• Adventure Squad •

Garrett FreeflowerCooper BullettoothCeleste ElvarTorbin Shu • Eliwalyn Miller

• Everking •

EirioghEric Brennus • Sean Brennus


Wyrms • People of the Mounds • The Wyrdways

...the story/world is still unnamed. A "sandbox" world where I can shove all characters from other stories and try to make all the lore work. My main scenario revolves around old D&D characters thrown into a "fantasy mafia" situation.

• Urban Fantasy Setting/Mafia Au •

Tlakeln OrthrodUlhrah MaulviBrokil • Mada Faathorn • Gwynfor • Grel • Irno Koshron • Rogdul Orthrod


Orbis Alius • Fight Pit • The Parallel

• Merkavah/Space Au •

August HansRene SeverinoCole RileyAradhana Veda • Madison Veda • Marco Gianni


The MerkavahSTS Company

• TTRPG •

Valentin DevauxEmil SterlingTlakeln • Eric • Riniya • Babhora Sispira • Riley • Basilio Valeri • Nasra Antara • Urissa Beren • Monat • Ingibjorg Haegendottir

• Adventure Squad - Webcomic •

Co-created with AshMcGivern, The best way to get a feel for the characters and world is check out the comic!

Garrett

Cooper

Celeste

Setting

Adventure Squad is about five to-be friends trying to make name for themselves on the continent of Ederaveth, a world plagued by unstable inter-dimensional tears and overpopulated by adventurers trying to do the same exact thing. This group will tackle (with whatever grace they can muster) mysteries such as: magic swords, hiring freelancers, income taxes, how to date people, giant monsters, self care, family found and how to run a successful business!

  • Ederaveth is the name of the continent/planet, a mostly a generic D&D fantasy setting with some "homebrew" worldbuilding (just so its different enough from WotC)

  • Interdimentional rifts pockmark the planet, very little is known about these rifts and whether or not they can be traversed. Monsters pour through theses rifts regularly posing a constant and renewable threat.

  • Solar punk; a very slow industrial revolution - they have trains, running water, electricity, etc (early 1800's tech) that's all powered by magic and/or magical resources rather than fossil fuels. Magic is still very prevalent so advancements in science, medicine and technology is very slow and is mostly only seen in cities and large towns that have the infrastructure for it.

Themes

We are inspired by D&D, Pathfinder and Role Playing Games with big open worlds that encourage players to create their own narratives. We want to capture the situational comedy of D&D campaigns, while also telling a compelling story.


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⟡ = with Plate Armor

Garrett Freeflower

AgeHeightGenderRace/SpeciesSkill Set
28 (DOB: May 8th)5'8" (172cm)male (he/him)Humanthe meat shield

Has that "dad bod" and likes food and beer too much to bother with body building, but he's STRONG (power lifter kind of muscle). Eyes are blue; hair is the color and texture of hay; despite his best efforts, struggles to grow any kind of facial hair. Tends to wear simple clothes that are comfortable and/or allow for mobility.


  • himbo and short king

  • middle child

  • possibly too positive an attitude.

  • enthusiastic about his special interests (swords)

  • superstitious and fears the supernatural

  • Combat skills - formal weapons training from a young age, versatile and general knowledge of different weapons. Has a strong defense and can take a lot of hits, attacks are relatively calculated but slow. In D&D terms he'd be a fighter (weapons master) and/or paladin without the magic)

  • Role on Team - the tank; as co-leader of the party, also helps find jobs and organize excursions, makes sure the team is properly equipped and supplies stay stocked, has basic outdoor survival skills.


Personality

The only thing Garrett learned from knight school before he was forcibly removed was how to fight and handle all sorts of weapons. Garrett has little patience or respect for the rules, but he means well and puts other’s well being before his own. He is very enthusiastic about adventuring maybe a LITTLE too much of a thrill seeker for his compatriots. He’s kind hearted and genuinely invested in protecting other people from danger.

Connections

  • Cooper Bullettooth - Childhood friends, close as brothers. Generally unafraid to share things with and tease each other. They keep each other’s secrets and support each other’s interests/endeavors. Genuinely love each other in a close platonic relationship.

  • Celeste Elvar - Garrett is like Celeste’s cool fun uncle, will protect and wants her to succeed in life. Garrett enjoys trying to teach Celeste to use weapons and defend herself, despite her being terrible at it.

Background & Backstory

Age 5 - 14

Childhood & Early Life

Met and befriended Cooper when Cooper moved into his neighborhood. Attended school and after-school sports. Not great at academics, but was generally liked by his peers.


Age 15 - 22

Knight Training

Age 15 - Began after-school guard training program. Would spend part of his summers in training. More just like extended school he would still get plenty of time to hang out with friends and spend half days in training.Ages 18-19 - Graduated from guard-training and was transferred into Knight Training. Highly intensive.Learned how to properly handle all manner of melee based weapons, but favored the broadsword. Really dug into proper technique of handling weapons.


Age 22

Setting out on his own

Kicked out of knight training for breaking protocol. Garrett prioritizes helping others over following orders. Multiple strikes of this nature stacked against him, one last big event is the final straw. Invites Cooper to leave town and join The Adventuring Guild following this incident.


Age 28

Present

has been working as a freelancer for a number of years and just formed a subsidiary adventuring party with Cooper.

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⟡ = Erothian Boon

Cooper Bullettooth

AgeHeightGenderRace/SpeciesSkill Set
28 (DOB: November 10th)6'1" (185cm)male (he/him)Erothianambush melee

Classic "red devil," yellow eyes, slit pupils, sharp teeth but no horns. Distinct scar on his lip (left side) and a missing chip in his right ear. Soft scaling/plates down his spine and on the base of his tail, has claws but keeps them filed down. Has a number of magic items he keeps on his person at all times - magic rings, leather bracelet with custom runes. Outside of combat/traveling, appreciates finer well made clothing and likes having an occasion to "dress up" despite his wardrobe looking like it needs an update.


  • High functioning anxiety and self medicating about it to chill out

  • Confused Nationality/Racial Identity (in D&D he'd be classified as a Tiefling)

  • Garrett is the only person outside of Cooper’s family that knows his full name.

  • Has many enchanted items - will enchant to make his life more comfortable/convenient, but takes a long time to develop runes.

  • Keeps extensive notes.

  • left handed.

  • Combat skills - Ambush fighter, strong offense, hits hard and fast at the expense of lower defenses; informal weapons training. In D&D terms, he'd most likely be a fighter barbarian mix.

  • Magical abilities - Wanted to become a wizard, went to school to study for it but showed no magical aptitude due to his Erothian heritage and was put in the "small magic" program. Through this, he learned magic systems and languages and became adept at metamagic, using written word and runes to create a personal codex for magical equations. Has infused some of his personal affects with custom runes with some success.

  • His Erothian heritage also grants him supernatural strength and ferocity in battle, which is often triggered by increased adrenaline. Cooper can tap into this willingly, but is at risk of loosing control the longer he is in this state.

  • Role on Team - Does most of the paperwork for the team and generally manages everyone.


