Argenti he/him Posted June 27, 2025 Author Posted June 27, 2025 3 minutes ago, CoderDrag0n8 said: How about this. The staff can communicate with anything Eldritch, and the communicated things can be summoned, as long as they are below a certain power requirement. The power requirement can be breached, but a punishment is given proportionate to the amount of power breached. Heres the new sheet: Hide contents Name: Evitarran Yrots nicknamed Evitar Species: Starry Dragonborn Class: Paladin Magic Item (you get one based off your backstory.): Elder Staff. A staff gifted by his patron, aids in his Eldritch magic. Can be summoned and unsummoned like a shardblade. Also allows for more efficient communication with his patron. Also allows for occasional communication with other Eldritch Gods. When communicating with these other Eldritch Gods he can create, with their permission, a Eldritch Pact. The Eldritch Pact is a temporary and low level version of making them their patron. The staff can also generate Eldritch Contracts in which there are multiple types. Each Eldritch Contract has a different way to enforce the details of the contract. The Staff can also summon Eldritch Gods that have been made contact, but over a certain level of power, a punishment proportionate to the exceeding power of the Eldritch God. , he can, with their permission, create a temporary and limited power Patron Connection with the Eldritch God. Appearance: A black scaled dragonborn with white specks that look like stars. He has a strange staff that seems to be made out of the night sky itself (think highspren) and is constantly shifting in apearance. You can't tell if he has any supplies with him, it all seems to somehow blend in to his shifting scales. He has small wings that he prefers to be tucked in, as to not be seen. Connections with other characters: Has a friednship with @Kaladin Stormcursed's character. Has a natural charm to make most beings that dislike his kind warm up to him. However, due to his natural strangeness, the warming up can only ever go so far. Backstory (I WANT AT LEAST THREE SENTENCES PREFERABLY MORE): Grew up in Starfind, with a family of Starry Dragonborns. In a terrible accident in one of the Eldritch Wars, his whole family died. He was taken in by an Eldritch god named Laerehte and Laerehte became his patron. Has Eldritch Sacred Magic. Laerehte is the Eldritch God of Tales and Stories, and has good relationships with most of the Eldritch Gods. He has many lesser Eldritch Gods under his command. Evitar is the most favored of his disciples. Kingdom (make something up, we're in a place vaguely German. Give it a little description): Starfind, the Eldritch star kingdom. Some say it is infinitely wide. This has yet to be proven false. When you speak the word Starfind with intent to mean the kingdom, it is always automatically translated into anyone's ears who is listening. Skills: Is a proficient warrior. Trained in using the staff along with his Eldritch powers. Magical Quirks: Starry Dragons have illusory magic instead of a breath weapon. The Eldritch Sacred Magic of Laerehte is: Hide contents Before you enter a new room, I'll flip a coin. If heads, I'll give you two rooms that you get to pick between. If Tails, I'll pick. You won't get too much info, just the first glimpse. Also, you'll be able to change some details of the story, In combat, you'll get to do some luck-based magic. Oh no! The dragon tripped! And on occasion, reality warping and major details can be changed. THIS FORTRESS HAS ALWAYS. BEEN. AN. ORANGE. Tell me if I am going to far. Hmmm....Approved* *The staff is powered by the magic of stories. Have you ever seen the Tick? 4 minutes ago, SpiritOfWrath said: Okokok Imma use a character sheet format Name: Anathema, Plaguebringer Description: Powerful nature Fey, trickster. Deals in microorganisms and fungi instead of plants and animals. Is generally disliked and or hated by the other Fey. She was, in fact, exiled from amongst the Fey. A few major plagues were caused by her, while the resulting cures were also caused by her. Unbeknownst to the victims, any survivor of her plagues was ever so slightly stronger. Manifestation: She rarely appears directly or in person, rather preferring to manifest her thoughts directly through the virus. More to come, but gtg rn Nifty.
CoderDrag0n8 He/They Posted June 27, 2025 Posted June 27, 2025 3 minutes ago, Argenti said: Hmmm....Approved* *The staff is powered by the magic of stories. Have you ever seen the Tick? no why? I watched the trailer again i ask why?
Argenti he/him Posted June 27, 2025 Author Posted June 27, 2025 Just now, CoderDrag0n8 said: no why? I watched the trailer again i ask why? Eghem, from wikipedia "Finally, the Tick possesses something referred to as "drama power", or a tendency for the Tick's powers to increase as the situation becomes more dramatic."
CoderDrag0n8 He/They Posted June 27, 2025 Posted June 27, 2025 6 minutes ago, Argenti said: Eghem, from wikipedia "Finally, the Tick possesses something referred to as "drama power", or a tendency for the Tick's powers to increase as the situation becomes more dramatic." mmm yes can i have that im taking that as an okay you can have that updated: 21 minutes ago, CoderDrag0n8 said: Reveal hidden contents Name: Evitarran Yrots nicknamed Evitar Species: Starry Dragonborn Class: Paladin Magic Item (you get one based off your backstory.): Elder Staff. A staff gifted by his patron, aids in his Eldritch magic. Can be summoned and unsummoned like a shardblade. Also allows for more efficient communication with his patron. Also allows for occasional communication with other Eldritch Gods. When communicating with these other Eldritch Gods he can create, with their permission, a Eldritch Pact. The Eldritch Pact is a temporary and low level version of making them their patron. The staff can also generate Eldritch Contracts in which there are multiple types. Each Eldritch Contract has a different way to enforce the details of the contract. The Staff can also summon Eldritch Gods that have been made contact, but over a certain level of power, a punishment proportionate to the exceeding power of the Eldritch God. , he can, with their permission, create a temporary and limited power Patron Connection with the Eldritch God. Appearance: A black scaled dragonborn with white specks that look like stars. He has a strange staff that seems to be made out of the night sky itself (think highspren) and is constantly shifting in apearance. You can't tell if he has any supplies with him, it all seems to somehow blend in to his shifting scales. He has small wings that he prefers to be tucked in, as to not be seen. Connections with other characters: Has a friednship with @Kaladin Stormcursed's character. Has a natural charm to make most beings that dislike his kind warm up to him. However, due to his natural strangeness, the warming up can only ever go so far. Backstory (I WANT AT LEAST THREE SENTENCES PREFERABLY MORE): Grew up in Starfind, with a family of Starry Dragonborns. In a terrible accident in one of the Eldritch Wars, his whole family died. He was taken in by an Eldritch god named Laerehte and Laerehte became his patron. Has Eldritch Sacred Magic. Laerehte is the Eldritch God of Tales and Stories, and has good relationships with most of the Eldritch Gods. He has many lesser Eldritch Gods under his command. Evitar is the most favored of his disciples. Kingdom (make something up, we're in a place vaguely German. Give it a little description): Starfind, the Eldritch star kingdom. Some say it is infinitely wide. This has yet to be proven false. When you speak the word Starfind with intent to mean the kingdom, it is always automatically translated into anyone's ears who is listening. Skills: Is a proficient warrior. Trained in using the staff along with his Eldritch powers. Magical Quirks: Starry Dragons have illusory magic instead of a breath weapon. The Eldritch Sacred Magic of Laerehte is: Reveal hidden contents Before you enter a new room, I'll flip a coin. If heads, I'll give you two rooms that you get to pick between. If Tails, I'll pick. You won't get too much info, just the first glimpse. Also, you'll be able to change some details of the story, In combat, you'll get to do some luck-based magic. Oh no! The dragon tripped! And on occasion, reality warping and major details can be changed. THIS FORTRESS HAS ALWAYS. BEEN. AN. ORANGE. 1
Argenti he/him Posted June 27, 2025 Author Posted June 27, 2025 2 minutes ago, CoderDrag0n8 said: im taking that as an okay you can have that Basically, your gun will grow to fit the situation.
