. Some control the weather, others the wildlife, plant growth, magic effectiveness, etc. Should a crystal become damaged or worse removed from the Mosaic entirely, the realm tied to that crystal will be thrown out of balance. Unfortunately, that seems to have happened.

The flow of Mana has recently become unstable, sending surges of raw life energy through the Mosaic and disrupting the crystals. The reasons behind this are unknown, but the surges have already dislodged several crystals, sending them tumbling down the Mana stream and into one of the realms. Until the missing crystals are replaced and the source of the Mana surges found, all of the realms remain in danger.


- Mana -

Mana is the raw life energy that flows from the Mosaic out into all the realms. Mana flow in a realm determines how magic works and how strong it is, as well as providing the energy to keep the natural aspects of the realms functioning.

Mana is normally invisible to the eye. However, certain magically trained individuals are able to sense or even see strong sources of Mana. When in the Axiom Gallery however, Mana is visible to the naked eye as vibrantly colored ethereal mist that flows in river like paths.

Once Mana has flowed from the Mosaic and out into the realms, it performs the function instilled in it by the crystals of the Mosaic. Once that energy has been used, the Mana passes on into the Netherrealm, into the roots of the world tree, and back to the origin point in the Axiom Gallery in a never ending cycle.

All forms of magic, in all realms, are powered by drawing on Mana. The more Mana a realm has, the stronger the magic that can be used there.


- The Realms -

The realms were once all parts of the same world, but have long been separated from each other by the Veils, walls of mist that prevent most beings from moving between realms.

Certain magic spells, or beings with enough Mana or willpower can manage to pierce these Veils and move from one realm to another, but without proper portal magic it isn't easy to achieve. Some travelers can freely move between realms and offer trade and information. But not all realms accept that there are other worlds out there beyond the Veils.

Each realm is a self-contained world, complete with its own set of rules (regarding magic mostly, though also including cultural differences, technology level, and even physics on occasion), its own population of races, and its own climate.

A few of the known realms are:

Annorah: A temperate island realm home to many varied races, specifically many types of hybrids or half-humans, though normal humans live here as well. It contains snowy mountains and lush forests of pine trees. Its magic is more or less wild and free and its technology level is more steampunk than anything else.

Celestio: A realm of peaceful gardens and white stone, Celestio is more or less a paradise. However, the food here is toxic to any race with even the slightest hint of darkness in them, limiting the races that can successfully live here, but ensuring that Celestio remains a peaceful realm. Races here are of a heavenly sort, like Angels, Guardian Spirits, Nymphs, and even some types of Dragons. Magic is weak here without the proper channeling equipment, and technology is all but nonexistent.

Clearyal: Clearyal is a cold realm plagued by an eternal winter. the people of Clearyal are mostly humans who have adapted to the climate, and other races are rare, and often met with prejudice from the humans. The humans have formed large cities and walled settlements to keep unwanted monstrosities away. The larger cities often home royalty and nobels, while the less wealthy people live in slums in the outskirts of the cities. Surviving is difficult if you're poor here, for it wouldn't take too long for one to freeze to death without the proper means to cover from the cold. Clearyal favors hard workmanship, and magic is looked down upon. If you can't use it to bash someones skull in, the people of Clearyal will be sceptic towards it. (Submitted by Schade)

Draggnil: A dark and shadowy realm that seems to be entirely underground. Luminous crystals provide lighting, and the races of Draggnil live in the twisting and maze-like tunnels that stretch on for miles. This realm is home to many subterranean races, such as Goblins, Dwarves, Spiderlings, etc. Proper magic is hard to come by here, and technology seems firmly stuck in the old ways.

Edo: A land that heavily resembles Japan in the middle of the Sengoku Period (1467-1603). Much of the building architecture and technology is much like it was during that time. This realm is mostly populated by humans, with ghostly races, namely Yokai, either living alongside said humans, in secret, or even existing in plain sight while invisible with the only trace of their presence being paranormal phenomenon such as possession of humans or moving around inanimate objects. Certain humans practice magic that can be used to exercise mischievous or malicious Yokai that threaten the peace, and certain Yokai wield magic unique to their race, while others, like the Oni, can't use magic at all. (Submitted by Andydemon)

Endiness: The home of the Dragons, Endiness is a land of harsh mountain peaks and beautiful fertile valleys. Lava flows freely from the southern peaks while the northern mountains are locked in snow and ice. The Dragons roam the skies here and the valleys are home to races such as the Dragonkin or the Elementals. Magic permeates everything here, but technology is almost nonexistant.

Gloomhollow: A land of perpetual night, Gloomhollow is home to various sorts of nocturnal races or those with strong spiritual energy such as several varieties of Yokai, Wraiths, Werecreatures, Trolls, Slimes, or Spirits. Shallow hills and barren cliffs dot the landscape, the rest is shrouded in gloomy trees and bathed in the light of an ever-full moon. Magic is different here, requiring much ceremony and pomp. Technology is mostly Frankenstein-esque.

Hallow’s War: A realm very much like the realm of Gloomhollow, rumoured by those that know of the veils to be an offshoot of the same dimension. The entire realm is shrouded in perpetual twilight, and halloween-esque decorations hang on the houses and streets. Here, there exist multiple small, self-sufficient cities each ruled by lords, who battle each other in a never-ending fight for dominance. A dark, misty forest separates the cities from each other, and all sorts of terrifying beasts are said to dwell there. Magic is not commonplace here, and requires research so extensive that there have only been three individuals who were capable of using it. However, when it is used, it is extremely powerful. The technology here is roughly that of the Napoleonic era. The population of the towns are 100% human, but there's no telling what roams in the unexplored regions of the forest... (Submitted by Vern)

Helunder - much like the realm of Infernus, Helunder is a realm filled with brutal creatures, although due to the impossible living conditions for lesser beings; Oceans of Magma sprawl across the realm with continents of scorched rock and brimstone, thought to be in an eternal, unpenetrable cavern due to no visible sun nor moon. The only form of light in this hellish realm other than magma is the highly explosive, yet sturdy lichshards that grow in excess of hundreds of meters high, some times touching the ceiling of Helunder. The Air always smells of brimstone, sulfur, and biological death, however no beings here are carbon based because Carbon almost instantly crystallized due to the unnatural pressure - even if races such as man could survive the pressure they would almost certianly succumb to the near 500 Celsius air around them. Mana is a primary source of life for beings from Helunder- which springs in massive rivers, and Technology is about as primitive as the dark ages. (Submitted by legnak)

Highnoon: A land of perpetual day, this realm is more or less like a slice of the Old West. Mesas, mines, ghost towns, you name it. The cactai here are actually able to get up and run away if startled, and they have a habit of dancing around. The tumbleweeds are carnivorous, so watch your feet. Due to the constant noon-day sun, the land is quite dry and water wells are a precious luxury. This realm is inhabited mostly by Centaurs and Gryphons, but is also home to Antlions, Harionago, and a few types of ghosts and undead. Magic is weak here, but still commonly used. Technology is a hodgepodge of old west tech and 1950's sci-fi.

Illusand - A vast yet wondrous realm that is primarily Desert and Plain environments. Daylight lasts longer here than in most realms, resulting in long hot mornings and cold brief nights. Ruins and temples can be found often, encouraging exploration for those who seek something to do. But the realm is also prone to having mirages which can throw the unwary traveler off. And, contrary to what one would think, this realm is actually still quite habitable thanks to natural oases scattered throughout its lands, that of which most of the towns and cities centralize around and thrive. The Deserts are rife with creatures, typically having desert-dwelling fauna such as Human (Or Hybrid, for that matter) Nomads, Canines and Felines, Griffons, Wyverns, Lizards, maybe an Antlion or two, among other things of many shapes and sizes. Plains are more temperate and have the most flora and exotic stuff. The creatures, be them human or otherwise, coexist surprisingly well. Both magic and technology flow fairly well, but the former is more on a scientific spectrum and the latter is much more prominent in daily life. As a result, tools and whatnot have been developed into fairly elaborate retro-futuristic gadgetry in this realm. (Submitted by Trot Away)

Infernus: A land covered in ash and dusk where day and night are barely any different. Storms here kick up clouds of ash and dust that can last for days, and clear weather is little more than a lack of ash fall from the dark clouds that blot out the sky. Fire is a naturally occurring part of the landscape, with fires here and there burning of their own accord. Infernus is home to several rough and brutal races, like Imps, Chimera, Ogres, and most types of Demons. Magic here can only be brought about by paying a sacrifice, and technology often is used exclusively to that end.

Kosmos: A realm where gravity has gone entirely bonkers, causing spacial distortions that have turned the whole realm into what appears to be miniature planets floating about in the clouds. Each planet has its own gravitational pull, and the neutral space between the tiny planets lets one float as though in zero-g. Only a brave few make this chaotic realm their home, but they include Mothmen, Harpies, and Spinx. Magic is as odd here as the gravity, working fine sometimes and not at all at others. Technology is quite advanced here, out of necessity to sustain the inhabitants.

Laputia: A realm in which there is no land, no ocean, and only sky. At varying degrees of elevation float titanic flying machines referred to as 'flying cities', ranging from the size of small nations to a simple village. These cities are connected via transport networks running on all sorts of airships of varying tech. The magic and technology of all the cities vary, with some being stuck in a victorian, steampunk-esque state while others seem more like something out of a far-fetched science fiction. Magic is nonexistent in some and is everywhere in others. There seems to be no limit to this endless sky, but most of the cities are clustered around the capital, a gigantic structure called 'Laputa' that is rumoured to have been the place where all these floating cities had first been created. Laputa itself is an ancient structure, looking like something the aztecs might have built. Technology is banned there, but the place is pretty much overflowing with magic. The entire realm is one of the most diverse, with each of the thousands of flying cities having their own biospheres, and creatures of all sorts of races can be found if you look hard enough. (Submitted by Vern)

Loreai: This realm is home to the fey, the fairy folk, and the Elves. It is a vibrant and beautiful realm of forests, rivers, and gardens. Magic and technology here are one and the same. Loreai is however one of the realms that doesn't believe that there are other realms beyond the Veils. Time seems to pass differently here, as though aging has been slowed to a crawl.