Personality

Cooper is a charismatic people person despite his looks. Dropped out of school to travel and adventure with his childhood friend Garrett, leading to the eventual creation of their adventuring party. Spends most of his time reading, researching and doing paperwork and organizing his teammates. He enjoys the adventuring line of work, but doesn’t like being in the wilderness for extended periods of time.

Connections

  • Garrett Freeflower - Childhood friends, close as brothers. Generally unafraid to share things with and tease each other. They keep each other’s secrets and support each other’s interests/endeavors. Genuinely love each other (platonic).

  • Celeste Elvar - he trusts her the most when it comes to paperwork, and is more than a little intimidated by her magical abilities compared to his own.

Background & Backstory

Age 5 - 17

Childhood & Early Life

Moved to new neighborhood where he met and befriended Garrett. Attended school. Was a shy/lanky child, had a big growth spurt around highschool age. Did well in school, didn’t purposefully break rules, absolute nerd.


Age 18 - 21

College

Went to university/college in his hometown of Pethauria at the prestigeous Daxia Institute. Struggled a lot with his studies dropped out a semester before completing his education. Began working at his mother’s jewelry business afterwards as something to do.Garrett invites Cooper to go adventuring with him. They leave home to join The Adventuring Guild.


Age 27

Present

has been working as a freelancer for a number of years and just formed a subsidiary adventuring party with Garrett.

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⟡ = Big Magic

Celeste Elvar

AgeHeightGenderRace/SpeciesSkill Set
22 (DOB: July 22nd)5'3" (160cm)female (she/her)HumanSorcerer

Petite, tends to have a "bohemian" fashion sense and loves accessorizing. Hair is naturally that color and curly/frizzy (sometimes not pictured as so oops).

  • Really can’t deal with seeing any of the boys anything less than fully clothed.

  • Likes the idea of dating in theory, but struggles with closeness even on a friend level.

  • She's eager to please people she looks up to or wants to impress and sometimes puts her own happiness aside to make that possible.

  • Magical Abilities - Celeste she studied at Blekwelts College in all arcane subjects and then some. Has an interest in more traditionalist magic and the supernatural (she will not admit its necromancy), which is antithetical to what she learned in school and considered taboo in most places so she tends not to mention it. Magic comes to her naturally, she is able to manipulate it based on intuition and feeling rather than complex spell work. In D&D terms she'd be a sorcerer.

  • Role on Team - she can cast "big magic" and has the ability to deal with the supernatural. She also excels at public relations when it comes to looking for work.


Personality

Celeste romanticizes the adventuring life and thinks its all about seeing new places and meeting new people and quickly learns there's more to it than traveling. Celeste is not exactly cut out for combat or the adventuring life style, but she brings much needed charm to the team and valuable interpersonal skills. She's extremely bubbly, friendly and feminine.Working for/with Garrett Freeflower and Cooper Bullettooth - Celeste feels safe with them and is eager to show them she can pull her own weight on the team.

Connections

  • Cooper Bullettooth - appreciates that he trusts her to do paperwork, but she rather not do paperwork. They both eagerly take part in gossip or discussing the latest fashion or the minor inconvenience of the day, like teenage girls. They are on the same side when it comes to how long they can stand to sleep outside and go without a shower.

  • Garrett Freeflower is like her uncle, he is friendly, wants to “be real” and teach her basic survival skills. He’s always encouraging her, but they have very little in the way of common interests.

Background & Backstory

Age 16 - 21

Higher Education

Takes continuous semesters as Blekwelts and starts interning with the Guild in Notrington.


Age 22

Present

Joins Garrett and Cooper's adventuring party as they travel to the city of Colkirk.

a forgotten vengeful god and the one person that god didn't want to possess, they are fighting over the one braincell they have between them.

There's two parts to this: first, it is the story of Eiriogh and how he was betrayed by the narrative. Secondly, it's about how the story of Eiriogh dooms Eric Brennus to the narrative and an eventual reckoning. These characters have been thrown into different settings and situations, but those two things are always consistent.Their "story" unfolds from Eric's point of view, thousands of years after Eiriogh's time. Eiriogh has been forgotten to history, his power stripped, imprisoned for eternity in the "space between" by the heroes of old. By fate or shear dumb luck, Eric is the idiot who (unknownly) releases Eiriogh from this prison, by letting Eiriogh "possess" him. There's a constant struggle between Eiriogh, who is trying to take control or bend Eric to his will, and Eric who is resisting Eiriogh's influence and trying to appeal to whatever humanity might be there.End game for Eiriogh is to be reincarnated through Eric so he can enact his reckoning upon the world, consuming Eric in the process. Obviously, Eric would like to live.

Eiriogh

Eric

Setting

WBJ 2016 - despite how old this is, I think most of this still stands in terms of ideas I'd want to develop further about the world. Again, it's more about the vibes.

Original setting is of a fictional world that's been dominated by giant monsters called Fomori (the Irish version of the Greek Titans), who are avatars of the forces of nature, the elements, disease, blight, the seasons, and so forth. Human settlements are constantly under threat of being wiped out, those that survive found the means to coexist, drive out or otherwise subdue the Fomori that threaten them.

  • Low Technology - advancements only go as far as the 1930's in terms of technology and industry, severely impacted by what resources they are able to safely gather, refine, etc.

  • 1930's is the referenced time period, but the aesthetics would be different from our world, possibly even localized to different parts of the continent; sort of retro future crossed with steampunk aesthetics (I think the best visual comparison I can think of at this time is Mortal Engines.)

  • Simple Magic - practices are as varied as there are different communities, peoples and beliefs. Magic practitioners have a revered station in the community because magic is one of the more effective ways of dealing with/interacting with fomorians.

  • Ancestor worship, polythestic; there's a pantheon of gods (legendary heroes) that most communities worship, or they have their favorite god. Some worship Fomorians as gods, however they are generally suspect in larger settlements.

Themes

  • “The winners write history” but that doesn’t mean that the people on the winning side of history were in the right

  • ramifications of colonialism and the erasure of cultures

  • the implications of humans giving power to something like a god, and how that god or belief is abandoned when it no longer serve their narrative. Do gods truly have agency if they are the manifestation of humans?

Artwork

Eiriogh

"EHR-ROG"

AgeHeightGenderRace/SpeciesBackground
centuries old6' (182cm) not including hornsmale or non gendered (he/they/it)WyrmFire God, Tyrant, Demon

Eiriogh is centuries to millennia old (appears any age between 30 and 60) and takes multiple forms throughout his long life. How human he appears is directly linked to the amount of humanity he has in him at any given time. In the current era, he primarily takes on a monstrous hybrid form while occasionally manifesting as a smokey entity when communicating with Eric Brennus on the material plane.

Fire Spiter • Lord of the Bonfire • Aodhán • Ei Riogh • Everking


  • dark souls boss vibes i.e. doomed dark fantasy ruler and warrior

  • The Hanged Man (tarot) - in a state of limbo, suspended in time and viewing the world from a completely different perspective.

  • The Devil (tarot) - oppression, obsession, powerlessness and limitation.