CoderDrag0n8 He/They Posted June 27, 2025 Posted June 27, 2025 Just now, Argenti said: Basically, your gun will grow to fit the situation. GUN WHAT IM SORRY
Argenti he/him Posted June 27, 2025 Author Posted June 27, 2025 (edited) 11 minutes ago, CoderDrag0n8 said: GUN WHAT IM SORRY It's not a gun. It's an allegory. Edited June 27, 2025 by Argenti
Through the Living Hope Posted June 27, 2025 Posted June 27, 2025 1 hour ago, Argenti said: Like a caretaker kinda god, not knowledge for knowledge's sake, but knowledge for the good of humanity? That works. You've been bonded to a God of the Kobolds, Zolpi'Vok'Sneppo, kobold god of Protection. Now it's kobold protection, so he's really just tricking everyone into not attacking. You have the power to prank and misdirect, including causing physical damage to be misdirected- oph that wound they got 3 hours ago? yeah that rock was wounded, what are you talking about. Story magic..... do you want to forsee how the story turns, or change it? 1
Argenti he/him Posted June 27, 2025 Author Posted June 27, 2025 (edited) Elya Mistspoken (@Kaladin Stormcursed) Spoiler Name: Elya Mistspoken Species: Elf Class: Warrior (Ranger build) Magic Item (you get one based off your backstory): You get a quiver that gives you infinite arrows. It makes two types of arrows, one is normal, the other shoots tangled vines where it lands. Appearance: Tall elf with shoulder-length black hair, violet eyes, kinda tanned skin, and patterns tattooed all over in black ink Connections with other characters: (Define your relationship with Evitarran from your pov) Backstory (I WANT AT LEAST THREE SENTENCES PREFERABLY MORE): Elya comes from a small community of wood elves relatively nearby and has been traveling in search of a way to prove to her family that she can be allowed to leave. (She ran away to prove that she should be allowed to leave—her logic is sometimes interesting). She has collected various trinkets on her travels that she always keeps with her, including a necklace, an earring, a single glove, and an ornate belt. Aside from that, she has a series of letters written to her family that she is saving to send once she has proven herself (to her own satisfaction). Kingdom (make something up, we're in a place vaguely German. Give it a little description): The kingdom of the Emerald Forest (aka Grünwald). Mostly covered in vibrant, magical green forest, the kingdom is primarily a group of small communities technically connected as a kingdom, though each kingdom mostly functions on its own. Skills: archery, anything related to the D&D Dexterity stat, shortsword, and fighting stick (arm-length, sturdy, thin stick) Galalth @IcedOutPenguin Spoiler Name: Galalth Species: Beastfolk (raccoon (think rocket)) Class: Warrior Magic Item (you get one based off your backstory.): Infinite quiver Appearance: Basically looks like Rocket from Guardians of the Galaxy Connections with other characters: None yet Backstory (I WANT AT LEAST THREE SENTENCES, PREFERABLY MORE): Galath grew up as a criminal in Eldon, working as an assassin for hire. Eventually, they got caught and given an ultimatum: work as a hunter, living and surviving away from the city, or be put to death. Naturally, he chose the first option and started hunting, developing proficiency with a bow and honing his skills. Kingdom (make something up, we're in a place vaguely German. Give it a little description): Eldon, a small city state nestled into the mountains of Lithridor, alpine, lots of animals, primary exports are finished wood products Skills: Archery, Tracking, Hunting, Assassination, Connecting with the underworld Magical Quirks: They turn invisible for between 1-15 seconds at random. Tertia (@Spark of Hope) Spoiler Name: Tertia Species: Kobold Class: Paladin Magic Item (you get one based off your backstory.): Three fusion earrings. Think DragonBall. You can become a giant kobold for an hour every day. Appearance: 3 purple kobolds in a trenchcoat robe Connections with other characters: Three triplet kobolds who like causing wholesome mischief (if you’ve seen videos of people doing Disney voice impressions to cast members at Disney, think this kind of “mischief” Backstory (I WANT AT LEAST THREE SENTENCES PREFERABLY MORE): The kobolds forming Tertia (Bel [f], Qrik [m], and Dazzu [f]) like making the best kind of mischief- the kind that makes others happy. Due to their like of wanting to make other people happy, they received a blessing to use magic. They use it to heal people physically, mentally, emotionally, etc. They worry that they won’t be taken seriously because of their height and thus pretend to be one giant kobold in a trenchcoat robe Kingdom (make something up, we're in a place vaguely German. Give it a little description): Ixicia, a kingdom of kobolds that technically has a government but is usually in some form of internal chaos Skills: healing and pranks, gaslighting. Sacred magic: been bonded to a God of the Kobolds, Zolpi'Vok'Sneppo, kobold god of Protection. Now it's kobold protection, so he's really just tricking everyone into not attacking. You have the power to prank and misdirect, including causing physical damage to be misdirected- oph that wound they got 3 hours ago? yeah that rock was wounded, what are you talking about. Magical Quirks: idk Hhi'Dhere (@LordHathsin_Surviv0r) Spoiler Name: HhiDhere Species: Humans Class: Warrior-priest Magic Item (you get one based off your backstory.): Appearance: Tall, neon yellow eyes, deep scar on neck, splintered leg with a metal rod poking out (but still quiet somehow?) Connections with other characters: What do I write for here?? Backstory (I WANT AT LEAST THREE SENTENCES PREFERABLY MORE): Umm... So he was a slave in this giant goat farm and he got his hands on 2 sharp sticks. He practised with the sticks for some self-defence. his master started getting angry and then he slayed his master. (He got his broken leg from there as well). He then ventured onto the alps (banished from his people as the guy he killed was kinda controversial) and thats where he first got his sacred magic. Then he started practising with daggers that he made with sticks and ice. (made a pact with the spirit of the mountain, which is a snow covered volcano with hot springs.) Kingdom (make something up, we're in a place vaguely German. Give it a little description): Ewalhouml, somewhere in the Swiss Alps (he is pretty far away) Skills: Can heal anything related to really hot or really cold, fast with daggers and he is also observent. Fire and frost Magic. Magical Quirks: Can heal anything related to really hot or really cold... Teshan ( @SpiritOfWrath) Spoiler Name: Teshan Species: Human Class: Priest (The plague-y thing-y - Nature Fey patron) Magic Item (you get one based off your backstory.): tbd… ig Appearance: Wears a cloak (cuz cloaks are a requirement, of course), and a hat. Tall, with a kind face. Laugh lines stressed. Older, but not to the point where the hairs grey. Straight, dark brown hair (Short), green eyes. Hands are either, afflicted, covered in scars, so he often wears gloves over them. Almost his entire body is covered in cloth, other than his head. Connections with other characters: Not sure yet. I’ll hafta look and see other characters. Backstory (I WANT AT LEAST THREE SENTENCES PREFERABLY MORE - Comment from Wrath: “You sound like my teacher”): When he was young-er (20s or so), he was afflicted by some sort of affliction. Almost always fatal, cover body in boils/scars etc. When he was on deaths door, his soon to be Patron came to him, and offered to cure him, so long as he served the patron. He agreed. The patron healed his body, got rid of most his scars, but left the marking on his hands as a symbol of his debt. Ever since, he has been fending for himself as a priest of this patron. Kingdom (make something up, we're in a place vaguely German. Give it a little description): Waldestadt. Skills: Medicine (including disease containment and handling. [He knows not to drink from the river they’re pooping in.]), dagger-y stuff. [Sacred] Magic! But that is given. (The ability to grant plagues and heal, curse and buff (Cost benefit buff) Magical Quirks: Magic doesn’t work on fey. Name: Anathema, Plaguebringer Description: Powerful nature Fey, trickster. Deals in microorganisms and fungi instead of plants and animals. Is generally disliked and or hated by the other Fey. She was, in fact, exiled from amongst the Fey. A few major plagues were caused by her, while the resulting cures were also caused by her. Unbeknownst to the victims, any survivor of her plagues was ever so slightly stronger. Manifestation: She rarely appears directly or in person, rather preferring to manifest her thoughts directly through the virus. Endikey Windforge ( @Dragonheir) Spoiler Name: Endikey Windforge Species: human Class: Mage-Priest Magic Item (you get one based off your backstory.): lopped off end of a ram’s horn which, when blown into, is supposed to conjure up a small cloud that thunders quietly and herds sheep. Several others continue to do this, but after this one was dropped, particularly unfortunately, it stopped working. Endikey brought it with him as a momento, and as he was beginning to develop magic he channeled some Mana through it and fixed it. Sort of. Now it makes either a small puff of cloud that crackles and chases people around or, if Mana is channeled into it, a very large cloud of fog that fills a space, rumbling ominously and doing nothing. Appearance: short and wiry, with hair - just long enough to reach his eyes - that sticks together into bristles for unknown reasons. Good quality peasant/traveler clothing under a dramaticly billowing cloak with a deep hood - he occasionally Imbues this to do various things. Connections with other characters: may have gone to school with another Arcane Mage, possibly interacted with a Sacred Mage trying to figure out how to properly use Sacred Magic, someone sufficiently shady may be affiliated with the supernatural pyramid scheme, someone with a family history of adventuring may have had an ancestor who worked with Keaton Windforge. Backstory (I WANT AT LEAST THREE SENTENCES PREFERABLY MORE): the originator of his name, Kester “Windforge” Pinenrow, was both a fairly successful adventurer who specialized in Elementalism and Imbuement, and Endikey’s great-grandfather. Windforge brought in plenty of money, prompting his family (whose surname changed to reflect this newfound identifying characteristic) to buy a large section of mountain land and build an estate. Halfway through the construction, Windforge abruptly disappeared, and the Windforge family ran out of money and were reduced to herding sheep. After a time, having improved their finances a bit (which is lucky, because only so many sheep can be herded in one place, and only so many people can live in one half-century old half-built mansion), and counting on the family skill in magic (hopefully with no debt-inducing fatalities this time around) to make more money, the young Endikey Windforge was sent to become a mage. At wherever it is one becomes a mage, Endikey did well in his studies - not excellently, but well - and was seeming to have a path ahead of him in Projection and Imbuement (though not Elementalism - at this point, despite his famously gifted ancestor, he was terrible at it). At this point, however, he was visited by a spirit - that prompted the terror-fueled magical destruction of some fairly important shelves. Once Endikey got past his alarm and attempted to remedy the damage he