Marakesh: A realm covered in seemingly endless swamp. Cypress and mangrove trees here grow for hundreds of feet into the air and miles through the ground and waters. Their canopies are so tall and dense that very little sunlight filters down to the ground below. Their root systems go for miles and are all interconnected in a subterranean web. A large variety of creatures live here that can not be found elsewhere. Dryads populate the dense forests, while humans have some settlements in clearings and along the coasts. They live in peace and occasionally trade with one another. (Submitted by Shampoo Thief)

Ooros: An oddball realm where gravity is only half of the standard in other realms. As such, any creatures living here can easily leap great heights and lift great weights without trouble. Some landmasses here even float on their own, with mountain-like islands floating through the sky. This land is home to races such as Tengu, Dragonkin, Golems, and even some Humans. Magic is common place here and technology is firmly in the bronze age.

Para Guard: A world with life as varied and mixed as mana itself, all kinds of wildlife live in here, if you can think it, it lives in there naturally in some part of the world. The world's environments are like a colorful hodgepodge, with a winter biome right beside a beach one and a jungle one right beside a desert. Society is welcoming to any specie and relationships between species, often making hybrids, for the most part, but prejudice still runs through beings minds and discrimination still occurs. But, there is hope. The Para Guard, short for Paranormal Guard, were created to stop such and are well known across the entire realm. Technology, which is equivalent to the 1940's, plants, and even some beings, both sentient and wildlife, run off of the rich mama that flows through the land. If it were disrupted, chaos and death would quickly reign. (Submitted by TheCharredDragon)

Sweetshire: A realm where everything is edible, and tastes like deserts. Unfortunately, like real deserts they are unhealthy. Chocolate trees, vanilla snow, rivers of blueberry syrup, the whole realm is ridiculously sweet. Few races can stand the non stop sweetness of the food here, but those that can include Spiderlings, Gnomes, Pixies, Slimes, and the occasional overweight traveler. Magic and technology are both at a standstill here, most beings are too busy eating everything to invent stuff. Though, the natural Mana does seem to replenish the landscape somehow.

Taiga: A realm of vast forests, mountains, and rivers. Made up of a mixture of Boreal and temperate forests, Taiga typically has long winters and short summers. The forests are thick with old forest growth that young trees struggle to mature in the shadow of their elders. The prominent feature are the mighty Redwood Forests located at the heart of the realm. Taiga is rich in non-magical wildlife, nature spirits, other supernatural creatures, and hospitable in places to a variety of humaniod races. Mana equals life in the forest. Should the flow of mana be cut off from the lifecycle, flora will become less productive in fruit-bearing and flower blooming until they wither and die. Offspring of fauna will be few and sickly. Life-sustaining water will become stagnant. Technology in villages will be equal to that of the pioneering days of North America. (Submitted by Solsabre)

The Fall: This realm consists entirely of the inside of a huge circular tower. The Veils are located at the top and bottom of the tower, leaving the 100-something mile climb up the curved walls as the only livable surface. Naturally, they are covered in little settlements and shanty towns that are built into the walls any way they can manage. Things from various realms occasionally fall through here, and the locals have drift nets set up to catch anything that might be of use. This realm houses all sorts, from Jotun, Yatagarasu, and Gremlins, to Mummys, Basilisks, and Pixies. Magic here can only be used by invoking technology that, otherwise, wouldn't work.

Veles: Veles seems to be nothing more than a huge city. The entire realm consists of buildings and streets that run right up to the Veils. Veles prides itself on being a gathering place for those who have, in one way or another, managed to cross the Veil from another realm. As such, its races are many and varied and goods from all sorts of realms can be found here. Magic is normal here and technology is at the level of the industrial revolution.

Xea: A realm locked away beneath a great ocean. Naturally occurring air pockets dot the ocean floor, providing safe havens for any non-aquatic residents. This realm is home to Mermaids and other seafolk (Such as Merrows or Undine), as well as Sea Serpents, Nature Elementals, Sirens, and some Fey. Both magic and technology here are quite advanced and are both regarded as sciences.

These are by far not the only realms out there, and its quite possible that your character is from another realm altogether.


- Your Role -

You, the brave and heroic players, will be playing a being from one of the many realms who has received the letter seen at the top of this page. Should you accept (Which we all know you will) you will be transported to the Axiom Gallery, where you will join in the effort to repair the Mosaic and safeguard the realms.

This RP is not meant to be super-serious or dark, so don't expect a lot of beheadings or such. Rather, the goal here is creativity and fun so don't be afraid to think outside the box and roll with it.

I've listed a few realms in the previous section as examples. Feel free to make a character from one of those realms, but also feel free to make your own realm. We might even get to adventure there as part of the RP. If you want to make your own realm, just give it a name and a brief little intro (like the ones you see above) and if your character is accepted I'll add your realm to the list.

There's not many restrictions on what sort of fantasy race or creature your character is. I'll accept pretty much anything as long as its creative, though my only restriction is that I don't want to get a bunch of the same races together. So I'll have to ask ahead of time that we only get one of each race. I'll only be giving out reserves on a race if you post a WIP. But seeing as how all of fantasy and most of mythology is open to you guys, that shouldn't be a problem.

As part of your sign-ups I'll also be asking for a class. I'll include some example classes in the next section, but these follow the same rules as the realms. If you want to use a class that's not listed here, just detail it in your sign-up or simply request that I add it, and I shall make it available.


- Character Classes -

Listed here are some example classes. These are not your only options, just examples. Feel free to pick one of these or create your own.

Alchemist: A character who excels at manipulating the natural elements. They can use symbols and special circles to combine, control, or change the world around them. Can do just about anything with enough prep time.

Archer: A master of the bow and arrow. Straight to the point.

Bard: A character who can use special magic via singing. Bards take pride in being able to make a song about anything.

Blacksmith: A character who is skilled at making just about anything from metal. Typically carry around a hammer or some such and are as adept with smashing metal as they are toes.

Bombardier: A master bomb maker. Bombardier's are a walking fire hazard, just waiting to blow something, or themselves, to smithereens.

Chef: A master of the culinary arts, a good chef can make a meal out of anything at anytime in any situation. With a few hundred recipes for disaster, their trusty frying pans can dish out as much pain as flavor if need be.

Dancer: A character who can use special magic via dancing. Dancers like to think they're better than Bards but everyone knows they're pretty much the same.

Dragon: A flipping element-breathing flying lizard. Dragons are awesome and they know it.

Elemental: Elementals don't typically need jobs or professions. When you have the ability to bend a certain element to your will, there tends to not be much more you could want from life.

Fisherman: Fishermen like to apply what they know about fishing to pretty much everything else. They've been known to use fishing poles as weapons and have a bad habit of leaving lobster traps everywhere.

Forester: A burly character who doesn't just make the forest their home, they become a part of it. They know every brook and canary and defend the forest from any threats. Only they can prevent forest fires.

Gladiator: A rough and tumble fighter for hire who, despite saying otherwise, is really just doing it for the fame. Gladiators are jack of all trades fighters who can use just about anything as a weapon to varying degrees of success.

Guard: To serve and protect is the code they live by. Essentially anyone or anything who takes a role similar to police, not serving any royal or king and instead serving the common folk. Many have standardized gear for whatever organization they work for and have accessories or clothing to show such, sometimes having uniforms. There are usually ranks among them with the highest ranked usually having more varied powers and customized gear and uniforms, if any.

Hunter: Masters of the wild who can track anyone or anything, even ninjas.

Inventor: A being of science who spends most of their time thinking up new contraptions and gear. They pride themselves on solving problems before they're actually problems.

Jester: Laughter is the best medicine, or at least any Jester would tell you so. Like Bards, Jester's can use anything as source material. Their allies often have trouble deciding if their bad jokes are worth the distraction they offer the enemies. If they tend to rhyme, the answer is usually no.

Knight: A gallant protector of the weak, Knights love their armor and most wear a full body set that of course has to match their sword and coat of arms.

Lorist: A master of lore, Lorists can tell you literally everything you would ever need to know about even the most obscure subjects. Need a monster weakness? They've got you covered. Need a cake recipe for that party next week? They've got 32. Unfortunately, most Lorists only have info on their realm of origin.

Luchador: A masked warrior who draws power from flair and style points, Luchadors pride themselves on performing the most over-the-top attacks their bodies can pull off. They also wear masks all the time to keep their alter egos a secret from their rivals.

Monk: A character who has dedicated their lives to the perfection of their physical powers. Monks train every day to hone their body into a well oiled machine capable of astounding feats, like balancing on poles, breaking rocks with their head, or catching a fly with chopsticks.

Monster: A mostly inhuman creature, probably of the night. Monsters rely on their natural abilities and don't tend to care much for weapons, gear, or clothes.

Necromancer: A master of the dark arts, a Necromancer's trademark ability is a spell that summons skeletons that serve their master's every whim. Though the skeletons are nothing but mindless servants, many Necromancers nonetheless start naming them and getting attached.

Ninja: A master of stealth, secrecy, and special magic called ninjutsu, they excel at doing most things without getting caught. No cookie jar is safe from their reach.

Paladin: A noble knight who has pledged himself to a higher cause. Paladins are notorious for being self-sacrificing, gladly laying down their lives for the sake of others. Despite this, their skill with swords, shields, and basic magic gives them a pretty decent life-expectancy.

Saboteur: Best known for being able to ruin literally anything. Their varied traps and concoctions have spelled the doom of many a formal gathering and brought quite a few kingdoms crashing down on the ruins of their social status.

Spellcaster: Masters of the arcane arts, most Spellcasters are well aware of Mana and the Veils. They can use Mana to do any number of magical abilities, though the strength of these is tied to the amount of Mana in the realm they currently find themselves in.

Survivalist: A tough-as-nails-in-a-tattoo-parlor-in-the-heart-of-an-active-volcano character that sees certain death as merely a challenge to overcome. These die-hards can survive any conditions in any climate, and have conditioned themselves to eat anything, sleep anywhere, and embrace discomfort as an old friend.

Thief: A rapscallion with sticky fingers who just can't help but try to rob everyone they come across. Some Thieves like to claim they have a heart of gold, but most don't tell you they keep it in their stash next to their diamond-studded underwear.