Personality

A wrathful deity of primordial fire who's been imprisoned for a millenia for traitorous deeds against humanity - at least that is what people believed before he was forgotten and his prison lost to time entirely. Centuries of being exiled and forgotten has reduced him to a dark, single minded creature that waits for the opportunity for someone to make contact and free him from his chains.Not only controls, but IS element of fire in all its related forms (smoke, molten rock, ash, the sun and concepts such as summer, enlightenment, the spark of life from time to time); he is a shapeshifter that can take on many forms, but seems to reflect his current mental/emotional state and attitude towards others.Centuries later in the current era, Eiriogh is awakened by a reckless youth Eric Brennus who agrees to let Eiriogh hitch a ride (poses) him in exchange for being brought back from the brink of death. This exchange results in Eric becoming the steward of fire in Eiriogh's place, granting him Eiriogh's control/power over the element of fire.Eiriogh is motivated to seek and destroy those who betrayed him and regain his former power. However, he is having a hard time convincing Eric to do that and spends most of his mental faculties trying to manipulate Eric into letting him have control.

Identities & Apperances

Has acquired many names and titles, most recently (and the only name he remembers) is Eiriogh (pronounced "EHR-ROG") or Everking. Has been the man Aodhán, an entity known only as Lord of the Bonfire, and before that, simply the aspect of fire, smoke and ash.

  • "Eiriogh" and "Eric" both mean "ever king"

  • Eiriogh uses the element "ei" and the name "rioghan" with the diminutive suffix -an dropped since "ever king" is an ironic insulting title, not an affectionate pet name.

  • Eric - "ever ruler", from the Old Norse name Eiríkr, derived from the elements ei "ever, always" and ríkr "ruler, king".

  • Ríoghan - From Old Irish Rígán, itself from "king" (or the derivative ríg "royal") combined with a diminutive suffix.

  • Aodhán - "little fire"

Humanoid & Hybrid Forms

When taking on a human form, Eiriogh appears to be between 30-40 years old, around 6' (1.82m) tall with pitch black hair, piercing gold eyes and pointed ears. Always has horns which are sometimes interchangeable with a crown - horns are a symbol of power among the Formori and Fae, representative of a crown or the right to rule. He was knowns as Aodhán in this form during the ancient days (roughly equivalent of neolithic to bronze age), but this identity was forgotten to time and superseded by the infamous Riogh Aodhán which was still mostly human in appearance but took on more fae like features - scales, claws and occasionally wings and a tail.Other hybrid forms were a sliding scale between mostly human looking to mostly monstrous in shape and side.

Wyrm

As a dragon or beast, stands about 15-20 ft (4-6m) at the head, gray to dark gray scales with gilded "hot spots" which do in fact, give off heat. Scales have the texture of charcoal or molten rock; has a "mane" of smoke the seeps out between his scales. This could either be a creature seemingly of flesh and bone or something more ethereal. This form is manic and single minded which reflected his mental state during the last days of his rule and represents the height of his elemental power - the beast cannot be reasoned with and will destroy most things in its path.This creature is likely the first form taken and is tied to a more chaotic age before the appearance of human civilizations, a time where Eiriogh was a king of beasts and the elements.

Elemental

His elemental forms (fire, smoke, ash, molten rock) have limited sentience and power, they are more like extensions of himself. This is mainly how he manifests to interact with Eric since his physical being is trapped on another plane of existence. As long as the element of primordial fire exists, Eiriogh can reform from it.

Connections

  • Eric Brennus - a reckless youth who accidentally “summoned” Eiriogh then agreed to let Eiriogh possess him. Eiriogh tries to influence Eric to carry out his agenda but Eric's will is stronger than Eiriogh is at the moment. Another possibility is that Eric is descendent from Eiriogh which makes them irrevocably linked to the same fate, putting Eric on the path of becoming the next steward of fire.

  • Cenn - is/was his closest friend/brother/kin who turned Eiriogh over to saboteurs in the interest of gaining favor with the new regime. Cenn is/was Eiriogh's equal and in every way, but was born of the primordial elements of water - they were doomed to be at odds from the start.

  • The Goddess of the Hearth - an associate and/or adversary, as the hearth was the place in the home where the fire was kept. This person was probably responsible for introducing and helping Eiriogh integrate into human society and perhaps was instrumental in humans controlling the element of fire.

Background & Backstory

using time periods to give a close approximation of where humanity was at with things, but I think the timelines wouldn't be one for one.

Pre History

Primordial Fire

In the beginning, he was merely a formless, nameless primordial being of fire, born from molten rock, playing its part in chaotic cycle of pre history. Emerges and takes on a likeness to different creatures in order to walk amongst them.


Paleolithic to
Neolithic

The Fire Spitter

Control of fire by early humans is what initially draws Eiriogh's attention and ire towards humanity in the form of volcanoes, wild fires and a terrible fire spitting beast. Humans come to fear and respect this entity, attempting to appease it with offerings/sacrifices in exchange for their safetey. Humans came to call these entities Fomorians, "the great underworld ones."


Bronze to
Iron Age

Lord of the Bonfire - a False Sun God

People would call upon the Lord of the Bonfire to protect them from the dangers of the night. It was said that the Lord had flown into the heavens to capture the fire of the sun so that it may be a light in the dark, believed the Lord carried the sunfire in its belly. The Lord was a fae-like entity, that could be helpful when appeased with offerings, but otherwise had to be outwitted or tricked. Whether bound into servitude or willingly chosing to protect, The Lord of the Bonfire turned into something of a guardian spirit and not the feared Fomorian he once was.

Aodhán - The Folk Hero

Aodhán (and others) would fight against the Fomorians who sought to destroy humanity by ravaging the planet. He would be remembered a traitor to his own kind, but a beloved folk hero to those he protected. His wisedom and prowess in battle in adition to power over fire meant he was percieved as a fierce leader amongst the people.

Riogh Aodhán - The High King

Aeghan is crowed high king, Riogh Aeghan, in the new era of peace ushered in by the defeat of the Fomorians. He is one of three high rulers who would rule the known world in tandem: himself a Fomor, one of the Aos Shide and a representative of humanity. A golden age follows, the center of civilization built in part by the sunfire Aeghan poseses.After a time, Aodhán begins to sympathize with the suffering of his fomorian kin at the hands of humans, who have in turn sought to control the Formorian's power for their own means. Guilt at his own part in tipping the odds against Fomorians drives him to work against these policies of the other high rulers.Aodhán's loyalties are called into question, he is accused of favoring his monstrous kin over others, loosing public favor (what is a god king if they are not beloved by the people?). Aeghan becomes increasingly withdrawn, believes the other high rulers seek to control him and his power as well. Turns into a cruel and cunning tyrant, something monstrous.

Ei Riogh - The Ever Ruler and God King

As things come to a head with the other two high rulers, Aodhán in his mania slays them and takes the capital city by force. He names himself Ei Riogh, the forever ruler. After a long bloody siege, Ei Riogh is eventually laid low by powerful magicians who extract the sunfire from his belly, thus reducing him to a weakend state.

Eiriogh - Imprisoned in the world between worlds

Killing a fomorian is impossible without destroying their element in totality, so instead they magically shackle and imprison Eiriogh in the space between worlds, giving them control over his element and preventing Eiriogh from regenerating and to enact revenge.