had done, the spirit was able to introduce himself as “Kester Windforge”. Peddling what was, in effect, a magical pyramid scheme, the supposed Windforge forefather offered the magical backing to truly be successful and eventually become a mighty magical spirit like himself, in exchange for some unspecified favors and a bond that may or may not allow the spirit (whose status of actually being Windforge is up for debate) to continue existing and embezzle from Endikey’s mana. Endikey - perhaps unwisely - accepted this deal, and went on to become much more successful member of his class, gaining actual skills in weather Elementalism, Glamor related to duplicity, and quick Imbuement (as well as several soul-based effects Endikey did not advertise) as long as Endikey channeled his patron’s power. Close to getting a Wizard Certification (which is definitely a thing - it lets you get paid for magic in a specific nearby city and helps your reputation), Endikey’s patron spirit was discovered, and he was disqualified by examiners who weren’t really sure what to do with him. Endikey was rejected by several of the more conventional Priests he tried to have mentor him, and one even tried to perform an exorcism. Eventually, he gave up and - to the horror of his family, who remember what happened to Windforge - decided to become an adventurer to earn money and hopefully get some experience in his strange combination of magic. Kingdom (make something up, we're in a place vaguely German. Give it a little description): the Voural Mountains are in between a few kingdoms, repeatedly changing hands or serving as a boundary as various armies attempt to conquer land over the mountains (from the perspective of whichever side is invading) and eventually are driven back. Though the Windforge estate is occasionally pillaged for provisions during those times, they don’t tend to remain citizens of any kingdoms for very long. Skills: Projection, Imbuement, and to a lesser extent other Arcane Magic; Sacred Magic relating to wind and fast enchantment, as well lying to people; Warlock shenanigans involving mana stealing, autonomous Arcane constructs, and soul self-modification; herding sheep and other self-sufficiency tasks; history of Arcane Magic and other things a scholarly-trained Arcane Mage would probably know; surprisingly good at darts but terrible at throwing things at people. Magical Quirks: his Sacred Magic is very subject to expectations - if he thinks it should be able to do something it can. This is a hint that his spirit might quite possibly be a blob of Glamor and Warlock shenanigans rather than an actual guy who turned himself into a magical ghost. Or maybe it really is Windforge - who knows (I was thinking you’d play him and hence could decide, though if you don’t want to that’s fine)? He also cannot for the life of him figure out Elementalism on his own. Evitarran Yrots ( @CoderDrag0n8) Spoiler Name: Evitarran Yrots nicknamed Evitar Species: Starry Dragonborn Class: Paladin Magic Item (you get one based off your backstory.): Elder Staff. A staff gifted by his patron, aids in his Eldritch magic. Can be summoned and unsummoned like a shardblade. Also allows for more efficient communication with his patron. Also allows for occasional communication with other Eldritch Gods. When communicating with these other Eldritch Gods he can create, with their permission, a Eldritch Pact. The Eldritch Pact is a temporary and low level version of making them their patron. The staff can also generate Eldritch Contracts in which there are multiple types. Each Eldritch Contract has a different way to enforce the details of the contract. The Staff can also summon Eldritch Gods that have been made contact, but over a certain level of power, a punishment proportionate to the exceeding power of the Eldritch God. , he can, with their permission, create a temporary and limited power Patron Connection with the Eldritch God. Appearance: A black scaled dragonborn with white specks that look like stars. He has a strange staff that seems to be made out of the night sky itself (think highspren) and is constantly shifting in apearance. You can't tell if he has any supplies with him, it all seems to somehow blend in to his shifting scales. He has small wings that he prefers to be tucked in, as to not be seen. Connections with other characters: Has a friendship with @Kaladin Stormcursed's character. Has a natural charm to make most beings that dislike his kind warm up to him. However, due to his natural strangeness, the warming up can only ever go so far. Backstory (I WANT AT LEAST THREE SENTENCES PREFERABLY MORE): Grew up in Starfind, with a family of Starry Dragonborns. In a terrible accident in one of the Eldritch Wars, his whole family died. He was taken in by an Eldritch god named Laerehte and Laerehte became his patron. Has Eldritch Sacred Magic. Laerehte is the Eldritch God of Tales and Stories, and has good relationships with most of the Eldritch Gods. He has many lesser Eldritch Gods under his command. Evitar is the most favored of his disciples. Kingdom (make something up, we're in a place vaguely German. Give it a little description): Starfind, the Eldritch star kingdom. Some say it is infinitely wide. This has yet to be proven false. When you speak the word Starfind with intent to mean the kingdom, it is always automatically translated into anyone's ears who is listening. Skills: Is a proficient warrior. Trained in using the staff along with his Eldritch powers. Magical Quirks: Starry Dragons have illusory magic instead of a breath weapon. The Eldritch Sacred Magic is: Before you enter a new room, I'll flip a coin. If heads, I'll give you two rooms that you get to pick between. If Tails, I'll pick. You won't get too much info, just the first glimpse. Also, you'll be able to change some details of the story, In combat, you'll get to do some luck-based magic. Oh no! The dragon tripped! And on occasion, reality warping and major details can be changed. THIS FORTRESS HAS ALWAYS. BEEN. AN. ORANGE. and, of course, whatever @KaladinsSenseOfHumorSpren decides to play. I will make some DMPCs soon. Edited June 27, 2025 by Argenti
CoderDrag0n8 He/They Posted June 27, 2025 Posted June 27, 2025 1 hour ago, Argenti said: It's not a gun. It's an allegory. huh? whats the allegory for? and im confused do i have a gun??!? 1 hour ago, Argenti said: Elya Mistspoken (@Kaladin Stormcursed) Reveal hidden contents Name: Elya Mistspoken Species: Elf Class: Warrior (Ranger build) Magic Item (you get one based off your backstory): You get a quiver that gives you infinite arrows. It makes two types of arrows, one is normal, the other shoots tangled vines where it lands. Appearance: Tall elf with shoulder-length black hair, violet eyes, kinda tanned skin, and patterns tattooed all over in black ink Connections with other characters: (Define your relationship with Evitarran from your pov) Backstory (I WANT AT LEAST THREE SENTENCES PREFERABLY MORE): Elya comes from a small community of wood elves relatively nearby and has been traveling in search of a way to prove to her family that she can be allowed to leave. (She ran away to prove that she should be allowed to leave—her logic is sometimes interesting). She has collected various trinkets on her travels that she always keeps with her, including a necklace, an earring, a single glove, and an ornate belt. Aside from that, she has a series of letters written to her family that she is saving to send once she has proven herself (to her own satisfaction). Kingdom (make something up, we're in a place vaguely German. Give it a little description): The kingdom of the Emerald Forest (aka Grünwald). Mostly covered in vibrant, magical green forest, the kingdom is primarily a group of small communities technically connected as a kingdom, though each kingdom mostly functions on its own. Skills: archery, anything related to the D&D Dexterity stat, shortsword, and fighting stick (arm-length, sturdy, thin stick) Galalth @IcedOutPenguin Reveal hidden contents Name: Galalth Species: Beastfolk (raccoon (think rocket)) Class: Warrior Magic Item (you get one based off your backstory.): Infinite quiver Appearance: Basically looks like Rocket from Guardians of the Galaxy Connections with other characters: None yet Backstory (I WANT AT LEAST THREE SENTENCES, PREFERABLY MORE): Galath grew up as a criminal in Eldon, working as an assassin for hire. Eventually, they got caught and given an ultimatum: work as a hunter, living and surviving away from the city, or be put to death. Naturally, he chose the first option and started hunting, developing proficiency with a bow and honing his skills. Kingdom (make something up, we're in a place vaguely German. Give it a little description): Eldon, a small city state nestled into the mountains of Lithridor, alpine, lots of animals, primary exports are finished wood products Skills: Archery, Tracking, Hunting, Assassination, Connecting with the underworld Magical Quirks: They turn invisible for between 1-15 seconds at random. Tertia (@Spark of Hope) Reveal hidden contents Name: Tertia Species: Kobold Class: Paladin Magic Item (you get one based off your backstory.): Three fusion earrings. Think DragonBall. You can become a giant kobold for an hour every day. Appearance: 3 purple kobolds in a trenchcoat robe Connections with other characters: Three triplet kobolds who like causing wholesome mischief (if you’ve seen videos of people doing Disney voice impressions to cast members at Disney, think this kind of “mischief” Backstory (I WANT AT LEAST THREE SENTENCES PREFERABLY MORE): The kobolds forming Tertia (Bel [f], Qrik [m], and Dazzu [f]) like making the best kind of mischief- the kind that makes others happy. Due to their like of wanting to make other people happy, they received a blessing to use magic. They use it to heal people physically, mentally, emotionally, etc. They worry that they won’t be taken seriously because of their height and thus pretend to be one giant kobold in a trenchcoat robe Kingdom (make something up, we're in a place vaguely German. Give it a little description): Ixicia, a kingdom of kobolds that technically has a government but is usually in some form of internal chaos Skills: healing and pranks, gaslighting. Sacred magic: been bonded to a God of the Kobolds, Zolpi'Vok'Sneppo, kobold god of Protection. Now it's kobold protection, so he's really just tricking everyone into not attacking. You have the power to prank and misdirect, including causing physical damage to be misdirected- oph that wound they got 3 hours ago? yeah that rock was wounded, what are you talking about. Magical Quirks: idk Hhi'Dhere (@LordHathsin_Surviv0r) Reveal hidden contents Name: HhiDhere Species: Humans Class: Warrior-priest Magic Item (you get one based off your backstory.): Appearance: Tall, neon yellow eyes, deep scar on neck, splintered leg with a metal rod poking out (but still quiet somehow?) Connections with other characters: What do I write for here?? Backstory (I WANT AT LEAST THREE SENTENCES PREFERABLY MORE): Umm... So he was a slave in this giant goat farm and he got his hands on 2 sharp sticks. He practised with the sticks for some self-defence. his master started getting angry and then he slayed his master. (He got his broken leg from there as well). He then ventured onto the alps (banished from his people as the guy he killed was kinda controversial) and thats where he first got his sacred magic. Then he started practising with daggers that he made with sticks and ice. (made a pact with