Vigilante: A heroic character with a taste for theatrics and an appetite for justice. Vigilante's make it their sworn mission to fight evil wherever they find it. Most wear masks, some wear capes, almost none of them wear name tags.

Wanderer: A free-spirit who isn't sure where they belong, but are pretty sure it isn't their current location. These loners tend to favor odd jobs and as a result have a wealth of experience that can range from super-practical to wildly irrelevant.

Warrior: Masters of the combat arts, Warriors, though generic, are no less effective at taking down anyone who gets in their way. Most Warriors are only afraid of things they can't punch in the face, like feelings.

---


- Sign-Ups -

Remember the rules on realms, classes, and the limit on races, and we'll all get along just fine.

Name: Your character's name, including any nicknames, titles, nobility, or honorifics.

Gender: If your character has a gender, put it here. If not, put that here too.

Age: How old is your character in standard years?

Race: What sort of creature or being is your character? Remember that I want all of these to be unique.

Class: What does your character do? Could be a job or a profession. This will determine your skills. Feel free to choose from the list above or make your own. (If you make your own, please describe it. I can make one for you on request as well.)

Realm of Origin: What realm is your character from? You can pick one of my examples or make your own. (If you make your own, please name and describe it. I can make one for you on request as well.)

Appearance: What do you look like on the outside?

Personality: What do you look like on the inside?

History: Your previous misadventures.

Skills: What sorts of things can your character do? Try to fit it to your class, but go nuts and have fun with this.

Other: Weird birthmarks? Allergies? Irrational fears? Anything that doesn't fit in anywhere else.

---

- Claims -

Monster Guy (Human)
Sketchie (Half-Elf)
shaymin_girl (Dragon)
Schade (Vampire)
Solsabre (Shapeshifter)
Vern (Fairy / Shade)
TheCharredDragon (Werecat / Daemon / Satyr)
Andydemon (Kitsune)
CobaltXIV (Elf)
TheBlackNoivern (Nekomata)
AzerWrath (Elemental)
Trot Away (Hybrid/Half-Breed)
Lengak (Cherufe)
Shampoo Thief (Dryad)


~ Accepted Characters ~

Veronica Lance (Human - Spellcaster/Necromancer) [Monster Guy]
Valkaryn Aithusa Obviessa (Dragon - Hunter/Survivalist) [shaymin_girl]
Strife (Vampire - Thief) [Schade]
Sylvana Fenchurch a.k.a. SYLPH (Fairy - Wind Elemental/Wanderer) [Vern]
Slyvia Moore (Werecat/Guard) [TheCharredDragon]
Nuv' Tekka (Cherufe/Ut-Fa'Til) [legnak]
Zen Moore (Daemon - Monster/Guard) [TheCharredDragon]
Nicole "Cole" Moore (Daemon-Hybrid - Monster) [TheCharredDragon]
Gaheris Gunther (Satyr - Ninja/Dancer/Guard) [TheCharredDragon]
Omar Zephyrwilde (Hybrid/Half-Breed - Hunter/Wanderer) Trot Away]
Kitai Hayashi (Kitsune - Illusionist/Yokai) Andydemon
Luna *Insert Ominous Title Here* (Shade - Monster/Shadow Elemental) [Vern]
Eliza Eclair (Wolpertinger - Monster/Saboteur) ****ot Away]
Célésie Ánoixi (Dryad - Botanist/Fisherman) [Shampoo Thief]
Bjorne Kjarr (Skinwalker - Forester) [Solsabre]
Sylmaris Moonectar (Elf - Enchanter/Lorist) [Cobalt XIV]
 
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Schade

Metallic Wonder
This looks fun! Might I put down a reserve, please?
 

Monster Guy

Fairy type Trainer
Name: Veronica Lance

Gender: Female

Age: 18

Race: Human

Class: Spellcaster/Necromancer

Realm of Origin: Annorah

Appearance:
mS9wRgb.png


Veronica is not the type of person who could easily blend into a crowd. She stands at exactly five feet tall, making her a little bit on the short side, not that this matters to her. Her figure is willowy, lacking in curvature. Not that she's a block, rather her curves are just understated, again, not that this matters to her. She has a heart shaped face, and a small nose. Her hair is long, and slightly wavy. It goes past her waist, with blunt cut bangs that go to her eyebrows. It naturally grows out of her head in a dark red color. She keeps her hair tied up into pigtails on either side of her head. Her eyes are an intense green color, that almost appear to be glowing, which tends to freak some people out. She doesn't go out in the sun all that much, so her skin is pale, making her features stand out.

Veronica has a very particular taste when it comes to clothes. Her wardrobe consists of frilly gothic style dresses. They're are a lot of lace, ruffles, and bows in her clothes, and it's always in a black and purple color scheme. Her usual outfit is a long, frilly dress, the top part of it is purple, has puff sleeves, and has a black bow in the middle. The skirt is black, and it reaches to her ankles. It has ruffles on the bottom. She wears sheer black stockings on her legs, and black Mary Jane style slippers on her feet. She wears lace gloves that are purple around the elbow, and then black everywhere else. On top of her head sits a black headband with a purple attached to it. The only jewelry she wears is a black choker with a purple gem in the middle, as well as black stud earrings in both earlobes. People tend to find her choice of clothing odd because it tends to look extravagant when it's not necessary. Veronica doesn't care what others think. She likes the style, and that's all that matters to her.

Personality: Veronica is a quiet young woman who doesn't show emotion very often. She usually has a serious look on her, and it's rare to see her smile. She doesn't talk very much, not because she's shy or anything, she just doesn't have much to say. It's hard to get more than a few words out of her at a time. When someone does try to talk to her, she tries to get straight to the point, and end the conversation as efficiently as possible. This often leads to saying things bluntly, or respond with a snarky comment. She is patient and stoic, and doesn't get angry easily, but can be quite scary when she does get mad. These days, she has a tendency to push people away because of her experiences with bullying, often playing up her bad reputation, and demonstrating her magic to keep people away. While she is grateful for her magical abilities, she knows that dark magic can be dangerous if left unchecked, which is why she keeps people at arms length, so she doesn't hurt people again.

Her favorite activity is reading books. She is actually fairly intelligent, and she likes learning as much as she can about magic, or anything else she thinks is relavent. She also reads for pleasure, and reads fairy tales in addition to scholarly texts. She reads stories about people having adventures all the time, but until she received the letter, didn't believe it was possible to have one herself. She knows that other realms exist with creatures that are wildly different from anything she'd ever seen before. Although, she's more interested in reading about these fantastical creatures, then actually meeting one. Most of them are dangerous, and Veronica doesn't like casually rushing into danger without a plan.

For all her intelligence, Veronica is lacking in physical ability. She's not very strong (though she can somehow pick up big heavy books without a problem), not a particularly fast runner, and gets tired easily after doing physical activity for too long. She typically avoids exerting herself too much. However, when it becomes necessary to perform manual labor, she will never complain about it though. She'll just suffer in silence until the task is complete. Complaining is something that irritates her more than physical fatigue.

She is quite friendly deep down, and would appreciate companionship from someone willing to look past the darkness. She can be one of your closest friends if you have the patience to deal with her. The reason for her personality is because of the bad reputation her and her family have gotten. She is accustomed to bullying and people saying terrible things about her and her family. The reason for her accepting the invitation is to prove that not every one who uses dark magic is evil.

History: Veronica was born in the realm of Annorah, in a village where mostly humans lived. Veronica and her family had a bad reputation since they practiced dark magic, and everyone in the village didn't trust them because of this. Since they had not actually done anything bad yet, the people couldn't force them out of the village. Still Veronica was the victim of bullying and mistrust by others, who believed her to be a witch. Veronica was hurt by the constant teasing, but did her best to cope with it as best she could. Since she didn't have any friends, Veronica spent most of her time studying magic, and reading books. While she couldn't actively perform magic on her own yet, that didn't stop her from learning things about mana and the viels. She was always seen with some kind of book with her, and was very much an outcast.

It all came to a head on one particular day. While she was walking by, she overheard someone say, "Oh look, here comes that freak. I bet she's just waiting for the right moment to kill us all." She got upset by this, and then suddenly, without meaning too, a purple fire suddenly appeared next to him. The person tried to put it out, but the flame spread, setting himself on fire. When she walked up to try to help the person, he responded with "You did this didn't you?! Get away from me you witch!" Which made Veronica more upset, causing the fire to grow. Veronica ran away tears streaming down her face.

As Veronica ran, random things she passed started bursting into flames. Eventually, several buildings in the village caught fire. By the time help arrived, flames had consumed a huge part of the village. Several people were burned, and some even died. After that incident, it was confirmed in everyone's mind's that the Lance family were evil, and Veronica and her family were forced out of the village.

Even though her family were upset that they were forced out of the village, Veronica's parents were thrilled that their daughter had inherited their potential for magic. Veronica herself was also happy about this, though she was frightened by the things that could happen if left unchecked. From then on her parents taught their daughter everything they knew about spellcasting. They hoped that one day, she would be able to show the people in her realm that not all practitioners of dark magic were evil.

The family moved around a lot, trying to find a new place to live, but every time they would get forced out by people who were too scared to look past their bad reputation.

Recently, Veronica had been getting strange feelings that something was wrong, but she couldn't figure out what it was. Her parents reassured their daughter that it wasn't just her feeling this way, and that they too were sensing something wrong with the Mana of the world. Shortly after, Veronica received a letter addressed to her, that smelled of cinnamon rolls. It confirmed that suspicsions she had been having were because the world mirror was in danger, and she had the potential to cross the viels in order to save it. Though excited to read such a thing, Veronica was hesitant to accept it at first. She didn't believe it wise to trust a mysterious letter from an unknown sender. Her parents encouraged her to accept. Few had ever successfully travelled to other realms, and that this was the opportunity of a lifetime. So, with her family's blessing, she burned the letter with her violet flames, and away she went.

Skills:

Magic: Veronica studied dark magic, and possesses magical abilities. These spells typically manifest as darkness or purple flames.
The spells she's most proficient with are:

Shadow Tag: Veronica conjures a shadow to bind someone's feet where they stand, temporarily preventing them from escaping.

Will-o-Wisp: Veronica conjures up balls of purple flames, that she can manipulate.