Bronze Age Collapse
to Present

Remembered as a villain and forgotten to time

Centuries of isolation drives Eiriogh mad, forgetting himself and those he once protected. While still connected to the element of fire on the material plane he is unable to sway or control it. The only name he remembers is Eiriogh the "ever king," the title bequeethed to him as an insult.


Present Day

Eric Brennus

Eric takes on Eiriogh's power which turns him into something neither human nor fomor. This effectively breaks Eiriogh out of his prison, however his essences is now attached to Eric.

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Eric Brennus

AgeHeightGenderRace/SpeciesBackground
215'10" (178cm)male (he/him)"Human"Farmhand

lean, roguish, young adult between 17-25 years old, eyes are blue/brown before the change, yellow after. Canonically, he stays mostly human looking, but we like turning him into a creature for fun (goes with the territory of inheriting god-like powers).

  • lovable dumbass and class clown

  • perpetual teenage boy energy in both the best and worst ways.

  • reckless, will try anything especially if it gets him attention

  • Despite popular belief, and to the surprise of everyone, he is smart enough to read.

  • Experiencing some body dysphoria when he’s human turned creature

  • relying a little too much on his boyish charms, starting to age out of that.

  • “Comes to the park on Saturday to watch me do sick flips”

  • did not read the terms and conditions of letting the god of fire posses him

  • thought himself invincible, but dying and coming back a little wrong has him reconsidering this stance on life.

  • regarding Eiriogh's influence over Eric: two bagel

  • The Fool (tarot) - blissfully unaware of the dangers before himself, the beginning of a journey

  • Death (tarot) - unavoidable change, transition or transformation, from his own stupidity and at the hands of Eiriogh.


Personality

Eric goes about his life living more or less in the moment, seeking thrills, going beyond the safety line of the settlement and getting into (mostly) harmless trouble.Eric lives with his brother in a remote, rural farming settlement in the eastern steps of the continent, one of the last vestiges of civilization that practice the "old ways" of magic and ancestor worship. His brother Sean is adept at magic potentially one of the best mages in their settlement, while Eric is not and seems to have no potential in this regard. Eric goes about his life living more or less in the moment, seeking thrills, going beyond the safety line of the settlement and getting into (mostly) harmless trouble.After a near (or actual) death experience, Eric meets Eiriogh in "the world between worlds" where Eiriogh promises Eric a second chance at life if he agrees to let Eiriogh hitch a ride (posses him) to the material plane. A side affect is that Eric now has the ability to control and manifest fire, which is a type of magic that is outlawed in this society. Eric has very little control over these "gifts," he struggles to summon the fire when he wants it and it always seems to manifest when he doesn't want it or when he is in distress. The more he gives into it, the greater the chance that Eiriogh takes control.

Connections

  • Eiriogh - The embodiment of fire that holds Eric's mortal soul as ransom. Alternatively, his progenitor, or direct ancestor.

  • Sean Brennus - Eric's younger sibling. Sean is far more mature than Eric, often cleaning up after Eric makes a mess of things. Sean is the only voice of reason in Eric's life.

Background & Backstory

Eric lives with his brother in a remote, rural farming settlement in the eastern steps of the continent, one of the last vestiges of civilization that practice the "old ways" of magic and ancestor worship. His brother Sean is adept at magic potentially one of the best mages in their settlement, while Eric is not and seems to have no potential in this regard. So it comes as a surprise to everyone when Eric suddenly has the ability to create and control fire. Elemental magics are forbidden because they are the domain of the Fomori, if someone possess them, they are either Fomori themselves or the servent of one of the Fomori and are cast out.This spurs them to make a journey to seek help in correcting Eric's possession before he is completely consumed by the fire.

• Urban Fantasy / Mafia AU Setting •

Sprung from me and friend shipping our characters BUT it's an urban fantasy world combining a lot of the elements you'll see elsewhere on this site. These characters are part of an ongoing design sideproject as well.

Following the two protagonists Tlakeln and Ulhrah who have to find a way to work together (ideally peacefully) without killing each other or starting a turf war. Dispositioned to distrust each other because of their upbringing/heritage. Through their interactions and exploits, uncover a dark(er) truth about how their organizations work and how they’ve been used/manipulated into compliance - but also its enemies to lovers.

Tlakeln

Ulhrah

Setting

Features a human “Overworld” and an “Otherworld” with all matter of creatures from myth and legend. For centuries, the High Fae Courts and the Wicce Council have kept the denizens of the otherworld secluded for their own protection and to prevent another war with humanity. Many otherworlders feel differently, that life under Fae and Wicce rule is no different than living in fear on the surface. Others yearn to return to the surface, to possibly live in peace among humans while others have more nefarious motivations. This has led to the rise of renegade factions and crime syndicates, some are in it for their own personal gain, others want to make the Otherworld a better place, both are working outside the law.The backdrop is a modern fictional city (2010-2020’s) in the human world and its alternate more anachronistic counterpart in the otherworld (1990’s-2000's).

Themes

  • Inspired by stories that deal with supernatural/superhuman “others” (Hellboy, X-Men) and folklore surrounding "fae folk"

  • dealing a lot with trauma, toxic relationships and societal expectations

Artwork

Fanart

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Tlakeln Orthrod

"TAHL-KEEN"

AgeHeightGenderRace/SpeciesBackground
30s6'7" (200cm)male (he/him)OrcishCapo

Tall and built like a linebacker (soft muscles, not ripped, boy likes to eat); tan and green skin, pinkish/red cat's eyes, scar across left eyebrow. Generally clean shaven with slicked back hair (it's silky and doesn't stay like this for long). Vaguely Celtic, dragon tattoo on left shoulder. Likes well made and comfortable clothes, not one to wear anything too flashy, more on the classy side of "business casual."


  • in charge of an underground fighting ring (racket)

  • wants a better life for himself/his community, but is the right hand man of a mob boss so theres a conflict of interest there

  • understands on some level that he’s not the “good guy” so leans a little harder into being the “bad guy”

  • stuck a “working-class” criminal who will never be a “made man”

  • grappling with concepts such as toxic masculinity and emotional vulnerability

  • peak "I have everything under control," doesn't and is falling apart at the seems about it

  • loyal to a fault, puts everyone else's needs (real or perceived) before his own

  • the means don't justify the end

  • tired middle management

  • might be slightly obsessed with how people perceive him and his looks (comes with the "job")


Personality

Gregarious, knows that a friendly demeanor can diffuse most situations - he also thinks it puts people more at ease if they know who he works for (mixed success there). When it comes to "business," Tlakeln would prefer to "do this the easy way," but also jumps at the opportunity to "do things the hard way" if someone decided to be uncooperative.His temper can get the better of him when someone (mostly Ulhrah) is able to get under his skin, he lashes out or acts on emotions which usually leads to careless decisions. He’s lived a violent life surrounded by violent people, so violence comes naturally to him.Can also be an arrogant, self righteous, stubborn, holier-than-thou bastard. Deep down he desires meaningful connections and is often sympathetic towards people’s struggles, but fears caring for others might be seen as a weakness to be taken advantage of.