the spirit of the mountain, which is a snow covered volcano with hot springs.) Kingdom (make something up, we're in a place vaguely German. Give it a little description): Ewalhouml, somewhere in the Swiss Alps (he is pretty far away) Skills: Can heal anything related to really hot or really cold, fast with daggers and he is also observent. Fire and frost Magic. Magical Quirks: Can heal anything related to really hot or really cold... Teshan ( @SpiritOfWrath) Reveal hidden contents Name: Teshan Species: Human Class: Priest (The plague-y thing-y - Nature Fey patron) Magic Item (you get one based off your backstory.): tbd… ig Appearance: Wears a cloak (cuz cloaks are a requirement, of course), and a hat. Tall, with a kind face. Laugh lines stressed. Older, but not to the point where the hairs grey. Straight, dark brown hair (Short), green eyes. Hands are either, afflicted, covered in scars, so he often wears gloves over them. Almost his entire body is covered in cloth, other than his head. Connections with other characters: Not sure yet. I’ll hafta look and see other characters. Backstory (I WANT AT LEAST THREE SENTENCES PREFERABLY MORE - Comment from Wrath: “You sound like my teacher”): When he was young-er (20s or so), he was afflicted by some sort of affliction. Almost always fatal, cover body in boils/scars etc. When he was on deaths door, his soon to be Patron came to him, and offered to cure him, so long as he served the patron. He agreed. The patron healed his body, got rid of most his scars, but left the marking on his hands as a symbol of his debt. Ever since, he has been fending for himself as a priest of this patron. Kingdom (make something up, we're in a place vaguely German. Give it a little description): Waldestadt. Skills: Medicine (including disease containment and handling. [He knows not to drink from the river they’re pooping in.]), dagger-y stuff. [Sacred] Magic! But that is given. (The ability to grant plagues and heal, curse and buff (Cost benefit buff) Magical Quirks: Magic doesn’t work on fey. Name: Anathema, Plaguebringer Description: Powerful nature Fey, trickster. Deals in microorganisms and fungi instead of plants and animals. Is generally disliked and or hated by the other Fey. She was, in fact, exiled from amongst the Fey. A few major plagues were caused by her, while the resulting cures were also caused by her. Unbeknownst to the victims, any survivor of her plagues was ever so slightly stronger. Manifestation: She rarely appears directly or in person, rather preferring to manifest her thoughts directly through the virus. Endikey Windforge ( @Dragonheir) Reveal hidden contents Name: Endikey Windforge Species: human Class: Mage-Priest Magic Item (you get one based off your backstory.): lopped off end of a ram’s horn which, when blown into, is supposed to conjure up a small cloud that thunders quietly and herds sheep. Several others continue to do this, but after this one was dropped, particularly unfortunately, it stopped working. Endikey brought it with him as a momento, and as he was beginning to develop magic he channeled some Mana through it and fixed it. Sort of. Now it makes either a small puff of cloud that crackles and chases people around or, if Mana is channeled into it, a very large cloud of fog that fills a space, rumbling ominously and doing nothing. Appearance: short and wiry, with hair - just long enough to reach his eyes - that sticks together into bristles for unknown reasons. Good quality peasant/traveler clothing under a dramaticly billowing cloak with a deep hood - he occasionally Imbues this to do various things. Connections with other characters: may have gone to school with another Arcane Mage, possibly interacted with a Sacred Mage trying to figure out how to properly use Sacred Magic, someone sufficiently shady may be affiliated with the supernatural pyramid scheme, someone with a family history of adventuring may have had an ancestor who worked with Keaton Windforge. Backstory (I WANT AT LEAST THREE SENTENCES PREFERABLY MORE): the originator of his name, Kester “Windforge” Pinenrow, was both a fairly successful adventurer who specialized in Elementalism and Imbuement, and Endikey’s great-grandfather. Windforge brought in plenty of money, prompting his family (whose surname changed to reflect this newfound identifying characteristic) to buy a large section of mountain land and build an estate. Halfway through the construction, Windforge abruptly disappeared, and the Windforge family ran out of money and were reduced to herding sheep. After a time, having improved their finances a bit (which is lucky, because only so many sheep can be herded in one place, and only so many people can live in one half-century old half-built mansion), and counting on the family skill in magic (hopefully with no debt-inducing fatalities this time around) to make more money, the young Endikey Windforge was sent to become a mage. At wherever it is one becomes a mage, Endikey did well in his studies - not excellently, but well - and was seeming to have a path ahead of him in Projection and Imbuement (though not Elementalism - at this point, despite his famously gifted ancestor, he was terrible at it). At this point, however, he was visited by a spirit - that prompted the terror-fueled magical destruction of some fairly important shelves. Once Endikey got past his alarm and attempted to remedy the damage he had done, the spirit was able to introduce himself as “Kester Windforge”. Peddling what was, in effect, a magical pyramid scheme, the supposed Windforge forefather offered the magical backing to truly be successful and eventually become a mighty magical spirit like himself, in exchange for some unspecified favors and a bond that may or may not allow the spirit (whose status of actually being Windforge is up for debate) to continue existing and embezzle from Endikey’s mana. Endikey - perhaps unwisely - accepted this deal, and went on to become much more successful member of his class, gaining actual skills in weather Elementalism, Glamor related to duplicity, and quick Imbuement (as well as several soul-based effects Endikey did not advertise) as long as Endikey channeled his patron’s power. Close to getting a Wizard Certification (which is definitely a thing - it lets you get paid for magic in a specific nearby city and helps your reputation), Endikey’s patron spirit was discovered, and he was disqualified by examiners who weren’t really sure what to do with him. Endikey was rejected by several of the more conventional Priests he tried to have mentor him, and one even tried to perform an exorcism. Eventually, he gave up and - to the horror of his family, who remember what happened to Windforge - decided to become an adventurer to earn money and hopefully get some experience in his strange combination of magic. Kingdom (make something up, we're in a place vaguely German. Give it a little description): the Voural Mountains are in between a few kingdoms, repeatedly changing hands or serving as a boundary as various armies attempt to conquer land over the mountains (from the perspective of whichever side is invading) and eventually are driven back. Though the Windforge estate is occasionally pillaged for provisions during those times, they don’t tend to remain citizens of any kingdoms for very long. Skills: Projection, Imbuement, and to a lesser extent other Arcane Magic; Sacred Magic relating to wind and fast enchantment, as well lying to people; Warlock shenanigans involving mana stealing, autonomous Arcane constructs, and soul self-modification; herding sheep and other self-sufficiency tasks; history of Arcane Magic and other things a scholarly-trained Arcane Mage would probably know; surprisingly good at darts but terrible at throwing things at people. Magical Quirks: his Sacred Magic is very subject to expectations - if he thinks it should be able to do something it can. This is a hint that his spirit might quite possibly be a blob of Glamor and Warlock shenanigans rather than an actual guy who turned himself into a magical ghost. Or maybe it really is Windforge - who knows (I was thinking you’d play him and hence could decide, though if you don’t want to that’s fine)? He also cannot for the life of him figure out Elementalism on his own. Evitarran Yrots ( @CoderDrag0n8) Hide contents Name: Evitarran Yrots nicknamed Evitar Species: Starry Dragonborn Class: Paladin Magic Item (you get one based off your backstory.): Elder Staff. A staff gifted by his patron, aids in his Eldritch magic. Can be summoned and unsummoned like a shardblade. Also allows for more efficient communication with his patron. Also allows for occasional communication with other Eldritch Gods. When communicating with these other Eldritch Gods he can create, with their permission, a Eldritch Pact. The Eldritch Pact is a temporary and low level version of making them their patron. The staff can also generate Eldritch Contracts in which there are multiple types. Each Eldritch Contract has a different way to enforce the details of the contract. The Staff can also summon Eldritch Gods that have been made contact, but over a certain level of power, a punishment proportionate to the exceeding power of the Eldritch God. , he can, with their permission, create a temporary and limited power Patron Connection with the Eldritch God. Appearance: A black scaled dragonborn with white specks that look like stars. He has a strange staff that seems to be made out of the night sky itself (think highspren) and is constantly shifting in apearance. You can't tell if he has any supplies with him, it all seems to somehow blend in to his shifting scales. He has small wings that he prefers to be tucked in, as to not be seen. Connections with other characters: Has a friendship with @Kaladin Stormcursed's character. Has a natural charm to make most beings that dislike his kind warm up to him. However, due to his natural strangeness, the warming up can only ever go so far. Backstory (I WANT AT LEAST THREE SENTENCES PREFERABLY MORE): Grew up in Starfind, with a family of Starry Dragonborns. In a terrible accident in one of the Eldritch Wars, his whole family died. He was taken in by an Eldritch god named Laerehte and Laerehte became his patron. Has Eldritch Sacred Magic. Laerehte is the Eldritch God of Tales and Stories, and has good relationships with most of the Eldritch Gods. He has many lesser Eldritch Gods under his command. Evitar is the most favored of his disciples. Kingdom (make something up, we're in a place vaguely German. Give it a little description): Starfind, the Eldritch star kingdom. Some say it is infinitely wide. This has yet to be proven false. When you speak the word Starfind with intent to mean the kingdom, it is always automatically translated into anyone's ears who is listening. Skills: Is a proficient warrior. Trained in using the staff along with his Eldritch powers. Magical Quirks: Starry Dragons have illusory magic instead of a breath weapon. The Eldritch Sacred Magic is: Before you enter a new room, I'll flip a coin. If heads, I'll give you two rooms that you get to pick between. If Tails, I'll pick. You won't get too much info, just the first glimpse. Also, you'll be able to change some details of the story, In combat, you'll get to do some luck-based magic. Oh no! The dragon tripped! And on occasion, reality warping and major details can be changed. THIS FORTRESS HAS ALWAYS. BEEN. AN. ORANGE. and, of course, whatever @KaladinsSenseOfHumorSpren decides to play. I will make some DMPCs soon. DMPCs?