Hex: Veronica starts chanting, and summons shadows around an opponent. The shadows cause the victim intense (but not fatal) internal pain. The pain is worse if the victim has an affliction of some kind, like a burn.

Pain Split: Veronica is able to drain life energy from one, and transfer it to another. She can't kill anybody with this.

She may be able to learn other spells as the RP progresses.

Mana Sense: She is able to sense strong sources of Mana, as well as when Mana is lacking.

Necromancy: She learned a little bit of necromancy during her studies. She uses it to summon skeletal cats that do her bidding. Most people are creeped out by them, she thinks they're adorable.

Aside from magic, Veronica really hasn't bothered to try anything else... Magical studies take up so much time and energy.

Other: If Veronica were a Pokemon, she'd be a Chandelure. :p

She likes cats.

She detests using weapons.
 
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Schade

Metallic Wonder
Quick question: Are Vampires okay?
 

TheSequelReturns

Faithful Crusader
@Schade: Vampires are absolutely okay.

@Everyone: Remember that I'm only taking a reserve for a particular race if you post a WIP. I need some level of commitment before I bar others from using it. (Which means that, yes, Monster Guy will be the only normal human.)
 

Sketchie

literally some guy
I'm on mobile, forgive format errors until I can get back to my laptop. Curious, could I go a hybrid class? Like, Archer/Bard?

Name: Lehi Schottert (pronounced with an SK, not a SH.)
Gender: Male
Age: 36, looks and acts more like 17-18
Race: Half-Elf
Class: Self-proclaimed Bard Archer
Realm of Origin: Annorah

Appearance: Lehi is tall, which makes sense considering he's half elf. He stands 6'5," and has a very lithe and willowy form. Thin arms, thin legs, thin torso... the kid's a blade of grass. He's not flabby or chubby, though, seeing as he just doesn't have a lot of body fat you can see well worked muscles. He's very sharp and angular, quite bony, like his skin decided to be a size too small. That results in shoulders, collarbones, cheekbones, hipbones, and a jawline that you might cut yourself on (if you don't cut yourself on his tongue first).

Personality: an a**hole. What a jerk. A kind jerk, but honestly a bit unkind. Loves art and archery. ART! MUSICKS! Art is IMPORTANT. Likely very very insecure and doesnt show weakness of any kind. Has accepted his inevitable loneliness.

History: 2 Place 2 Holder

Skills: The Place and the Holder 3: Tokyo Drift

Other: Place and Holder
 
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Hydrangea

Just a creature
Staff member
Moderator
Name: Valkaryn Aithusa Obviessa
Name to Other Species: Aithusa Obviessa Valkaryn
Gender: Female
Age: 51 (mentality of 16 - 18)
Race: Dragon
Class: Hunter/Survivalist
Realm of Origin: Endiness

Skills:
Race Abilities
- Flight; pretty self explanatory. She can use her wings to take flight.
- Water Breath; she can blast torrents of water at her opponents, she can also heat the water within herself and fire boiling hot water at opponents.
- Strong teeth and claws; as a dragon, her teeth are sharp and her claws are too. She can use them for close combat fighting.

Class Abilities
- Foraging; being a hunter and a survivalist, she's able to find materials in almost any environment. The part she's not good at is making actual use of them.
- Hunting; She has a nac for hunting, she's able to hunt almost any animal and she's a pretty good cook. She knows the prime cuts of meat on most wild animals and can tell you exactly how to make them taste good.
- Plant Expert; she knows her plants. She can tell you what's edible, what's tasty, what'll kill you, and what's pretty.
- Survivability; she's able to withstand most weather elements and survive in any climate.
- Heightened Senses; also a plus from being a dragon but she has keen eyes for hunting. She can track movement, and hear better than any human. (But perhaps not elves.)

Appearance:
similar to this

A dragon in all aspects of the word, large, reptilian, and full of beautiful scales. Beautiful yet dangerous on so many levels. Aithusa stands on all fours, standing around 10 feet tall from the ground to her shoulders, but she is relatively dainty and lithe for a dragon especially as she is only considered a medium sized member of her species. She has a somewhat long neck, standing tall at 9 feet from her shoulders to head. Her body size is completed by her long, strong, and nimble tail; being 10 feet long. Her wings are usually folded into her sides or sitting half folded atop her back, they're white like the rest of her body and have two large spikes at the top of either wing. The insides of her wings are a pale grey, slightly darker than the rest of her and being similar in texture to an extremely thick bat wing. The bottoms of her wings are slightly torn from ware and battle damage, specifically in some of the practice regimes her father put her through.

For overall appearance, Aithusa is a white dragon, covered in shiny scales that glimmer with the youth and prosperity within her. She has a somewhat rough appearance, more like a bearded dragon than that of a sleek snake. The back of her long neck is darted with jagged spikes which continue all the way up to where her horns begin. They could almost be likened to some of the spikes viewed in marine life. Her horns point backwards and are somewhat small, used only for warding off foes and for attractiveness to other dragons. On either side of her face she has more of the jutted spikes, almost looking like fins; don't be fooled, however, they are still rather sharp. Her two back legs have a spike on each of the joints, giving her a tough appearance; her front legs have similar spikes but are much more covered in them. Her chest, is rugged and bold looking, giving her more regality and attractiveness to male dragons.

Her facial features are also rather rugged, along with the spikes her snout is somewhat long and angular, showing visibly sharp teeth that look awfully threatening. No wonder most species have grown to fear dragons, or at least admire them from a safe distance. She has two sharp green eyes, contrasting her light colour and radiating her aura.

Personality: Aithusa is an intellectual. Being from royalty she was expected to take up studies from a young age, the young dragon decided to take up hunting and plants, learning all sorts of interesting things and how to care for herself and survive if she was ever stranded. She took great pride in her studies, aware they would help her later in life. Between the studies for her future and the kingdoms she also took up studying literature, language, and other cultures; making her fairly well rounded in intelligence. Her main goal in life was to please her father, King Valkaryn Rhoghar, whom she would be forced to take over for once he passed away. However, she ran into a lot of difficulty with this; as her father ruled with an iron fist and Aithusa herself was merciful, sparing, and compassionate to the subjects her father had her deal with to test her. He ridiculed her for her soft heart, reminding her that she was from a long line of primal brutish dragons but Aithusa could not help her kind and motherly nature.

Aithusa's biggest downfall could be the fact that she's afraid to speak up and defend herself, she takes the berating her father gives her with gritted teeth and says nothing in her own defense. However, she knows that the kingdom will be held better in her hands, or, at least she likes to think she knows that. She's very unconfident about her ability to rule, scared that she'll mess up and ruin the kingdom; because of her fears she believes she is undeserving of being the next leader of the Water Kingdom in Endiness, and she believes she will never be ready to do so. In short, Aithusa is all bark no bite; a tough shell with a soft heart that she intends to protect. She puts on somewhat a brutish act towards other species in order to maintain her "tough scary dragon" persona but if you truly got to know her, you'd see the pure and compassionate side of her who is timid and wants to please everyone by doing her best.

Though young, she is very wise and will often comfort and guide others, when they were upset or needed advice. She's very proud and refuses to bow down to any species, believing dragons are far superior. She is quite vain, thinking herself the most beautiful and magnificent creature in the world. However, she's been finding it hard to find a suitable mate; as her father is very particular about who she may choose and he'd prefer if she took a young dragon from a different kingdom in Endiness, preferably of royalty so the two kingdoms may join forces. Her father has tried to set her up with Oromis Alizire of the Kingdom of Lightning, but Alizire himself has refused. She does not hesitate to give people her blunt opinion, sometimes using threats to further herself and establish dominance towards other dragons; especially due to her slightly smaller and delicate appearance to the rest of her species. She also enjoys fighting, in battle she is ferocious and her father once told her that he was very glad they weren't enemies. It's likely that her ferocity came from her mother, who also loved the thrill of the fight.

History: Aithusa was born in the realm of Endiness to the royal family of water dragons. She was the only child of King and Queen Valkaryn, and as such would be tasked with ruling the kingdom once they were both gone. Endiness' true dragon population was often locked in war between the opposing kingdoms, and as such Aithusa grew up seeing and participating in many battles, being forced to learn how to fight from a young age. The young princess was also tasked with learning survival skills, which she had chosen herself of her form of study and busied herself with other small studies. Her kingdom was thriving, as was her mother and father; or so she thought. The day she reached her 30th birthday, her mother fell ill and sadly did not survive the illness. This left just Aithusa and her father, Rhoghar; who was devastated at his wife's demise. Rhoghar, who used to be a kind king became blinded by his anguish, beginning to rule his kingdom with an iron fist. His punishments became severe and uncalled for, and he relished in these punishments.

Aithusa was appalled by his behavior, believing that they should rule their kingdom with kindness in order to make everyone happy. But her father refused, attempted to train her to be as ruthless as he had become. He would often cripple the wings of dragons who had been caught stealing, no matter the reason for their theft or the impact of it. He gave some subjects to Aithusa to test her abilities, including a thief who had stolen food in order to feed his family; who had fallen on hard times after their farm had been destroyed. Aithusa was merciful, declaring that he not be punished for doing what was necessary to ensure his own survival. This made her father furious, throwing the subject in the dungeon and confining Aithusa to a place in the huge castle to only work on her studies.

The young dragon was heartbroken, believing that she would never be able to rule her kingdom. She knew she wasn't ready and didn't want to mess things up any further, especially because her father had berated her, telling her she would never be great enough to replace him. She wished she could prove him wrong, and that's exactly what she was going to do. She enlisted the help of one of the royal guards to help her escape the castle. He did as instructed, and came up with a clever tale that Aithusa had been abducted by dragon slayers, even making up a fake ransom note for the young girl. She was thrilled to be free of all her royal duties, flying towards one of the nearby villages until she decided what the next logical step for her to take would be. But, she wouldn't have to wonder long.

She received a letter, addressed to her. She was suspicious at first, not knowing how someone had found out where she was but opened it nonetheless; mostly because it smelt absolutely lovely. It talked about things changing within the world and animals becoming more aggressive and when she thought deeply about noticing any of these changes, she realized that it may explain the horrible change in aggression her father had. She made up her mind to head to the Axiom Gallery in order to meet with the sender of this letter, and perhaps solve some of the mysteries surrounding the world mirror. She ran to a private and secluded place and using a small torch, set the letter ablaze and entered the portal.