Connections

  • Ulhrah Maulvi - initially doesn’t trust Ulhrah (she’s obviously a spy for the fae) but ultimately has to go along with her reassignment to maintain the relationship between The Mawr and the Faathorn Clan. Ulhrah constantly tries Tlakeln's patience which sometimes complicates interactions in his day-to-day business. Ulhrah's skills are complimentary to his own which makes her useful (even if he won't admit it to her face). Enemies to lovers but they're also in a "buddy cop show"; Tlakeln takes it personally that Ulhrah "tricked" him into a false sense of security by flirting with him when they first met instead of being straight about who she was (as in, he liked it and can't admit that he liked it).

  • Gwynfor - Tlakeln works for Gwynfor and The Mawr, usually overseeing or "fixing" important/sensitive problems along with “usual business.” They have a mutual respect for each other, Gwynfor feels responsible for Tlakeln and is one of his favorite employees. However Tlakeln begins to feel that Gwynfor does not have his best interests in mind and is merely a pawn.

Background & Backstory

Born into this life of crime and was never offered a chance to live a different life. Proved his usefulness early on as a fighter/muscle, quickly picked up on the politics of “the business” which helped him climb rank to caporegime. As a trusted and loyal confidante, Gwynfor put Tlakeln in charge of one of their local rackets, allowed him to hire his own underlings and grants him the freedom to make decisions, so long as is benefits The Mawr.

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Ulhrah Maulvi

"UL-RA"

AgeHeightGenderRace/SpeciesBackground
27-305'8" (172cm)female (she/her)ElvenAssassin

She's classically elven in appearance: light skin, pointed ears, light hair (the dark roots are a choice or she's dying her hair), pinkish purple opalescent eyes. Wears clothes she can easily move in, previously had a very simple/practical wardrobe that was provided to her (which she's still attached to) but also loves flashy/fancy outfits that are very different from her practical "work" wear. Can glamour herself to appear as a different person/race as needed.


  • doesn't know she has childhood trauma (yet)

  • Loves sweets and pastries, jelly beans come to be her favorite novelty of the modern age

  • complete confidence in her skill set, feigned confidence with everything else.

  • very interested in experiencing modern/human cultures since she was kept away from it for most of her life.

  • has never seen a movie

  • sometimes kind of a brat when she wants something

  • unnaturally stealthy (as is the case with elves/fae)

  • Alluring, yet unnerving persona, like she's trying too hard to put you in a false sense of security

  • there's a child buried deep down that delighted by experiencing certain things first time in her life.

  • lays the flirting on thick when she's trying to get something out of someone, which has mixed success (Tlakeln fell for it once and he would rather die than fall for it again... or so he thinks)

  • mis interprets idioms, as the fae are very particular and literal with their wording.

  • the means always justify the end


Personality

Ulhrah is assigned to work with/for Tlakeln by their mutual employers, an arrangement neither of them are happy with in the beginning. She struggles with the bureaucracies of mob politics and thinks all this posturing is pointless when execution of your enemies far more efficient.Cunning, kiniving, enjoys getting under people's skin and figuring out what buttons to press to make them squirm (she's working diligently on Tlakeln) as is the way with most fae. While she wishes to be recognized for the work she does (killing people), she likes the life animinity affords her - she can be anyone, go anywhere and be remembered as a fleeting meet cute at most. Ulhrah is inately curious about the world around her, especially strange human cultures, holidays, foods, etcUlhrah will keep her true feelings pretty closely guarded save for the occational hot-headed outburst. She sees emotions as "weak human things" that need to be stamped out.

Connections

  • Tlakeln Orthrod - Ulhrah is frustrated that Tlakeln doesn’t trust her and believes he is holding her back. If he won't let her do her "job" the way she wants, she's going to come along while he "works" and undermine his authority. Enemies to lovers but they're in a "buddy cop show"; she think's she's got him figured out and thinks he'll never reciprocate her insinuations and is COMPLETELY helpless if/when he does.

  • Mada Faahthorn - Ulhrah has deep respect and affection for Mada, the person who raised her, even if Mada doesn't return that affection in kind. By extension, the Faahtorn Clan is the only family she knows.

Background & Backstory

Note on the term Fae: more of a culture than a specific race of people (there are too many mythological creatures that qualify as fae); keeping it extremely loose and a general umbrella term to classify the more traditional/conservative members of the Otherworld who dispise modern/human technology, culture, food, etc.A human child (3-4 years old) who was stolen away by the fae (literal human trafficking in this case since the fae like to steal human children), and later liberated by another faction of fae (the Faahthorn Clan). Mada Faahthorn raised Ulhrah as one of their own, effectively turning her into a type of changeling. Ulhrah was kept fully immersed in her training/studies until adulthood - Ulhrah has no memory of her previous human life, and was raised to distrust and despise humans to keep her away from them or finding out the truth about herself. Even if she doesn’t remember her human origins, she’s continuously reprimanded for having “human” wants and desires and believes this part of her is a weakness that needs to be stamped out.In the present, Mada employers Ulhrah as a hitman who she "rents out" to their allies when there is need, which is how Ulhrah came to work for Gwynfor and Tlakeln.

• Merkavah/Space AU Setting •

Originally the cast from my cancelled webcomic The Underground, then I took those guys and yeeted them into space. A collaboration with Ash who is letting me play in her Dragon Knight space setting. STS Merkavah is the name of their ship.

The gist is that Ikamo is on the run and has snuck onto the Merkavah as a stowaway. The crew has no idea that he is there but keep hearing strange noises in the vents and finding their things misplaced, leading them to believe the ship is haunted. They do find Ikamo eventually and have to work out what they're going to do about him.The three core crew members of The Merkavah are all emotionally closed off in their own ways, but they seem to understand each other and work well together despite constant bickering. End of the day, everyone understands that they are trapped on this ship together so working together is critical to everyone's survival and have come to consider the other two friends. Their skill sets are complimentary, they strive for equal say in decision making and responsibilities despite titles, which they treat as a formality until its time to pull rank.

August

Cole

René

Setting

General "anything goes" sci-fi. There's highly advanced civilizations, small settler colonies, space faring technology and magic.The crew of The Merkavah call the "outer systems" home - the running joke is that its the Milky Way galaxy and they originate from Earth. Their technology is analog and way behind the curve compared to other space faring civilizations, however they've successfully evolved their species (with some help from bioengineering) into metahumans or mutants that have a better chance at surviving unknown worlds (in theory). They have no concept of magic beyond what science can explain.

The Merkavah

Space Transportation Systems Co.

Artwork

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August "Gus" Hans

AgeHeightGenderRace/SpeciesBackground
436'4" (193cm)male (he/him)Chimera VariantMechanical Engineer

  • Extremely blunt and direct.

  • Will introduced himself as "Hans," as he thinks it sounds more impersonal. "Gus" only to close acquaintances and friends; only his partner is allowed to call him "August". Do not call him "Augie"

  • Ask him for his "expert opinion" on something if you want to get him talking or open up.