Argenti he/him Posted June 27, 2025 Author Posted June 27, 2025 45 minutes ago, CoderDrag0n8 said: huh? whats the allegory for? and im confused do i have a gun??!? Your powers as a weapon-nevermind. You don't have a gun. 45 minutes ago, CoderDrag0n8 said: DMPCs Player characters, run by me.
ChickenBonanza Posted June 27, 2025 Posted June 27, 2025 (edited) This is what I got so far, going for Mage-Priest route. I don’t know what to do by way of magical item or quirks. Perhaps old age requires his frequent reference to notes, as a way of balancing things out. The specific identity of his patron dirty is also something I have not arrived at. Spoiler Name: Reginn Species: Dwelf (elf/dwarf hybrid) Class: Mage-Priest (Sage) Magic Item: ??? Appearance: Old age has begun the process of turning his hair and beard gray, thick enough to cover his wrinkled features. His eyes, too, are covered by thick opaque glasses—or perhaps they are goggles—such that the truth of his face is a mystery. As mage tradition, he wears robes and a wide-brimmed, conical hat, drooping with its own advanced age. To a dwarf, he would rank among the tallest. To an elf, the shortest. A stocky build similar to what is seen among dwarves, yet possessed of the casually graceful walk of an elf. An unusual figure to both his parent species. From a distance, he might seem human, but up close his sharp ears and full beard put that into doubt. Connections with other characters: ??? Backstory: Never to find full acceptance among either half of his heritage, Reginn would leave to find his own destiny. With the knowledge he learned from his upbringing in a city of natural artisans, and from his own study of Arcane Magic , Reginn would wander from village to village, shoring up infrastructure, repairing buildings, helping the sick and otherwise needy, passing along what he knew all the while, in his own abrasive and curmudgeonly way. This would eventually attract the attentions of a lesser deity of the positive impact of knowledge, who admired Reginn’s actions and granted him a small portion of Sacred Magic, so that he might heal and help others in a more direct manner. Kingdom: From a coalition of dwarven mountain-cities, both carved deep within the earth and sprawling outside it. Skills: Over many years, Reginn has gained smatterings of knowledge in many fields. The most notable among these would be architectural, agricultural, and medicinal in nature. Magical Quirks: ??? What little remains shall come at a later date. Perhaps the quirk should indeed be the necessary reminders of his abilities, due to his old age. The magic item, then, could be a spellbook imbued with a functionality which better facilitates that. (I had read that quirks aren’t specifically necessary, but the addition of restriction will do this guy some good, I think.) Edited June 27, 2025 by ChickenBonanza Perhaps… 1
CoderDrag0n8 He/They Posted June 27, 2025 Posted June 27, 2025 10 hours ago, Argenti said: Your powers as a weapon-nevermind. You don't have a gun. Player characters, run by me. Ok
ChickenBonanza Posted June 27, 2025 Posted June 27, 2025 Greetings once again. With magic item and magical quirk additions. Spoiler Magic Item: A sturdy tome, impervious to the wear and tear of the environment, holding a seemingly endless amount of pages. The turning of a single page will bring you to a page containing the information you desire. Magical Quirks: Old age has finally begun to take its toll, and will continue to do so for many years. Despite physical healthiness, Reginn’s ability to memorize all of his spells is slowly fading away, requiring frequent relearning and reference to his notes. I am still unsure, however, as to how to exactly deal with the knowledge deity which granted his Sacred Magic (erroneously called a ‘dirty’ in my previous post, how scandalous). Open to suggestions.
Through the Living Shadow he/him Posted June 29, 2025 Posted June 29, 2025 @Argenti Time to flesh out my sheet a bit more… Ive changed some things. Spoiler Name: Teshan Benori, the Servant Species: Human Class: Priest (The plague-y thing-y - Nature Fey patron) Magic Item (you get one based off your backstory.): His gloves. One of them amplifies his Plague magic, the other amplifies his Cure magics. Appearance: Wears a cloak, and a hat. Tall, with a kind face. Laugh lines stressed. Older, but not to the point where the hairs grey. Straight, dark brown hair (Short), green eyes. Hands are afflicted, covered in scars, so he often wears gloves over them. Almost his entire body is covered in cloth, other than his head. Connections with other characters: Not sure yet. I’ll hafta look and see other characters. Backstory (I WANT AT LEAST THREE SENTENCES PREFERABLY MORE - Comment from Wrath: “You sound like my teacher”): When he was young-er (20s or so), he was afflicted by some sort of affliction. Almost always fatal, cover body in boils/scars etc. When he was on deaths door, his soon to be Patron came to him, and offered to cure him, so long as he served the patron. He agreed. The patron healed his body, got rid of most his scars, but left the marking on his hands as a symbol of his debt. Ever since, he has been fending for himself as a priest of this patron. Kingdom (make something up, we're in a place vaguely German. Give it a little description): Waldestadt, but he travels from place to place ever since plague hit the kingdom. Skills: Medicine (including disease containment and handling. [He knows not to drink from the river they’re pooping in.] He is also good with herb identification and use.), dagger-y stuff. [Sacred] Magic! But that is given. (The ability to grant plagues and heal, curse and buff (Cost benefit buff). For example, he might release his Plague, and the teammates he allows to get the plague would get buffs with the cost of getting hurt. He can also cure the affliction in two ways - actual cure, and a purge of the virus. The purge actually does a burst of damage.) Magical Quirks: Magic doesn’t work on fey. Name: Anathema, Plaguebringer Description: Powerful nature Fey, trickster. Deals in microorganisms and fungi instead of plants and animals. Is generally disliked and or hated by the other Fey. She was, in fact, exiled from amongst the Fey. A few major plagues were caused by her, while the resulting cures were also caused by her. Unbeknownst to the victims, any survivor of her plagues was ever so slightly stronger. Manifestation: She rarely appears directly or in person, rather preferring to manifest her thoughts directly through the virus. However, she will on occasion appear in person. Current situation: Anathema is trapped somewhere, location unknown. She is having Teshan try to locate and free her. 1
Argenti he/him Posted June 29, 2025 Author Posted June 29, 2025 On 6/26/2025 at 11:44 PM, Argenti said: Elya Mistspoken (@Kaladin Stormcursed) Reveal hidden contents Name: Elya Mistspoken Species: Elf Class: Warrior (Ranger build) Magic Item (you get one based off your backstory): You get a quiver that gives you infinite arrows. It makes two types of arrows, one is normal, the other shoots tangled vines where it lands. Appearance: Tall elf with shoulder-length black hair, violet eyes, kinda tanned skin, and patterns tattooed all over in black ink Connections with other characters: (Define your relationship with Evitarran from your pov) Backstory (I WANT AT LEAST THREE SENTENCES PREFERABLY MORE): Elya comes from a small community of wood elves relatively nearby and has been traveling in search of a way to prove to her family that she can be allowed to leave. (She ran away to prove that she should be allowed to leave—her logic is sometimes interesting). She has collected various trinkets on her travels that she always keeps with her, including a necklace, an earring, a single glove, and an ornate belt. Aside from that, she has a series of letters written to her family that she is saving to send once she has proven herself (to her own satisfaction). Kingdom (make something up, we're in a place vaguely German. Give it a little description): The kingdom of the Emerald Forest (aka Grünwald). Mostly covered in vibrant, magical green forest, the kingdom is primarily a group of small communities technically connected as a kingdom, though each kingdom mostly functions on its own. Skills: archery, anything related to the D&D Dexterity stat, shortsword, and fighting stick (arm-length, sturdy, thin stick) Galalth @IcedOutPenguin Reveal hidden contents Name: Galalth Species: Beastfolk (raccoon (think rocket)) Class: Warrior Magic Item (you get one based off your backstory.): Infinite quiver Appearance: Basically looks like Rocket from Guardians of the Galaxy Connections with other characters: None yet Backstory (I WANT AT LEAST THREE SENTENCES, PREFERABLY MORE): Galath grew up as a criminal in Eldon, working as an assassin for hire. Eventually, they got caught and given an ultimatum: work as a hunter, living and surviving away from the city, or be put to death. Naturally, he chose the first option and started hunting, developing proficiency with a bow and honing his skills. Kingdom (make something up, we're in a place vaguely German. Give it a little description): Eldon, a small city state nestled into the mountains of Lithridor, alpine, lots of animals, primary exports are finished wood products Skills: Archery, Tracking, Hunting, Assassination, Connecting with the underworld Magical Quirks: They turn invisible for between 1-15 seconds at random. Tertia (@Spark of Hope) Reveal hidden contents Name: Tertia Species: Kobold Class: Paladin Magic Item (you get one based off your backstory.): Three fusion earrings. Think DragonBall. You can become a giant kobold for an hour every day. Appearance: 3 purple kobolds in a trenchcoat robe Connections with other characters: Three triplet kobolds who like causing wholesome mischief (if you’ve seen videos of people doing Disney voice impressions to cast members at Disney, think this kind of “mischief” Backstory (I WANT AT LEAST THREE SENTENCES