Other:
- Heir to the Throne of the Kingdom of Water Dragons in Endiness (A princess)
- Her technical name is Aithusa, it is customary for dragons to put their family name first; especially those in a position of power.
- An amazing cook
- Loves gems, will go out of her way to grab them.
- She could probably carry about three to four people on her back comfortably.
 
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Schade

Metallic Wonder
Name: Strife
Gender: Male
Age: 72. (Turned into a Vampire at 18)
Race: Human/Vampire
Class: Thief
Realm of Origin: Clearyal: Clearyal is a cold realm plagued by an eternal winter. the people of Clearyal are mostly humans who have adapted to the climate, and other races are rare, and often met with prejudice from the humans. The humans have formed large cities and walled settlements to keep unwanted monstrosities away. The larger cities often home royalty and nobels, while the less wealthy people live in slums in the outskirts of the cities. Surviving is difficult if you're poor here, for it wouldn't take too long for one to freeze to death without the proper means to cover from the cold. Clearyal favors hard workmanship, and magic is looked down upon. If you can't use it to bash someones skull in, the people of Clearyal will be sceptic towards it.

Skills:
Race Skills:
- Superhuman strength: Strife is absurdly strong, due to his Vampire nature.
- Healing factor: He can heal injuries almost instantly. His healing factor also protects him from disease.
- Cold resistance: He doesn't feel cold. At all. It never bothered him anyway.
- Mind Control: He can implant thoughts, feelings and emotions in others, and seize control over their mind, making them thralls for his bidding.
- Enhanced senses: His smell, eyesight and hearing are a lot stronger than normal.

Class Skills
- Lockpicking: He is very skilled at picking locks
- Charisma: He is somewhat of a smooth talker, and can talk his way out of most, if not all, situations if things go bad.
- Fighting: Strife is swift and nimble, yet strong due to being a Vampire. He is skilled in armed and unarmed combat. His weapon of choice is a silver dagger and a combat spell
- Combat spell: This spell, which he has named "Icicle", conjures a sharp shard of ice that he can hurl at opponents in swift succession and with considerable strength.


FSLmOJw.png

Appearance: One notable feature of Strife is that he is not really that tall. He is below average height for young men of his origins, something that doesn't really bother him as much now as it used to do. His body is slim, yet fit due to his lifestyle. Due to his vampyrism, he has pale white skin, like, Very pale white skin. Tanning is out of the picture for pretty obvious reasons, but though the sun bothers him quite a lot, he doesn't actually die from it. Despite that, his pale skin goes well with his platinum blonde hair, which he keeps short and neatly trimmed. It doesn't require much attention, and the cut is pretty mainstream, since he dislikes drawing attention to himself. To contrast his skin, yet also complimenting it, he has bright Icy blue eyes. If you looks closely, they actually glow a little. This is most visible at night, but he always blames it on "Frostfever". His eyes also have a laid back look to them, giving his overall handsome face a more relaxed look. Speaking of his vampyrism: Strife also has fangs he has control over. Mostly used for feeding or intimidation.

His outfit is an odd mixture of practical and classy. His main attire is a blue sleeveless shirt of fine quality, and a pair of black pants. Looking classy is always a good thing, especially when you mingle with nobles and rich people in general to kindly take away their burden of carrying all their valuable items. Speaking of which. A thief has to be dressed for the job as well. Strife accomplishes this by wearing a set of light leather armor over his normal attire. It consists of a par of armored leggings, leather bracers and a hooded harness with a shoulder pad over his left shoulder. This harness contains a barrage of small pockets for his little gadgets, lockpicks etc. He also wears a leather belt with a holster for his dagger.

Personality: Strife is a thief. A guy that lives off of lies and deceit (Oh, and stealing stuff). It is possible he hasn't spoken a true word in decades, and one should always take his stories with a pinch of salt. He always keeps a low profile, considering his deeds hasn't gone un-noticed over the past few years. It would look bad for him to get caught, thrown in jail and left for years without physically changing. He keeps his vampyrism low-key, always. Being of magic is looked down upon where he is from, and the consequences wouldn't be good for him if he was found out. He always looks out for himself, and despite being a relatively nice guy, he would betray others in a heartbeat if it would get him out of a pinch.

Befitting his lifestyle, Strife is at his physical peak, having spent years upon years to sharpen his senses and mobility. He is swift and agile, and never rely on magic during combat. He is pretty sceptical to magic in general, and tries to keep away from it if possible. Despite that, he did go through the effort to learn and master an offensive spell, just in case he ever finds himself in an unarmed situation. It never hurts to be prepared, and this way of thought has left him slightly paranoid over the years. He hates being caught unprepared, and has an emergency solution for more or less every situation.

Despite being a somewhat egoistic individual that more or less only looks after himself, Strife is a really nice guy to be around. Though he doesn't befriend people, he is always helpful (Especially if there is payment involved), and lend a hand wherever it is needed. In his experience, it is always best to be on the good side of people, and people are easily manipulated if they trust you. It is a practical way of thought for him, allthough he can admit to becoming lonely in the long run. He doesn't want to form strong friendships or romantic relationships with anyone because he knows he'll just outlive them in the end. The thought of looking 18 while a friend of his grows old and withers away bothers him a lot, resulting in his more isolated nature. If people try and get close, he feeds them with lies and exaggerated stories of his life as a "Merchant".

When interacting with others, Strife tends to act in a pretty erratic way. He gets talkative and friendly, so long as he is met with friendliness in return. He has a naturally teasing personality, and often use sarcasm in his interactions. Despite his friendly nature, he does try and keep people at an arm length. It just makes it easier for him when that inevitable betrayal comes if he isn't too attached. There was also the Vampire thing. He is oblivious to others comments about him, and is confident in himself and in what he does.

History: Strife was born into a decent family, living in a decent farm in a fairly decent spot in Clearyal. He was the middle son of three sons, and was always kind of overlooked. His father worked in a nearby lumbermill, and his mother was educated enough to manage to provide homeschooling from an early age. He proved to be smarter than his older brother, yet inferior in intelligence to his younger brother. Their father wanted for them all to work at the mill one day, and often brought them along to work with him.

Strife, however, wasn't so keen on working at the mill. Not that he had anything else on his agenda for his future, he just didn't want to follow in his fathers footsteps. Hearing about so many different stories from the different realms, he always wanted to travel and experience them, allthough inter-real travels were way out of their reach, considering how their people mistrusted magics. Because of this, he decided to try and lay his plans for exploring dead, however difficult it was. Maybe because of just that, he developed a rebellious streak. His parents were always busy with his older brother, preparing him for the cold war, or trying to give his little brother the attention he needed. They never really payed too much attention to Strife, and because of this, he grew to feel isolated and alone.

Because of his rebellious streak, Strife often got into troubles with people he should stay away from, or hung out with groups of other misfits, not really doing anything. In one of these groups was a young woman named Valerica. Like most people from his village, Strife really just wanted to get married and settle down, which was what he could imagine himself doing with this woman. She was kind, funny, pretty and overal a good person. Or so it seemed. We all see where this is going.

Strife and Valerica grew closer, and spent a lot of time together. She didn't come from any families he had heard of, but he didn't bother with that sort of old-fashioned thinking. To him, she was his whole world. Seriously, it was difficult to explain how he felt so attracted to her, and even more difficult to explain the weird wounds he started showing up with on his neck. His parents just assumed it was some sort of insect bite, allthough it would be weird for insects to thrive in such a cold climate. Regardless, it wasn't paid much attention to, and the vile hag in town shouting about vampires was obviously just nuts.

This was, until one day Strife started feeling a little ill. It wasn't anything major, only a fever. It didn't bother him much, and he did his chores as usual, and interacted with his family and friends like normal, though Valerica had mysteriously disappeared. It was strange, but he felt over her. Y'know, how you just think "Why did I even like her?". It was all strange, and his health was a bit off, so he went to bed early.

The next day, his health had taken a turn for the worse. He was now coldsweating, and struggled with getting out of bed. A good meal gave him energy enough to interact with his brothers, but otherwise, he spent the rest of the day inside with his mom, helping her around the house. He never spent too much time with his mother outside from the homeschooling, and it was a nice change of pace for him. His parents figured his health would improve if he just interacted with people and stayed active for most of the day. They were, of course, utterly wrong.

On the next day, it had all taken a turn to.. Yeah, you know the drill by now. Waking up early, he struggled with even getting up from the bed, and stayed in until his father came in to check on him. His fever was through the roof, and his parents ordered the village doctor to come over and take a look at him. The doctor, however, did not manage to figure out what was wrong with him, and Strif was left in his own little hell for the rest of the day. He couldn't even exit the bed, and fearing whatever he had was contagious, his family stayed away from him as well. He could barely speak, and whatever food he managed to chew down, went straight up again after a hopelessly short amount of time.

And on the fourth day, Strife was dead.

His funeral was a modest one. A priest saying the same words about finding peace and forgiveness in the afterlife, and a small number of attendees. His family was there, of course, mourning their lost son. A few of his closest friends were there as well, not really sure what had happened during the last few days. How a sickness can take a turn to the absolute worst in such a matter of few days. The burial site was located a brief kilometer outside of the village, and due to the family's lack of fortune, he didn't have a tombstone. His family was in grief, but quickly got their act together to function like normal again. As one had to, when you were part of a functioning cogwheel that is a small society of the village.

The end.

That was a joke. No rest for the dead these days. After four days in the grave, Strife awoke to a headache out of this world! Not to mention his hunger. Sure enough, he hadn't eaten anything for the last week, considering his sickness, but over all that, he was surprised by the darkness. It was pitch black where he was. Even more troubling than that, was the small space around him. After about 10 minutes of panicing, he managed to break the lid over his wooden coffin, only to be met by dirt. A lot of dirt. Still confused, he managed to crawl his way to the dirt's surface, grasping for air, that he immediately understood he didn't need. Looking around, he saw that he was at the cemetery. It was dark, yet his eyes adjusted to the darkness just fine. It then went up for him that he was, in fact, at the cemetery. Was he sleeping so sound that they thought he was dead? That was dumb. He held his hand to his chest to make sure, and sure enough, he did not have a heartbeat. This was when he panicked for real. Jumping out of the grave. He spent a few hours sitting by someones tombstone thinking over things. Having checked multiple times, he was certain that he was dead, yet somehow alive. He had heard scary stories about this before. About bloodsucking monsters living in the night. As much he hated to admit to it, too many factors were the same as in the stories. cold didn't bother him at all, despite being modestly dressed. He saw, a lot better than he used to. He heard everything. Like, everything from wild animals to Gunda's snoring from the village. He couldn't return home like this. Hi family had already said their goodbyes.
He cleaned up the grave to make it look presentable, and walked off in the opposite direction from his village.