  • Not particular a fan of being in space or zero gravity, alas, that is part of the job

  • Reads his contracts thoroughly and will not do anything unless explicitly stated in said contract

  • will tinker with things not because they need to be fixed but because "I can make it better"

  • most close friendships end up being like "dad and the pet they didn't originally want"

  • is very much not a touchy feely guy or showing affection in a physical way (Aradhana and Madison are the ONLY exception)

  • might be addicted to the games on his phone

  • Gets so wrapped up in whatever he is focusing on that he often misses social cues or key details.

  • Needs reading glasses sometimes, for small text and components.

  • "I don't want to do it, but no one else is going to do it right"


Personality

Captain and mechanical engineer of The Merkavah. Gus has a knack for fixing things, which initially earned him a job on the Merkavah. He tinkers with things seemingly out of shear boredom and to pass the time in transit. Gus keeps most people at arms distance, prioritizing "getting a job done" over socializing in professional settings, talking to and trying to get to know him better is like extracting teeth. He does warm up to people eventually, though it might not be obvious until he's observed in the (rare) casual social gathering."The mismatched paneling and odd collage of hardware was because the captain was constantly taking apart and rebuilding things seemingly out of boredom, though this only seemed to apply to things that were not broken but “could be improved” - things that were broken or constantly breaking down, but not a necessity, seemed to stay broken. There was evidence of this all over, especially in the form of tapped over light switches, empty spaces where something used to exist and sticky notes to remind the crew “do NOT run the coffee maker and the microwave at the same time."

Physicality

sinewy, pale, graying by the time he was 27. Sclera is a dark navy blue and has a notable (green) taptum lucidum. Legs are digitigrade, feet are rat like; opposable digit with a hooked claw; claws are relatively dull (like dog claws). Flexible dorsal "fins" that provide stability during flight. Skin is generally tanner on his back due to sun exposure. Tends to hunch forward in his posture and rarely stands at his full height.

Wings

Capable of powered flight, also uses those limbs for climbing, occasional support when walking and carrying things (not nearly as dexterous as hands though). Carries wings at relaxed his sides most of the time where it would be easier for him to interacts or carry stuff, really only folding them against his back in crowded spaces.

Biological Modifications

Noted that feathered wings are "not typical of his species" who usually have fully webbed wings. The feathers are a modification to substitute the clearly malformed/cropped webbing on his wings (based loosely off an osprey's wing shape patterning). The unnatural blue of the feathers is an indication that the genetic data was manufactured and likely bought on the blackmarket. Feathers have also grown around his neck, shoulders and back as a side effect of this procedure. Also lost ability to taste capsaicins, spicy tastes generally mild to him.

Clothing

Has a handful of custom tailored items to fit his anatomy, but otherwise prefers to wear loose clothing that easier for him to get in and out of with wings - wears that jumpsuit in pants mode only, overalls are easier; everything else is some kind of halter top or has arm holes big enough to share with wings.

Connections

  • Cole Riley - the ship's pilot, comms person. Gets along well enough with Gus save for topics of "what the ship can in theory take" v. "staying within the bound of safe." Gus is not particularly comfortable with Riley's high velocity maneuvers, regardless if they are necessary, but Gus does not trust anything other than his own wings in the best of circumstances.

  • René Severino - weapons and security, she has mercenary connections and seems to know the most about the blackmarket.

  • Aradhana "Hana" Veda - Gus' partner of ~10 years; she is a doctor that works for an intersteller Red Cross organization and has a daughter from another partner (Madison). Gus is a different person when he is around them.

  • Madison Veda - adopted daughter, he fucking loves that kid. Currently 8 years old.

Background & Backstory

up to age 16

Childhood & Early Life

Relatively normal upbringing, has a formal education, but likely jumped right into an apprenticeship/job in his teens and did not pursue higher education until later. Likely already living on planet OM14 since childhood.


Ages 20 - 30

Mining Colony (Planet OM14)

Conditions on this planet are harsh, constant storms means that little to no sun reaches the surface and the population is completely reliant on their employers providing supplies. Pollutants released into the atmosphere from mining activities has degraded the air quality, many of the inhabitants suffer from pneumoconiosis ("miner's lung").Gus was employed as a mechanic on the above ground mining equipment and maintaining signal towers (many "flyers" were given jobs in high places or locations that were difficult to get to by land). He would work on other vehicles and occasionally space freighters etc off the books, which is how he came to know about The Merkavah (however, it probably didn't have a name at this time).The freighter (that would become to be knowns as The Merkavah) was repurposed as housing for the Veda family to operate their clinic out of (meant to be a temporary solution, but housing was never built). The ship had been grounded for a number of years unused, but was mostly intact. Aradhana Veda commissions Gus to fix the "ship off the books" so that she can get her family and young daughter off OM14.


Ages 30 - 40+

Captain of The Merkavah

After OM14, the Veda family finds permanent residence elsewhere and give ownership of The Merkavah to Gus (even though the ship was technically never theirs to give in the first place). Gus and Aradhana are together at this point.Gus becomes a partner with the STS Company and hires his current crew mates, Rene Severino and Cole Riley.

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Cole Riley

AgeHeightGenderRace/SpeciesBackground
366'2" (188cm)male (he/him)Therian VariantPilot

  • Mainly goes by Riley, a remanent of pilot training

  • Chief bickerer of semantics

  • Has been banned from kitchen duty - no one speaks of the incident

  • conflicted about his alternate form and generally keeps it on the down low that he is a therian. Comes off as maybe a little too concerned about his looks as a result.

  • The only time he shifts is to make a quick getaway or because its the only thing that fits in certain parts of the ship (for repairs).

  • Has servers of pirated media and is always on the hunt for new content, digital or physical.

  • Definitely the one who finds new card/board/etc games to bring game night.

  • Is the one that created and curates the the playlist they broadcast over the ships speakers - he takes requests.


Personality

Pilot of The Merkavah, works the comms, acting executive officer when there are passengers onboard and is the most personable of the three core crew members. His particular skill set is manually piloting ships without AI assistance.

Physicality

Not particularly lean or athletic in his human form; dark mane that extend from his head, down his neck and back and slightly pointed ears, which are features that mark him as a therian.

Alternate Form

Has features similar to seals and large felines. Paws of forelimb are about as dexterous as they could be will still supporting walking on four limbs (thinking he can grasp but there's limited wrist mobility). Can walk upright on hind legs, but its inefficient. Can't talk in this form, but is able to vocalize close approximations of words in order to communicate (see: seal noises).

Connections

  • August Hans - Gets along well enough with Gus since they need to work together closely to maintain the ship. Do get into semantics of "what the ship can in theory take" v. "staying within the bound of safe." Has almost as much working knowledge of the ship as Gus.

  • René Severino - Tends to help deal passengers when Cole is otherwise busy piloting. She will also "bully" Cole into doing things she doesn't want to do because she can.

  • Malotz - Riley and Malotz have overlapping skill sets and shared interest in old/retro things, so they hit it off great when they first meet.

Background & Backstory

Hired by Gus to pilot The Merkavah. Circumstances around hiring Cole were that he was recommended by a friend of a friend and was currently in some hot water with the local authorities and/or criminal factions (TBD on the details of that). Was heavily involved in underground air/space craft racing before coming aboard the Merkavah.