PREFERABLY MORE): The kobolds forming Tertia (Bel [f], Qrik [m], and Dazzu [f]) like making the best kind of mischief- the kind that makes others happy. Due to their like of wanting to make other people happy, they received a blessing to use magic. They use it to heal people physically, mentally, emotionally, etc. They worry that they won’t be taken seriously because of their height and thus pretend to be one giant kobold in a trenchcoat robe Kingdom (make something up, we're in a place vaguely German. Give it a little description): Ixicia, a kingdom of kobolds that technically has a government but is usually in some form of internal chaos Skills: healing and pranks, gaslighting. Sacred magic: been bonded to a God of the Kobolds, Zolpi'Vok'Sneppo, kobold god of Protection. Now it's kobold protection, so he's really just tricking everyone into not attacking. You have the power to prank and misdirect, including causing physical damage to be misdirected- oph that wound they got 3 hours ago? yeah that rock was wounded, what are you talking about. Magical Quirks: idk Hhi'Dhere (@LordHathsin_Surviv0r) Reveal hidden contents Name: HhiDhere Species: Humans Class: Warrior-priest Magic Item (you get one based off your backstory.): Appearance: Tall, neon yellow eyes, deep scar on neck, splintered leg with a metal rod poking out (but still quiet somehow?) Connections with other characters: What do I write for here?? Backstory (I WANT AT LEAST THREE SENTENCES PREFERABLY MORE): Umm... So he was a slave in this giant goat farm and he got his hands on 2 sharp sticks. He practised with the sticks for some self-defence. his master started getting angry and then he slayed his master. (He got his broken leg from there as well). He then ventured onto the alps (banished from his people as the guy he killed was kinda controversial) and thats where he first got his sacred magic. Then he started practising with daggers that he made with sticks and ice. (made a pact with the spirit of the mountain, which is a snow covered volcano with hot springs.) Kingdom (make something up, we're in a place vaguely German. Give it a little description): Ewalhouml, somewhere in the Swiss Alps (he is pretty far away) Skills: Can heal anything related to really hot or really cold, fast with daggers and he is also observent. Fire and frost Magic. Magical Quirks: Can heal anything related to really hot or really cold... Teshan ( @SpiritOfWrath) Reveal hidden contents Name: Teshan Species: Human Class: Priest (The plague-y thing-y - Nature Fey patron) Magic Item (you get one based off your backstory.): tbd… ig Appearance: Wears a cloak (cuz cloaks are a requirement, of course), and a hat. Tall, with a kind face. Laugh lines stressed. Older, but not to the point where the hairs grey. Straight, dark brown hair (Short), green eyes. Hands are either, afflicted, covered in scars, so he often wears gloves over them. Almost his entire body is covered in cloth, other than his head. Connections with other characters: Not sure yet. I’ll hafta look and see other characters. Backstory (I WANT AT LEAST THREE SENTENCES PREFERABLY MORE - Comment from Wrath: “You sound like my teacher”): When he was young-er (20s or so), he was afflicted by some sort of affliction. Almost always fatal, cover body in boils/scars etc. When he was on deaths door, his soon to be Patron came to him, and offered to cure him, so long as he served the patron. He agreed. The patron healed his body, got rid of most his scars, but left the marking on his hands as a symbol of his debt. Ever since, he has been fending for himself as a priest of this patron. Kingdom (make something up, we're in a place vaguely German. Give it a little description): Waldestadt. Skills: Medicine (including disease containment and handling. [He knows not to drink from the river they’re pooping in.]), dagger-y stuff. [Sacred] Magic! But that is given. (The ability to grant plagues and heal, curse and buff (Cost benefit buff) Magical Quirks: Magic doesn’t work on fey. Name: Anathema, Plaguebringer Description: Powerful nature Fey, trickster. Deals in microorganisms and fungi instead of plants and animals. Is generally disliked and or hated by the other Fey. She was, in fact, exiled from amongst the Fey. A few major plagues were caused by her, while the resulting cures were also caused by her. Unbeknownst to the victims, any survivor of her plagues was ever so slightly stronger. Manifestation: She rarely appears directly or in person, rather preferring to manifest her thoughts directly through the virus. Endikey Windforge ( @Dragonheir) Reveal hidden contents Name: Endikey Windforge Species: human Class: Mage-Priest Magic Item (you get one based off your backstory.): lopped off end of a ram’s horn which, when blown into, is supposed to conjure up a small cloud that thunders quietly and herds sheep. Several others continue to do this, but after this one was dropped, particularly unfortunately, it stopped working. Endikey brought it with him as a momento, and as he was beginning to develop magic he channeled some Mana through it and fixed it. Sort of. Now it makes either a small puff of cloud that crackles and chases people around or, if Mana is channeled into it, a very large cloud of fog that fills a space, rumbling ominously and doing nothing. Appearance: short and wiry, with hair - just long enough to reach his eyes - that sticks together into bristles for unknown reasons. Good quality peasant/traveler clothing under a dramaticly billowing cloak with a deep hood - he occasionally Imbues this to do various things. Connections with other characters: may have gone to school with another Arcane Mage, possibly interacted with a Sacred Mage trying to figure out how to properly use Sacred Magic, someone sufficiently shady may be affiliated with the supernatural pyramid scheme, someone with a family history of adventuring may have had an ancestor who worked with Keaton Windforge. Backstory (I WANT AT LEAST THREE SENTENCES PREFERABLY MORE): the originator of his name, Kester “Windforge” Pinenrow, was both a fairly successful adventurer who specialized in Elementalism and Imbuement, and Endikey’s great-grandfather. Windforge brought in plenty of money, prompting his family (whose surname changed to reflect this newfound identifying characteristic) to buy a large section of mountain land and build an estate. Halfway through the construction, Windforge abruptly disappeared, and the Windforge family ran out of money and were reduced to herding sheep. After a time, having improved their finances a bit (which is lucky, because only so many sheep can be herded in one place, and only so many people can live in one half-century old half-built mansion), and counting on the family skill in magic (hopefully with no debt-inducing fatalities this time around) to make more money, the young Endikey Windforge was sent to become a mage. At wherever it is one becomes a mage, Endikey did well in his studies - not excellently, but well - and was seeming to have a path ahead of him in Projection and Imbuement (though not Elementalism - at this point, despite his famously gifted ancestor, he was terrible at it). At this point, however, he was visited by a spirit - that prompted the terror-fueled magical destruction of some fairly important shelves. Once Endikey got past his alarm and attempted to remedy the damage he had done, the spirit was able to introduce himself as “Kester Windforge”. Peddling what was, in effect, a magical pyramid scheme, the supposed Windforge forefather offered the magical backing to truly be successful and eventually become a mighty magical spirit like himself, in exchange for some unspecified favors and a bond that may or may not allow the spirit (whose status of actually being Windforge is up for debate) to continue existing and embezzle from Endikey’s mana. Endikey - perhaps unwisely - accepted this deal, and went on to become much more successful member of his class, gaining actual skills in weather Elementalism, Glamor related to duplicity, and quick Imbuement (as well as several soul-based effects Endikey did not advertise) as long as Endikey channeled his patron’s power. Close to getting a Wizard Certification (which is definitely a thing - it lets you get paid for magic in a specific nearby city and helps your reputation), Endikey’s patron spirit was discovered, and he was disqualified by examiners who weren’t really sure what to do with him. Endikey was rejected by several of the more conventional Priests he tried to have mentor him, and one even tried to perform an exorcism. Eventually, he gave up and - to the horror of his family, who remember what happened to Windforge - decided to become an adventurer to earn money and hopefully get some experience in his strange combination of magic. Kingdom (make something up, we're in a place vaguely German. Give it a little description): the Voural Mountains are in between a few kingdoms, repeatedly changing hands or serving as a boundary as various armies attempt to conquer land over the mountains (from the perspective of whichever side is invading) and eventually are driven back. Though the Windforge estate is occasionally pillaged for provisions during those times, they don’t tend to remain citizens of any kingdoms for very long. Skills: Projection, Imbuement, and to a lesser extent other Arcane Magic; Sacred Magic relating to wind and fast enchantment, as well lying to people; Warlock shenanigans involving mana stealing, autonomous Arcane constructs, and soul self-modification; herding sheep and other self-sufficiency tasks; history of Arcane Magic and other things a scholarly-trained Arcane Mage would probably know; surprisingly good at darts but terrible at throwing things at people. Magical Quirks: his Sacred Magic is very subject to expectations - if he thinks it should be able to do something it can. This is a hint that his spirit might quite possibly be a blob of Glamor and Warlock shenanigans rather than an actual guy who turned himself into