Several years later, Strife had come to terms with what he was. He had met others like him along his journeys, all though he never wanted to stay behind with them in their rather primitive ways of living. Being more or less thrown out into the world, Strife had to decent into petty thefts to come by, until he managed to scrape enough money to catch a carriage leaving for one of the major cities. When in said city, he was scouted by a thieves guild, who welcomed him into their ranks after testing out his skills in the marketplace. Running with the guild proved to be productive, and Strife learned all he could about being an effective thief, from manner of speech, physical shape and lockpicking, to manipulating more or less everyone (Which was easy for him with his powers). He thrived with the guild, but sadly, the guild disbanded after a few years, after running into a rough patch with one of the city's most influental characters, resulting in the deaths of half the guild, if not more.

After that, Strife knew enough to make a decent living, operating as a thief for hire, while getting settled in the city. It wasn't too difficult to convince others that "No, I am, in fact, not the same blonde guy walking in here 15 years ago". He only visited his home village on one occasion; to attend his little brothers funeral. Silas had died from a fatal wound after being robbed by bandits by the age of 32, leaving behind a wife and 2 kids in mourning. Strife greeted them at the funeral, excusing himself to be just a passerby traveler with roots in the village.

Coming home from a heist one day, Strife found that he had obtained a letter, which was laying underneath the door. Strife is mostly accustomed to recieving letters from dead-drops or from anonomous clients, so he was weary of its origins. It did, however, give off a soothing smell of cinnamon rolls, and curiosity got the better of him. The letter adressed to a change of the flow of mana. There weren't much mana around in Clearyal, but Strife had definitely noticed that something was off. The letter also adressed to some sort of ancient magical artifact? A shrine? What was it, a mirror? Portals to other worlds? whatever it was, it sounded like something that would provide a decent amount of coin, would he play his cards right. Saving realms wasn't really much of an intriguing part to him, but the chance to explore the other worlds was just like he had dreamt about when he was young! uhm.. younger. Feeling like this would be a profitable way of spending his time, Strife set the letter on fire.

Grew up in a city, had parents. lived a simple life. met a vampire, fell for the vampire, turned into a vampire, came to terms with being a vampire, trying to live as a vampire. got the letter.

Other:
- He is a decent singer.
- He doesn't talk much about himself being a Vampire, prefering to keep it secret as much as he can.
- Sunlight only weakens his vampyric abilities, it doesn't kill him.
- He never saw Valerica again.
- Because of the letter, he has a weird urge to eat a Cinnamon Roll.
 
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TheSequelReturns

Faithful Crusader
@chihaya01: As long as they can still fit in a Fantasy setting, I have no problem with it. Its possible they come from a realm where magic is nonexistent, but technology has become super-advanced. Its also possible that they're space-wizards.

@Schade: That works so far. Glad to see you make your own realm. Hopefully we can get more of those.

@Everybody: I've added a few more realms and classes to the lists. I might do this from time to time as I think of more stuff. Because the total number of options is never-ending and all. If something new pops up here that you like, feel free to use it. I'll make notes like this whenever I add to the lists. And remember, you can make your own and I'll add them to the lists once your character is accepted.

Also note that just because I've said a particular race lives in one of my example realms, that doesn't mean they can't be found in other realms as well.
 
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TheCharredDragon

Tis the Hour to Reload
Oh I am so totally joining this. I'll likely have something up by the weekend but I have a question. Are we only allowed to play one character? 'cause I was hoping to at least play a duo of adventurers where one's a daemon (no, not demon) and the other's a human (maybe. Haven't decided yet on making her a psychic or a mage or something else entirely). But I don't mind if that's the case. Just wondering.
 

TheSequelReturns

Faithful Crusader
There is no character limit. You can play whatever you can handle.

A daemon is fine. Monster Guy already claimed a Human character (I'm limiting it to one of each race for variety's sake) but there's plenty of options you could go with for the second.
 

Vern

Why not both?
Can I have a reserve? I'm not sure what race, but I'd rather a more human-like one. Maybe a Faerie? Yeah, a Faerie sounds good. A human sized one, not one of those tiny things.

Name: Sylvana Fenchurch. People call her Sylvy. She prefers SYLPH. In ALL CAPS, please.

Gender: Female

Age: 33

Race: Fairy

Class: Elemental (Wind)/Wanderer.

Realm of Origin: Laputia.

Laputia: A realm in which there is no land, no ocean, and only sky. At varying degrees of elevation float titanic flying machines referred to as 'flying cities', ranging from the size of small nations to a simple village. These cities are connected via transport networks running on all sorts of airships of varying tech. The magic and technology of all the cities vary, with some being stuck in a victorian, steampunk-esque state while others seem more like something out of a far-fetched science fiction. Magic is nonexistent in some and is everywhere in others. There seems to be no limit to this endless sky, but most of the cities are clustered around the capital, a gigantic structure called 'Laputa' that is rumoured to have been the place where all these floating cities had first been created. Laputa itself is an ancient structure, looking like something the aztecs might have built. Technology is banned there, but the place is pretty much overflowing with magic. The entire realm is one of the most diverse, with each of the thousands of flying cities having their own biospheres, and creatures of all sorts of races can be found if you look hard enough.

Appearance: Sylvy looks less like an adult and more like a teenager who hasn't hit puberty yet. She's quite short, looks almost like a child despite being in her thirties, and is rather underdeveloped in the chest area. Her face still looks like that of a person not having reached adulthood, with large, round green eyes and a pointed nose. Once you get past the initial childlike impression her appearance gives off, however, you would see that despite her more obviously childlike characteristics, she has a strange maturity to her movements and the way she conducts herself that belies her well-travelled nature.

Sylvy's brown hair is long and looks like it hasn't been combed for a long while (which it probably hasn't), reaching down all the way to her waist at times and sometimes even hanging in front of her eyes. She wears a green, leaf-like ribbon on the left side, which, along with her brown hair and green eyes, has earned her the not-so-affectionate nickname 'Tree' from those that don't like her as much. She only has two sets of clothes - one that she always wears, and pyjamas that she brings along for the times where she can afford to get a nice room in a nice inn with a nice shower. She wears a black shirt and long, black trousers, both of which have a silky texture but are actually made from much stronger materials. Over this, she wears an extremely long, dark blue coat that goes all the way down to her ankles. The sleeves on the coat are extremely large, which gives off the impression that it's a couple of sizes too big for her.

She does have fairy wings, which take the shape of green, semi-transparent dragonfly-like wings that don't actually connect to her back and hover a few centimetres away from her clothes (they're magical constructs), but she prefers to keep them dormant. When they are active, an intricate, green rune appears between her shoulder blades. It glows brightly, and can be seen through her clothing (and her clothes are pretty thick).

Something like this.

Personality: Sylvy is normally quite a relaxed and easygoing person until she gets pissed off. She doesn’t have a lot of strong opinions, and her life’s philosophy is to go with the flow and let it take you wherever it wants to. That’s why she can seem like a bit of a pushover at times, but she doesn’t think much of it. She’s generally quite content with her life and everything around her, and doesn’t tend to complain much. When you manage to irritate her enough, though, she becomes quite apathetic and cold, but tries not to show any signs of outward hostility. She’s not that hard to see through, and isn’t all that good at hiding her emotions. Not that she has much to hide. She’s got a dry, witty sense of humour, though she rarely makes use of it.

She likes to take interest in everything, and is still a child at heart, not above fangirling over things she thinks are cool, like secret bases or gigantic dragons. Every now and then (usually in moments of extreme excitement or depression), she falls back into some of her childhood delusions of grandeur, and starts performing over-the-top narration on the current events and referring to herself in third person, but she usually snaps out of this quickly enough. Expect her to be embarrassed try to deny it afterwards.

She likes to think of herself as mature and quite logical, and she is, most of the time. There are instances where she will temporarily let her childlike, extreme-fantasy-sci-fi-technology-enthusiast nature shine through, but she acts quite collected and has a bit of a no-nonsense attitude. While she is happy to let chance take her wherever it wants to, she disapproves of those that are easily distracted or have no sense of duty. When she has her heart set on something (which is rare), she won’t tolerate getting sidetracked by anything (except some sort of super-cool antique mech), and expects the same from others. She hates it when people make light of serious matters, and won’t do it herself (not that it’ll stop her from finding gigantic, city destroying evil dragons ‘AWESOME’, but she won’t say it). She's got a strange sense of duty and a strong moral compass. Despite all this mature personality she likes to project, however, she does have her fair share of quirks that would raise a few eyebrows. For one, she prefers to be referred to as SYLPH (something that still stuck from her Chuunibyou days), and she tends to stress this point when she first meets people, but they never listen to her (it's usually taken as a joke).

She also doesn't like interacting with too many people for too long, and prefers to spend time away from others, but she isn't antisocial at all and won't hesitate to get involved in social activities if she happens to find them enjoyable (or if somebody asks). She hasn't had any extended contact with other beings for twenty-ish years due to her travelling and was a loner in her childhood, so she has no real experience with friendship or love, and finds discussing things like those uncomfortable. She does have a thing about privacy, and hates it when people pry into her affairs (not that there's much to find) or invade her personal space (exceptions will be made for the cute ones). She hates it when people make fun of her, especially if it's about her height and curvature or social skills (or, more accurately, her lack thereof).