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⟡ = Psionic Abilities

René Severino

AgeHeightGenderSpeciesBackground
295'5" (165cm)female (she/her)Psion VarientSecurity

  • solves her problems by punching them, and if punching doesn't work: shoot the problems.

  • constantly told she can't smoke on the ship, but if she must, to do it in the airlock

  • knows the most about the blackmarket and who to talk to in the criminal underworld.

  • definitely participates in underground fighting rings, and isn't always upfront about her abilities when she does.

  • Tries to keep this stoic and tough persona, but that falls away quickly.

  • seems to be really good at not being around when she is needed.

  • dislikes working just as much as Gus does, if not more.

  • Gets into her own share of trouble, but gets everyone else out of trouble just as much.

  • says "you don't want to meet my family" but her family is probably really welcoming and friendly which is really embarassing for her.


Personality

Rene is the newest of the three core crew members of The Merkavah. Probably the most straight forward of the three within the bound of her own beliefs, morals and motivations. She's only slightly more personable than Gus and won't hesitate to say what's really on her mind. Is mostly along for the ride and trying to steer clear of previous associates.

Physicality

a psion that passes as human; has naturally denser bones and muscles as a side effect of her psionic abilities.

Psionic Abilities

can redirect energy through her body, which generally manifests as super strength. Also has the ability to absorb energy from external sources, however she cannot store energy indefinitely and has to "release" it to avoid taking physical damage (i.e. bone fractures/breaks, heatstroke or possibly external/internal burns and cells rupturing)

Augmentations

reinforced "long bones" (arms, legs) and spine which allows her to push the limits of what her body could naturally handle. Cybernetic implants offload overflow kinetic energy that her body can't immediately use and is a fail safe so she doesn't physically hurt herself.

Connections

  • August Hans - they pretty strictly have a boss and employee type relationship.

  • Cole Riley - bullies him for fun, but are friendly with each other from working together and because neither of them are as closed off as Gus.

  • Ikamo - ends up being friendly with Ikamo since they have similar skill sets and are equally not as busy as everyone else during transit.

  • Extended Family - Rene comes from a large family who's in the mercenary business with ties to the criminal underworld. Rene's family has some reach within their immediate circles of influence, but it is relatively contained to a specific area/planet (with the except of the few family members who venture out)

Background & Backstory

(WIP) Rene likely set out on her own to try and put some distance between her and her family. Was able to get around by offering to be security/muscle aboard ships and then staying planet side if she was able to find work or someone who'd let her crash.Brought aboard The Merkavah initially as a passenger (moving between locations), and was later given an offer to join the crew following a close call with a criminal faction (details are TBD). She's staying on the Merkavah "until something more interesting turns up" (nothing has yet).

• The Merkavah •

STS Freighter • K-H5 Argo-Theseus Class Freighter

A mid-sized/light freighter that’s been altered overtime by its crew to become a multipurpose and general cargo ship. It's an older model with archaic systems relative to current advancements in space travel (retro futuristic aesthetics of the Millenium Falcon, the Nostromo, the Event Horizon/Lewis & Clark, Serenity), but well maintained; designed to support an 6-8 person crew (max 20 people on board), but they've figured out how to make it work with 3.

Ship Design & Aesthetics

This class of freighter is modular and designed for both space travel (i.e. a tug boat for large container ships) and frequent atmospheric re-entry (spaceplane adjacent) since it was originally used to move mined materials from planetary surface to orbit. Most K-H5's are equipped with point defense canons (PDCs) as a means of defense against space debris, but are of course used in close combat with other ships. While not fast, it has exceptionally precise maneuverability.

Liveries

Became a cornerstone of travel and commerce in the "outer systems" (or in general, anywhere larger companies and governments don’t want to go). Regular contractors for “The Company” formed a loose network (or unofficial union if you will) to exchange information about jobs, rates, etc, and from this they started conducting semi-legal business both during contracts and in downtime (salvaging, smuggling, bounty hunting, mercenary work).The official "company" is really just a formality and mostly acts as a point of contact, the real infrastructure is run by these individual contractors and their respective factions who have a surprising amount of leverage in terms of who and what can be transported/traded in certain sectors.

insignia

textless

The Crew

The three core crew members of The Merkavah are all emotionally closed off in their own ways, but they seem to understand each other and work well together despite constant bickering. End of the day, everyone understands that they are trapped on this ship together so working together is critical to everyone's survival and have come to consider the other two friends. Their skill sets are complimentary, they strive for equal say in decision making and responsibilities despite titles, which they treat as a formality until its time to pull rank.

Operations

The Merkavah operates in the "outer systems" which are a collection of planets, settlments and colonies that are loosely aligned by proximity. Most importantly, the larger intergalactic powers tend to not visit if there's no need to.The Merkavah is contracted out by The STS Company for general transport, and maintains a regular route within the outer systems, which essentially means that it would be a huge faux pas for other STS vessels to intrude and they have the backing of STS (in theory, and it might not be much) if they get into an altercation with another faction. Between (or occasionally during) company contracts, the crew conducts semi-legal side business (salvaging and reselling materials, smuggling, possible rebel activity if the narrative calls for it) as a means of extra income and/or bartering for supplies when planet side.

• The Company •

"Space Transportation Systems Company" is marketed as an affordable transportation and shipping service, they claim to provide a multitude of services when it comes to travel and transport (i.e. whatever the client asks for, they will find some guy to do it). The Company connects clients (individuals, other companies, governments, research groups, etc they’ll take whoever is willing to pay) with contractors who have the means to get the job done for probably less than the commercial rate. The Company is no one’s first choice but have 3 stars on yelp, are reliable and will keep things quiet as needed.

Logos

original

the rebrand

legacy rebrand

Operations

Became a cornerstone of travel and commerce in the "outer systems" (or in general, anywhere larger companies and governments don’t want to go). Regular contractors for “The Company” formed a loose network (or unofficial union if you will) to exchange information about jobs, rates, etc, and from this they started conducting semi-legal business both during contracts and in downtime (salvaging, smuggling, bounty hunting, mercenary work).The official "company" is really just a formality and mostly acts as a point of contact, the real infrastructure is run by these individual contractors and their respective factions who have a surprising amount of leverage in terms of who and what can be transported/traded in certain sectors.

• TTRPG & Other •

some are reoccurring for one-offs, some are part of more dedicated campaigns, some are still looking for a dedicated campaign, all of them are living rent free in my mind.