a magical ghost. Or maybe it really is Windforge - who knows (I was thinking you’d play him and hence could decide, though if you don’t want to that’s fine)? He also cannot for the life of him figure out Elementalism on his own. Evitarran Yrots ( @CoderDrag0n8) Reveal hidden contents Name: Evitarran Yrots nicknamed Evitar Species: Starry Dragonborn Class: Paladin Magic Item (you get one based off your backstory.): Elder Staff. A staff gifted by his patron, aids in his Eldritch magic. Can be summoned and unsummoned like a shardblade. Also allows for more efficient communication with his patron. Also allows for occasional communication with other Eldritch Gods. When communicating with these other Eldritch Gods he can create, with their permission, a Eldritch Pact. The Eldritch Pact is a temporary and low level version of making them their patron. The staff can also generate Eldritch Contracts in which there are multiple types. Each Eldritch Contract has a different way to enforce the details of the contract. The Staff can also summon Eldritch Gods that have been made contact, but over a certain level of power, a punishment proportionate to the exceeding power of the Eldritch God. , he can, with their permission, create a temporary and limited power Patron Connection with the Eldritch God. Appearance: A black scaled dragonborn with white specks that look like stars. He has a strange staff that seems to be made out of the night sky itself (think highspren) and is constantly shifting in apearance. You can't tell if he has any supplies with him, it all seems to somehow blend in to his shifting scales. He has small wings that he prefers to be tucked in, as to not be seen. Connections with other characters: Has a friendship with @Kaladin Stormcursed's character. Has a natural charm to make most beings that dislike his kind warm up to him. However, due to his natural strangeness, the warming up can only ever go so far. Backstory (I WANT AT LEAST THREE SENTENCES PREFERABLY MORE): Grew up in Starfind, with a family of Starry Dragonborns. In a terrible accident in one of the Eldritch Wars, his whole family died. He was taken in by an Eldritch god named Laerehte and Laerehte became his patron. Has Eldritch Sacred Magic. Laerehte is the Eldritch God of Tales and Stories, and has good relationships with most of the Eldritch Gods. He has many lesser Eldritch Gods under his command. Evitar is the most favored of his disciples. Kingdom (make something up, we're in a place vaguely German. Give it a little description): Starfind, the Eldritch star kingdom. Some say it is infinitely wide. This has yet to be proven false. When you speak the word Starfind with intent to mean the kingdom, it is always automatically translated into anyone's ears who is listening. Skills: Is a proficient warrior. Trained in using the staff along with his Eldritch powers. Magical Quirks: Starry Dragons have illusory magic instead of a breath weapon. The Eldritch Sacred Magic is: Before you enter a new room, I'll flip a coin. If heads, I'll give you two rooms that you get to pick between. If Tails, I'll pick. You won't get too much info, just the first glimpse. Also, you'll be able to change some details of the story, In combat, you'll get to do some luck-based magic. Oh no! The dragon tripped! And on occasion, reality warping and major details can be changed. THIS FORTRESS HAS ALWAYS. BEEN. AN. ORANGE. and, of course, whatever @KaladinsSenseOfHumorSpren decides to play. I will make some DMPCs soon. @KaladinsSenseOfHumorSpren have yiu decided?
KaladinsSenseOfHumourSpren He/Him Posted June 30, 2025 Posted June 30, 2025 6 hours ago, Argenti said: @KaladinsSenseOfHumorSpren have yiu decided? I think I've already overcommitted. Sorry, but I don't think I'll have time. Lesson learned: Don't sign up for every single RP as soon as it's posted. 2
Argenti he/him Posted June 30, 2025 Author Posted June 30, 2025 9 hours ago, KaladinsSenseOfHumorSpren said: I think I've already overcommitted. Sorry, but I don't think I'll have time. Lesson learned: Don't sign up for every single RP as soon as it's posted. Sounds good. Anyone else wanna join in? @ChickenBonanza eh eh?
ChickenBonanza Posted June 30, 2025 Posted June 30, 2025 1 hour ago, Argenti said: @ChickenBonanza eh eh? Behold! Spoiler Name: Reginn Species: Dwelf (elf/dwarf hybrid) Class: Mage-Priest (Sage) Magic Item: A sturdy tome, impervious to the wear and tear of the environment, holding a seemingly endless amount of pages. The turning of a single page will bring you to a page containing the information you desire. Appearance: Old age has begun the process of turning his hair and beard gray, thick enough to cover his wrinkled features. His eyes, too, are covered by thick opaque glasses—or perhaps they are goggles—such that the truth of his face is a mystery. As mage tradition, he wears robes and a wide-brimmed, conical hat, drooping with its own advanced age. To a dwarf, he would rank among the tallest. To an elf, the shortest. A stocky build similar to what is seen among dwarves, yet possessed of the casually graceful walk of an elf. An unusual figure to both his parent species. From a distance, he might seem human, but up close his sharp ears and full beard put that into doubt. Connections with other characters: ??? Backstory: Never to find full acceptance among either half of his heritage, Reginn would leave to find his own destiny. With the knowledge he learned from his upbringing in a city of natural artisans, and from his own study of Arcane Magic, Reginn would wander from village to village, shoring up infrastructure, repairing buildings, helping the sick and otherwise needy, passing along what he knew all the while, in his own abrasive and curmudgeonly way. This would eventually attract the attentions of a lesser deity of the positive impact of knowledge, who admired Reginn’s actions and granted him a small portion of Sacred Magic, so that he might heal and help others in a more direct manner. Kingdom: From a coalition of dwarven mountain-cities, both carved deep within the earth and sprawling outside it. Skills: Over many years, Reginn has gained smatterings of knowledge in many fields. The most notable among these would be architectural, agricultural, and medicinal in nature. Magical Quirks: Old age has finally begun to take its toll, and will continue to do so for many years. Despite physical healthiness, Reginn’s ability to memorize all of his spells is slowly fading away, requiring frequent relearning and reference to his notes. This identity of this deity can be some mysterious force that may or may not be unraveled with the passage of time, totally. 2
Argenti he/him Posted June 30, 2025 Author Posted June 30, 2025 Spoiler Name: Zael Mal'chtar Species: Snow elf Class: Mage Magic Item (you get one based off your backstory.): Appearance: Zael is a handsome young snow elf- at least by snow elf standards. His hair is white, and his skin is the lightest shade of blue. Others find him a bit unsettling, but that changes quickly enough once you get to know him. Connections with other characters: TBD Backstory (I WANT AT LEAST THREE SENTENCES PREFERABLY MORE): Zael was a prodigy back home, at least before the accident. In his early life, he was raised by his father alone, as his mother had long since devoured the fruit and journeyed north across the great glacier towards the demon king. It was always clear he was magically gifted. By age 7, he began to use transportation magic to steal cookies; by 12, he was using elementalism to fly; and by 15, he was sneaking out to see his crush with Glamour. So, of course, come his 16th birthday, sending him to be trained wasn't a question. And there he flourished and rose to stardom quickly. A little too quickly for some's liking. Cynth, the scion of a rival house, envious of his success, took it upon himself to bring him down. So when Zael was in the midst of a teleportation ritual, Cynth turned it in on itself, and banished Zael into the south. As Zael's own magic was used in the ritual, he can not simply return via teleportation or merely fly there. He needs to walk. To afford that, of course, he needed to adventure a bit. And that's how he winded up here. Kingdom (make something up, we're in a place vaguely German. Give it a little description): Meinheim, north of the Voural Mountains, where the dragons and giants fight and cities are carved into glaciers. Skills: Zael is skilled in arcane magic, particularly good at Transportation, Glamour, and Projection, but has some skills in Elementalism, mostly wind and a couple tricks in Imbuement. Magical Quirks Whenever Zael uses magic, it always projects an air of cold, even when it's fire. In addition as a result of his ritual, He can't use transportation magic north, and when he flies, he must always return to his original place northwise before touching the ground. DMPC 1