Due to the fact that most of her time is spent in solitary travels, she has a way of seeing what the people around her are feeling but often finds it hard to change her own actions to match what she sees. As a result, her experience in extended contact with other sentient creatures is generally very limited, and she talks to people as if she knows that she will never see them again after a few weeks. She views human relations as a precariously temporary thing, and will try her best to make sure that when contact is broken, there are no sour feelings left over, and tries to avoid meddling in the affairs of other people. Due to the fact that she has pretty much been living alone for almost fifteen years, she's not all that good at social interaction and expressing her feelings, choosing to either keep them to herself or using the mannerisms of other people she has seen in her travels.

History: Sylvy was born into the 'floating city' Aurea, a small, isolationist magic-less city with tech stuck firmly in the steampunk era, where she spent the first twenty years of her life. They were rather uneventful, to say the least. She went to a normal school and got pretty good grades, but somehow managed to make no friends in that process. Perhaps it was because of her rather... strange tendencies and tastes. Ever since she had first gotten into fantasy games and novels, she had never quite gotten out of it. Life in Aurea, she had always felt, was sorely lacking in one thing - magic. Especially after learning of all the other, magical lands around it, she couldn't help but feel that it was incredibly unfair that the place where she lived was so boring, while everywhere else seemed to be teaming with awesomeness and intrigue. She found life in this gigantic floating city very dull, and entered a kind of phase of rebelliousness and cynicism. The society on Aurea had always been quite oppressive and opposed to change, as well as placing a large emphasis on conformism, so it didn't quite jive well with Sylvy's need for what she called 'interesting things', bringing her into conflict with her elders and even her peers.

Because of this, she began to develop chuunibyou, and living out her younger years (from around 14 to 20) in fantasies that grew ever-wilder. Her parents disapproved of this, but didn't wish to rob her of this new, if slightly bizarre, source of happiness. She delighted in this, and for her, life began to seem more fulfilling. While her strange behaviour earned her the contempt and sometimes even hatred of her peers, she was happier than she was before. She got into tech, which was the closest thing she could find to magic in real life, and began to cheer up. It was around that time when she began to get into dystopian sci-fi, and she began to incorporate that into her fantasies as well.

When she had finally finished school, she took the first opportunity she could to leave this city, which had always seemed stale and dying to her, and travel the word. There were a few falling-outs with grown-ups over this decision, but since nobody except her parents had really cared for her anyways, she was left to go relatively unhindered. When she had finally left Aurea and began travelling the lands, her mood improved by quite a bit, and her chuunibyou began to slowly fade away as she found the fantasy and the sci-fi she had always been looking for. The longer she stayed away from her homeland, the happier and more content she got, and soon she had stopped coming home in between her many trips and spent her life flying between cities, seeing the sights, and putting her knowledge of fantasy and science fiction to use in doing odd jobs for those who would pay. She still sent her parents letters, holograms, whatever was available at the place she was currently staying at, and occasionally sent a few cool gadgets along with them.

She became a seasoned traveller, never staying in one place for long and living out of a suitcase (more like a bag). People began to think of her as a reliable person-for-hire that could be counted on to do jobs and do them right. She was always moving around, and the instant she landed somewhere, she would begin looking for the next place to go. She enjoyed this lifestyle and the freedom it gave her. She never stopped looking for things she had read about as a child, and would take journeys her parents jokingly referred to as pilgrimages to places she had read about as a child and had always wanted to go to. While flying from the place she had most recently been staying at (a vibrant jungle city called Solaria) towards the ancient Laputa itself, Sylvy saw a letter flying down through the air and caught it. She would have turned it in to the post-office at Laputa if it didn't smell of cinnamon, a smell she had never smelt on a letter before (and she had seen plenty of letters).

After arriving at the capital and reading the letter, she found herself more excited than she had ever been for years - it was like all of her child fantasies had come true. She was a chosen one, tasked with saving the entire universe and travelling between different realms. Without any hesitation, Sylvy returned to Aurea for the first time in twenty years and told her parents about her plans. Having always been very supportive of her and glad to see her dreams coming true, they gave her their blessings and sent her off with a matchbox, which they asked her to use to set the letter aflame.

Skills:

Flight: Being a Fairy and possessing wings, Sylvy can fly. Very well. She likes to show off about it.

Wind Magic: While she’s not exactly a talented mage, Sylvy can use her wind magic to conjure sudden bursts of wind to quicken her movements, perform ridiculous feats of acrobatics, redirect projectiles, disrupt the movement of the opponent, and the like. She’s nowhere near powerful enough (yet) to conjure something like a tornado, and her magic is limited to just ‘blow leaves off trees’ wind. She’s pretty creative with how she uses it (you can find many surprising uses for a sudden gust of wind).

Weapons/Gear: Sylvy fights with two very sharp black blades that are attached to her forearm. When she’s not fighting, she either stores them in her belt or keeps them hidden within those gigantic sleeves of hers. She’s very, very good with them. She also takes two wolverine-claws around with her, as well as a couple of throwing knives. All of her gear has been enchanted to be extremely durable and will always stay sharp enough to cut through most things that aren't specifically made to block attacks with ease. Her clothing is also enchanted not to burn, and is extremely durable. Disclaimer: She didn't enchant any of them herself. She also has a bag that can shrink to fit into her pockets, and that's where she keeps most of her supplies. It's magical, so it doesn't work in some places, in which case she will bring an actual bag.

Speed: She’s fast. Very fast. Whatever she lacks in physical strength, she makes up for with speed.

Know-it-all: As a result of her time spent wandering the world and surviving on her own, as well as her fantasy-sci-fi-nerd tendencies, she tends to know a lot about the world around her. She can easily tell the difference between five or so very similar dragon breeds, and knows exactly which plants are edible where, the best spots to look for abandoned ancient mechs, and the like.

Wind Explosion: By releasing all of her power at once, Sylvy can create a gigantic explosion of wind that is powerful enough to knock down trees. It drains all her magical power and tires her out afterwards, though, so she prefers not to use this technique.

Latent Magical Potential: Being a fairy, Sylvy does have a lot of potential to learn and master magic, but has never tried to do so, both because she prefers to do the fighting hand-to-hand or blade-to-blade, and also because there was no need for magic when she already had wind-manipulating powers. As such, her magic is pretty limited for now, and she hardly ever uses it. So far, all she can do is make a dim, glowing ball of light as a means of illumination, and that's it.

Other:
- Her smartphone is a necessity. She won’t function without it.
- Had a bit of Chuunibyou while younger. Still shows sometimes.
- As a result of the above, she's very well-versed in sci-fi and fantasy novels/comics/whatever to the point of being an addict.
- She has a strange fascination with machines, especially giant, city-destroying ones.
 
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Solsabre

The Reforged Soul
WIP

Name: Bjorne Kjarr

Gender: Male

Age: 32

Race: Skinwalker

Class: Forester

Realm of Origin: Taiga. A realm of vast forests, mountains, and rivers. Made up of a mixture of Boreal and temperate forests, Taiga typically has long winters and short summers. The forests are thick with old forest growth that young trees struggle to mature in the shadow of their elders. The prominent feature are the mighty Redwood Forests located at the heart of the realm. Taiga is rich in non-magical wildlife, nature spirits, other supernatural creatures, and hospitable in places to a variety of humaniod races. Mana equals life in the forest. Should the flow of mana be cut off from the lifecycle, flora will become less productive in fruit-bearing and flower blooming until they wither and die. Offspring of fauna will be few and sickly. Life-sustaining water will become stagnant. Technology in villages will be equal to that of the pioneering days of North America.


Appearance: Bjorne is a giant and imposing man of unusual size and strength, standing at a height of 6 ft. 10 in. He has a very wild appearance with his fur/leather clothing. His hair is a mane of deep golden brown, long, curly, and unkempt which he keeps tied back in a knot or with twine if it’s handy. His beard is kept short with a rough cut. Deep set eyes peer out with an unnatural brilliant blue and prominent irises.

All his clothing is made from the hides of forest animals he’s hunted. On his upper body, Bjorn wears a sleeveless open front leather vest, allowing his arms maximum movement for swinging his ax. The vest neckline and sleeve openings are lined with wolf hair. His legs are covered with leather breeches tanned from deer hides and moccasins on his feet to help muffle his footsteps in the forest.

On any exposed skin, scars are visible. The most notable scar are four claw marks starting high on his left cheek and running down to the underside of his jaw and neck. Other scars decorate his back, chest, shoulders, and limbs from encounters with territorial wildlife, supernatural creatures, or sentient intruders into his realm.

Bjorne shapeshifts into a hulking grizzly bear with a deep golden brown coat. His most prominent scars will appear on this form as well. He can stand up on his rear legs to a height of 3 meters and weighs 900 pounds.

A mysterious silver pendant hangs from around his neck since he was a babe found in the forest.


Personality: The imposing and frightening stature of Bjorne is at odds with his gentle and quiet nature. Soft-spoken, he is not quick to anger and actually takes quite a bit to evoke a strong negative reaction from him. Due to much of the hostility he has experience in his life, he’s quite reserved around new people (except children) and slow to open up. He’d rather seek companionship from animals, rather than humans. He is also kind and caring. It is not unusual for him to find injured wildlife and nurse them back to health if it has a good chance of recovering, however, he’ll dish out a mercy kill to end an animal’s suffering and let nature resume its course.

Bjorne seldom holds the actions of other races against them for he understands each acts only according to their nature to survive, even if they are odds with other races. Humans, magical races, spirits, demons, wildlife, and other supernatural creatures will clash for their natures and instincts differ. He has a deep respect for all forms of life. That’s why when he hunts or kills in self-defence, Bjorn recites a short druidic prayer of peace for the life departing. However, that doesn’t mean Bjorne won’t defend himself or others around him in order to survive and live. He lives a dual life as a human making an impact of the forest for resources, but at the same time he’ll act as the Forest’s Guardian if that usage was abused and upset the forest’s lifecycle.

Bjorne is fairly content to live a quiet life alongside the handful of families who have accepted him for who he is. He prefers to keep to himself and not get involved in village hubris. However, if trouble were to occur when he is present or to his forest home, he usually more than willing to step in and help.

Bjorne comes across rather stoic with facial expressions. Often times people might mistake him for being a simpleton since he does not always openly acknowledge events around him immediately. He is more likely to react or express with overall body language to convene emotion. Bjorne does not smile as most humans do, for to bare the white of one’s teeth is a sign of aggressive in the animal world. Rather, he’ll curl the corners of his lips upward slightly and express his merriment with his eyes. He also cares deeply for children and is quite protective of them. He has a rare deep laugh.