Through the Living Shadow he/him Posted June 30, 2025 Posted June 30, 2025 4 minutes ago, Argenti said: Reveal hidden contents Name: Zael Mal'chtar Species: Snow elf Class: Mage Magic Item (you get one based off your backstory.): Appearance: Zael is a handsome young snow elf- at least by snow elf standards. His hair is white, and his skin is the lightest shade of blue. Others find him a bit unsettling, but that changes quickly enough once you get to know him. Connections with other characters: TBD Backstory (I WANT AT LEAST THREE SENTENCES PREFERABLY MORE): Zael was a prodigy back home, at least before the accident. In his early life, he was raised by his father alone, as his mother had long since devoured the fruit and journeyed north across the great glacier towards the demon king. It was always clear he was magically gifted. By age 7, he began to use transportation magic to steal cookies; by 12, he was using elementalism to fly; and by 15, he was sneaking out to see his crush with Glamour. So, of course, come his 16th birthday, sending him to be trained wasn't a question. And there he flourished and rose to stardom quickly. A little too quickly for some's liking. Cynth, the scion of a rival house, envious of his success, took it upon himself to bring him down. So when Zael was in the midst of a teleportation ritual, Cynth turned it in on itself, and banished Zael into the south. As Zael's own magic was used in the ritual, he can not simply return via teleportation or merely fly there. He needs to walk. To afford that, of course, he needed to adventure a bit. And that's how he winded up here. Kingdom (make something up, we're in a place vaguely German. Give it a little description): Meinheim, north of the Voural Mountains, where the dragons and giants fight and cities are carved into glaciers. Skills: Zael is skilled in arcane magic, particularly good at Transportation, Glamour, and Projection, but has some skills in Elementalism, mostly wind and a couple tricks in Imbuement. Magical Quirks Whenever Zael uses magic, it always projects an air of cold, even when it's fire. In addition as a result of his ritual, He can't use transportation magic north, and when he flies, he must always return to his original place northwise before touching the ground. DMPC 1 Woah woah woah! A wind mage! *evil ideas* You know, it’s not wise to stand downwind of a source of the plague. *adopts into party*
Kansas Stormcursed he/him Posted June 30, 2025 Posted June 30, 2025 6 minutes ago, Argenti said: Reveal hidden contents Name: Zael Mal'chtar Species: Snow elf Class: Mage Magic Item (you get one based off your backstory.): Appearance: Zael is a handsome young snow elf- at least by snow elf standards. His hair is white, and his skin is the lightest shade of blue. Others find him a bit unsettling, but that changes quickly enough once you get to know him. Connections with other characters: TBD Backstory (I WANT AT LEAST THREE SENTENCES PREFERABLY MORE): Zael was a prodigy back home, at least before the accident. In his early life, he was raised by his father alone, as his mother had long since devoured the fruit and journeyed north across the great glacier towards the demon king. It was always clear he was magically gifted. By age 7, he began to use transportation magic to steal cookies; by 12, he was using elementalism to fly; and by 15, he was sneaking out to see his crush with Glamour. So, of course, come his 16th birthday, sending him to be trained wasn't a question. And there he flourished and rose to stardom quickly. A little too quickly for some's liking. Cynth, the scion of a rival house, envious of his success, took it upon himself to bring him down. So when Zael was in the midst of a teleportation ritual, Cynth turned it in on itself, and banished Zael into the south. As Zael's own magic was used in the ritual, he can not simply return via teleportation or merely fly there. He needs to walk. To afford that, of course, he needed to adventure a bit. And that's how he winded up here. Kingdom (make something up, we're in a place vaguely German. Give it a little description): Meinheim, north of the Voural Mountains, where the dragons and giants fight and cities are carved into glaciers. Skills: Zael is skilled in arcane magic, particularly good at Transportation, Glamour, and Projection, but has some skills in Elementalism, mostly wind and a couple tricks in Imbuement. Magical Quirks Whenever Zael uses magic, it always projects an air of cold, even when it's fire. In addition as a result of his ritual, He can't use transportation magic north, and when he flies, he must always return to his original place northwise before touching the ground. DMPC 1 Love that he's from my home 1
Argenti he/him Posted June 30, 2025 Author Posted June 30, 2025 56 minutes ago, ChickenBonanza said: Behold! Reveal hidden contents Name: Reginn Species: Dwelf (elf/dwarf hybrid) Class: Mage-Priest (Sage) Magic Item: A sturdy tome, impervious to the wear and tear of the environment, holding a seemingly endless amount of pages. The turning of a single page will bring you to a page containing the information you desire. Appearance: Old age has begun the process of turning his hair and beard gray, thick enough to cover his wrinkled features. His eyes, too, are covered by thick opaque glasses—or perhaps they are goggles—such that the truth of his face is a mystery. As mage tradition, he wears robes and a wide-brimmed, conical hat, drooping with its own advanced age. To a dwarf, he would rank among the tallest. To an elf, the shortest. A stocky build similar to what is seen among dwarves, yet possessed of the casually graceful walk of an elf. An unusual figure to both his parent species. From a distance, he might seem human, but up close his sharp ears and full beard put that into doubt. Connections with other characters: ??? Backstory: Never to find full acceptance among either half of his heritage, Reginn would leave to find his own destiny. With the knowledge he learned from his upbringing in a city of natural artisans, and from his own study of Arcane Magic, Reginn would wander from village to village, shoring up infrastructure, repairing buildings, helping the sick and otherwise needy, passing along what he knew all the while, in his own abrasive and curmudgeonly way. This would eventually attract the attentions of a lesser deity of the positive impact of knowledge, who admired Reginn’s actions and granted him a small portion of Sacred Magic, so that he might heal and help others in a more direct manner. Kingdom: From a coalition of dwarven mountain-cities, both carved deep within the earth and sprawling outside it. Skills: Over many years, Reginn has gained smatterings of knowledge in many fields. The most notable among these would be architectural, agricultural, and medicinal in nature. Magical Quirks: Old age has finally begun to take its toll, and will continue to do so for many years. Despite physical healthiness, Reginn’s ability to memorize all of his spells is slowly fading away, requiring frequent relearning and reference to his notes. This identity of this deity can be some mysterious force that may or may not be unraveled with the passage of time, totally. So for Sacred magic, you want like: healing, protection from the elements, and like.... innovation. 1 minute ago, Kaladin Stormcursed said: Love that he's from my home hehe. It's a real place in Germany, too, which I wasn't aware of. I was just writing my home. 18 hours ago, SpiritOfWrath said: @Argenti Time to flesh out my sheet a bit more… Ive changed some things. Reveal hidden contents Name: Teshan Benori, the Servant Species: Human Class: Priest (The plague-y thing-y - Nature Fey patron) Magic Item (you get one based off your backstory.): His gloves. One of them amplifies his Plague magic, the other amplifies his Cure magics. Appearance: Wears a cloak, and a hat. Tall, with a kind face. Laugh lines stressed. Older, but not to the point where the hairs grey. Straight, dark brown hair (Short), green eyes. Hands are afflicted, covered in scars, so he often wears gloves over them. Almost his entire body is covered in cloth, other than his head. Connections with other characters: Not sure yet. I’ll hafta look and see other characters. Backstory (I WANT AT LEAST THREE SENTENCES PREFERABLY MORE - Comment from Wrath: “You sound like my teacher”): When he was young-er (20s or so), he was afflicted by some sort of affliction. Almost always fatal, cover body in boils/scars etc. When he was on deaths door, his soon to be Patron came to him, and offered to cure him, so long as he served the patron. He agreed. The patron healed his body, got rid of most his scars, but left the marking on his hands as a symbol of his debt. Ever since, he has been fending for himself as a priest of this patron. Kingdom (make something up, we're in a place vaguely German. Give it a little description): Waldestadt, but he travels from place to place ever since plague hit the kingdom. Skills: Medicine (including disease containment and handling. [He knows not to drink from the river they’re pooping in.] He is also good with herb identification and use.), dagger-y stuff. [Sacred] Magic! But that is given. (The ability to grant plagues and heal, curse and buff (Cost benefit buff). For example, he might release his Plague, and the teammates he allows to get the plague would get buffs with the cost of getting hurt. He can also cure the affliction in two ways - actual cure, and a purge of the virus. The purge actually does a burst of damage.) Magical Quirks: Magic doesn’t work on fey. Name: Anathema, Plaguebringer Description: Powerful nature Fey, trickster. Deals in microorganisms and fungi instead of plants and animals. Is generally disliked and or hated by the other Fey. She was, in fact, exiled from amongst the Fey. A few major plagues were caused by her, while the resulting cures were also caused by her. Unbeknownst to the victims, any survivor of her plagues was ever so slightly stronger. Manifestation: She rarely appears directly or in person, rather preferring to manifest her thoughts directly through the virus. However, she will on occasion appear in person. Current situation: Anathema is trapped somewhere, location unknown. She is having Teshan try to locate and free her. anyway approved 2
Kansas Stormcursed he/him Posted June 30, 2025 Posted June 30, 2025 6 minutes ago, Argenti said: So for Sacred magic, you want like: healing, protection from the elements, and like.... innovation. hehe. It's a real place in Germany, too, which I wasn't aware of. I was just writing my home. anyway approved Are you thinking Mannheim, or is there actually a Meinheim somewhere?
ChickenBonanza Posted June 30, 2025 Posted June 30, 2025 6 minutes ago, Argenti said: So for Sacred magic, you want like: healing, protection from the elements, and like.... innovation. Indeed, indeed. Support stuff. Curing the ailments. Yet… I wish to keep the essence of his abilities simple. What were you thinking of as an application of the concept of innovation? Imbuement-esque improvement effects?
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