Bjorne shifts to a grizzly bear when he makes pilgrimages deep into the Redwood Forests to become more in tune with the natural order. As a bear, his behavior also becomes more aggressive if he feels danger nearby to himself or those around him.


History: Long ago, Rhodena, a wandering druid, was collecting herbs for her collection, when she heard a soft shuffling among the underbrush. Curious, the druid investigated the source of the noise and pushed aside a thick patch of tall ferns to reveal a naked babe, neither crying or fussing. The child bore no evidence of what village he came from or how he got there. Only a simple silver pendant hung from around his neck with a bear claw mark on the face of it.

Stories told of beings born from the forest itself gifted with abilities to change from the form of a woodland creature to that of a man. These individuals were sensitive to the forest’s health and vitality, as well as any disruptions to the flow of mana sustaining it. Rumors said that sign of this species was a silver penchant with the mark of their spirit animal. The child’s mark belonged to the king of the forest, the mighty Grizzly Bear. So, Bjorne Kjarr was named for his very nature, Bear of the Woods.

Having live much of her life alone, the druid took the infant and returned to her guarded forest grove to raise the boy. Bjorn grew exceptionally hardy and strong from the demanding physical life of the woods, learning the intrinsic web connecting the fauna and flora, cohabiting and depending on each other. Living so close to the land and its wildlife, Bjorn witnessed both Mother Nature’s beauty and unforgiving nature of survival.

As a young man in his late teens and already strong for his years, Bjorne left the grove one day to collect firewood and much needed herbs for his adoptive mother’s stores. When he entered an open glade, a juvenile male grizzly bear trudged into the clearing, its small dark eyes locked on the muscular teen. Bjorne frowned. It was the wrong time of day for bears to be active and this one appeared to be acting strange. Wishing to avoid provoking the bear, Bjorne avoided eye contact and slowly retreated the way he came without losing sight of it. However, the small grizzly charged forward aggressively towards Bjorn, foam frothing from the side of its mouth.

Grappling with the bear in a life and death moment, Bjorne reached instinctively, and desperately, deep within to a slumbering part of his soul, triggering the First Change. Thick, golden fur sprung from his arms and legs. Sharp, deadly claws replaced finger nails. He grew thicker, taller, and larger until he overshadowed the rabid bear and fell forward on all fours with a loud thud. The golden bear, Bjorne, emitted a series of deep throaty grunts warning away the mad bear, but already too far gone. The clash between the enraged bear and Bjorne, who was fighting for his life, was brutal and quickly over with Bjorne standing the victor.

However, Bjorne received claw marks running across the left side of his face just before his Change. He fell ill a short while later from the same sickness the bear had been infected with. His druid mother knew there was no cure for the illness. So instead, she used the greatest of her druidic magic to transfer the illness to herself, for despite her youthful appearance, she was advanced in years.

After his mother passed, Bjorne found himself at a crossroads. Should he remain in the forest grove when his only family was now gone or venture forth to explore the rest of the realm? Choosing the latter, Bjorne departed from the quiet grove of his youth. Sometime later, he encountered a party of men sawing trees down and hauling the logs away with teams of oxen. Bjorne hesitated at first, Rhodena had always warned him to be wary of the human populations for they would likely fear his stature and wild appearance.

However, Haeraw, the logging operation boss and an entrepreneur, saw an opportunity at the sight of the very brawny young man. The logging boss asked Bjorn if he would like to join the camp as an Axe man. At first, he was reluctant to learn a trade which could destroy the forest he loved, but he also understood in careful practice such a trade might benefit the forest and its inhabitants. So, Bjorne accepted Haeraw’s proposal, especially since he knew of no other trades he would be skilled at.

During his service with the logging camp, Bjorne was adamant in his selection of which trees he would harvest and not practice the same wholesale clearcutting as other loggers. Initially Haeraw was irritated by this, but since Bjorne tended to bring a high quality and large size of wood back to the camp on his own without the use of oxen teams, Haeraw relented and let Bjorn do as he wish.

The forester lived at the logging camp for many years, building greater strength and form. The other loggers often referred to Bjorne as a ‘Timber Beast’, for he could do both the work of human and beast of burden with little effort. During these years, he found acceptance and friendship among men who were like company. However, he was always careful to keep secret his true nature. Supernatural creatures were treated with respect in Taiga, but there was always a hint of fear behind it. When business was slow, Bjorne would depart deep into the forest for brief periods of time to reconnect with his second nature. Triggering the Change, the essence of man faded and reverted to the golden grizzly.

By his late twenties, Bjorne parted ways with the logging camp to make his own way in Taiga. However, due to his wild appearance and stature, he was often mistaken for a giant or frightening beast. He never remained in those villages for every long. Oftentimes, he couldn’t offer his services to harvest wood for none would come near him. Eventually he settled near a small farming community, Aynor, known for its woodcrafters and carpenters. He slowly earn acceptance by the townsfolk by his work of delivering large logs of high quality. He won the hearts of many village children by carving small toys for them out of wood.

During this time, Bjorne, regretfully, killed a large female grizzly bear found attacking travelers through the woods during a famine. Even though, he had to resort to killing the bear to protect the travelers, he was saddened by the necessity. The grizzly would not have attacked the humans were she not desperate for food and protecting her den nearby. Wearing the female grizzly’s pelt, Bjorne tracked down the female grizzly’s den to find two partially grown cubs. Living once again in the deep woods for a spell, Bjorne raised the cubs till they were able to fend for themselves. He donned his grizzly form and bonded with the cubs and they with him. Being of large size and strength, Bjorne could rough house with his bear “brothers” in either form. However, Bjorne feared a similar fate for his ‘brothers’ like their mother if they remained near human settlements. So, with a heavy heart, Bjorn relentlessly drove the young grizzlies away deep into the boreal forests of Taiga.

Bjorne resumed his quiet life at the farming village for many years, managing the surrounding woods with careful selection of trees to support the needs of the townsfolk without depriving the wildlife of needed habitat. Aside from his woodcutting, Bjorne often helped escort farmers, craftsmen, and other travelers safely through the woods, using his woodcraft skill to avoid the paths of dangerous creatures, to the borders and trade towns.

One day, Bjorne was checking a few of snare traps, when he came up a wolf pup caught in one. Freeing it from the trap, he discovered the pup was a crossbreed of a wild wolf and a domestic dog, probably from one of the nearby farms. Bjorne took the pup home and bandaged the wounded leg injured from the trap. The woodcutter decided to keep and raise the wolfdog as a companion, naming him “Timber”.

One evening, travelers brought disturbing news to the isolated town of Aynor; regions of forest were dying. In a patchwork pattern, trees were producing less seed and fruit with each growing season or withering altogether. The corresponding wildlife was becoming scarcer and more sickly in appearance. Even the Redwood forest at the heart of the realm, and where the wellspring of mana was strongest, was not spared this phenomenon. A deep ache resonated within Bjorne’s being. He’d felt the gushing flow of mana dwindle to a small trinkle for sometime now. Only his careful upkeep and management of the surrounding woods delayed its declining state.

Departing, Bjorne Changed, trusting his instinct to lead to the cause with his faithful Timber at his side. The two traveled for days until they stopped to rest at a small spring, yet untouched by the approaching malay. An unusual sweet aroma filled the air. His sensitive nose searched the clearing to find a sealed enveloped. Confused, he returned to a Man and opened the letter. Knowing his answer laid beyond this ‘Veil’, Bjorne burned the letter there and journeyed through the portal to the unknown.

Skills:

Shape-shifting: Bjorne transforms into a massive grizzly bear. He gains an acute sense of smell, but his eyesight is quite poor. His claws are extremely long and pack a lot of power behind them.

Druidic Magic: Bjorne uses various minor spells complimenting his woodcraft and survival skills with the writing or engraving of a rune to activate the spell. Some of the spells include, increased sense of smell, hiding personal scent, silencing his footsteps/movements through the woods, enhanced night vision, purifying water for safe drinking, firestarting wet wood, and etc.

Magic Sense: As a nature spirit or being closely connected to the forest, he is able to detect and follow the flow of mana to its source. This includes if the life energy is tainted or weaker than it should be.

Axe-Wielder - Since his early days as a forester, Bjorne is extremely proficient and ambidextrous in handling the axe. He can swing it around with one hand to provide greater reach or use both arms on the handle to add more power behind his hits. He wields a double-bladed ax for a combat.

Physical Strength - Bjorn’s strength can be best described as ‘herculean’, allowing him to hold his own physically in fights against wildlife and other supernatural creatures. For all his strength and size, his sheer weight does make swimming very difficult for him.

Timber - A crossbreed between a Timber Wolf and domestic dog, Timber is Bjorn’s faithful and loyal companion. Timber assists in tracking/flushing prey while hunting. Also, Timber will start growling immediately when danger is present making a good early warning system. He will also fiercely attack anyone/anything that would try to harm Bjorn.

Equipment: A large heavy double bladed ax. A hunting knife. Flint, Wetstone, water canteen, smaller carving knife. Select herbs for medicine.


Other: Where do the clothes go? Because Bjorne wears clothes made from the hides of other creatures, they will shift and change with his form. Inorganic items like his ax will remain unchanged. Usually he leaves all his man-made items behind in his house deliberately when he leaves to travel into the forest as a bear. On the off chance Bjorne must shapeshift while traveling vast distances, he’ll attach his axe and travel pack to an adjustable harness.
 
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TrottingMinccino

Can also jump!
Ooh! This one actually looks like something I can get into! Is it ok if I reserve a spot? I was thinking of a Human-Cat hybrid by a different name for the Race...
 
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TheSequelReturns

Faithful Crusader
@Trot Away: There's a few options for you. There's the typical Nekomata (Half-human / half-cat and typically can can alter its form between the two). Or a Bakeneko (A cat with spiritual powers and human level intelligence). There's also Cait Sith (Farie Cats) and Grimalkin (Cat-like beings created via magic). There's also Werecats (Humans cursed to change into large cats under certain conditions).

@Vern: Fairy is fine for your race name, avoids confusion.

@Everyone: I've also added a few more options to both lists.
 
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