Featured Characters

have had some significant amount of development and/or have broken containment

Valentin

Emil

Other Characters

TBD if they ever get their own page entry, but will showcase them here nontheless

No-Sin-in-Shadow (she/her)
Witch • Heartsong

Turns into a horrible viscera monsters and more than willing to worship the thing within the HeartGame System: Heart

Basilio Valeri (he/him)
The Hawk

30s; stoic big game hunter, slated to inherit the title "Grand Veneur" in service to the king. Giving horse girl energy.Game System: Court of Blades

Riniya (she/her)
Human • Fighter (Battle Master)

Originally an NPC from Tlakeln's backstory (Pathfinder) and has been an alternate personality in a Planescape's campagin (5e).Game System: D&D 5e

Eric
Tiefling • Rogue

In D&D canon, Eric is a newly turned tiefling (based on the original lore of how the tiefling race was created), cursed by Eiriogh in which he'd have a warlock-like pact with. Alternate personality in a Planesapes campaign (5e).Game System: D&D 5e
Module: Planescapes

Nasra Antara (she/they)
Air Genasi • Sorcerer

Alternate personality in a Planescape's campagin (5e).Game System: D&D 5e

Tlakeln (he/him)
Half-Orc • Fighter

Drafted into a war against the high elves, who in this game liked to raze entire landmarks, towns, whatever was in their way to remake it in their vision and Tlakeln’s home town was real close to where this was happening (the high elves have horrible twisted creature/war machine things so fighting them was psychologically terrifying and gave my boy some PTSD). This war left the surrounding countries in shambles, Tlakeln’s hometown was abandoned, family gone, he didn’t know what to do so turned to mercenary work for whoever was paying the most, mainly unsavory folks taking advantage of the post war situation. Eventually makes it to the island of Primari (setting for the campaign) with a band of delvers going into ancient ruins trying to scavenge for ancient tech (illegal). Meet's Ulhrah Maulvi during his time on Primari, its a super slow burn.Game System: Pathfinder
Campaign: Delvers of Primari (homebrew)

Riley (they/them)
Spook

25; photography major, working at the local grocery store and turning into some kind of werewolfGame System: Esoteric Enterprises

Babhora "Babs" Sispira (she/her)
Tiefling • Barbarian

Very sweet but bad at social cues. Made her in 2019, but unfortunately my vision for her ended up being very similar to Karlach from Baldur's Gate 3.Game System: Pathfinder
Module: Giant Slayers

Ingibjorg "Ingi" Hængdottir (she/her)
Goliath • Cleric (Nature domain)

left behind during a raid and just stayed where she was, settled on the side of a mountain and became the local crunchy mountain woman and healer for a small village.Game System: D&D 5e
Campaign: Homebrew

Monat (she/her)
Firbolg • Ranger (Gloomstalker)

Here to investigate the shadow cursed lands, thought it might be related to the Shadowfell, captured by the Cult of the Absolute after being separated from her hunting party. Meet's up with the party after the nautaloid crashGame System: D&D 5e
Module: Baldur's Gate 3

Urissa Beren (she/her)
Gnome • Artificer

liked to invent and tinker with things first, be an adventurer second.
Game System: D&D 5e
Module: Eberron

System: Carbon 2185

AbilityScore
STR14
DEX16
CON16
INT9
TECH10
CHA12

Valentin Devaux

Daimyo • Sugo

AgeHeightGenderRace/SpeciesBackground
386'5" (195cm)male (he/him)Human (Wormer)Factory Worker, Criminal

Unusually tall and long limbed due to the low gravity of the lunar colonies where he spent most of his life. Tan skin, dark eyes and hair with bleached "frosted tips," both upper canine teeth are gold; broken/crooked nose. Notable scar on the right side of his face and ear (likely from the same incident), scarring around cybernetic limbs and generally from getting into fights. Never wears long pants, always shorts.


  • smokes 40 cigarettes a day (not worried about it he'll replace his lungs eventually).

  • Also doing all kinds of substances

  • day job: gym rat

  • "rizzless swag"

  • reactive and frequently gets into fights (hopefully he's pointed in a useful direction)

  • gets the biggest, fruitiest cocktails on the menu

  • really into the local sports teams (Mets, Rangers, Knicks) in an attempt to blend in (it's not working)

  • would throw you in the pool against your will

  • unapologetic man whore

  • bilingual (english, spanish)

  • ambidextrous (was right handed up until he lost that hand)

  • a walking OSHA violation waiting to happen

  • sexuality: get money fuck bitches - a lot of flings, one night stands, sleeping with multiple people at once and flirting, paying money, etc to get there

  • wears shoes for traction and for looks

  • Yes, he has to take his shoes off every time his legs change.

  • you can't fix him, but you can make him worse.


Personality

Valentin is reactive, acts on compulsion and chasing a constant high or whatever will give him that. Grew up in the Lunar Colonies and has been in NYC (on Earth) the last 5 years working in smuggling rings moving contraband (and/or muscle). Has an active social life and is not afraid to be seen in public. Has suffered at the hands of the corporations, and while he is not a smart man that can come up with a plan of action to enact vengeance, he is more than happy to do violence against any perceived oppressor.

Apperances

Tattoos

Entire upper body and arms are tattooed with traditional Japanese styling/imagery - water, snakes, clouds, and cherry blossoms. Upper back/shoulders has something more techy/graphic looking.

Augmentations

both legs (from the knee down) and right forearm have been replaced with prosthetic/cybernetic limbs following work place accidents. Augmentations are visibly mechanical, and from different manufacturers. "Threading" connects augmentations to his central nervous system (artificial nerve relays?). Know basics upkeep and maintenance.

  • Replacement Arm (Right) - concealed claw weapon, otherwise its just a prosthetic limb.

  • Jäger Legs - cybernetic prosthetic legs that shift between plantigrade and digitigrade at will (may contribute an inch or two to his height). Increased speed and jump height/distance.

Connections

  • Phosphoria - three month long "situationship" that ended badly with her ghosting him and returning to Night City. Valentin was contracted to be her bodyguard while touring in NYC for one week.

  • Geoff Stephanopoulos - Investigator (party memeber); spent a night in a jail cell together. They were arrested as a protest/riot, Geoff was there to report on it as a member of the press, Valentin was there to fight cops. Lives in the same building.

  • Tatyanna "Taty" Tereshokova - (party member) "drugs wizard" she is most likely his dealer. Lives in the same building.

  • Sev - Corporate enforcer (party member); First interaction was Valentin trying and failing to kill her

  • Mercedes Devaux - older sister, has two boys (ages 6 and 8), married to a corporate business person. Mercedes assumes Valentin died/never made if off the Lunar colonies, Valentin remembers it as Mercedes abandoning him, so it is messy when they reconnect as adults. There's relief and joy in finding each other again, but also a lot of hurt and guilt which resurfaces. Mercedes is afraid Valentin will ruin the life she's built for herself and her children and Valentin see's her as a sellout who uses her influence power in service to herself only, which puts a strain on their relationship. Regardless, they share a sense of obligation to each other.

  • Extended Family Members - Aunts, uncles, and cousins (on mom side) who are back on Earth. Provides a point of contact when Valentin moves to NYC, as some names and addresses he can look into when he gets there. Extended family is primarily working class with some loose involvement in the criminal underworld ("I know a guy who knows a guy").

Background & Backstory

2044 - 2049

Age 13 - 18

  • 2025 - Parents relocate to the Lunar Colonies

  • 2028 - Mercedes born

  • 2031 - Valentin born

Valentin and his sisterwere born in the colonies and grew up watching their parents get worked to death. Socioeconomic strains put on the family made home life relatively hostile.Valentin did not excel in school, nor did he pursue higher education. He was prone to starting fights with his classmates and teachers, and did not get good grades nor pursue any extracurriculars. Has a group of friends he runs with that do petty crimes.


2050 - 2052

Age 19 - 21

Starts working factory/warehouse owned/operated by SynapTech (manufacturers of top of the line augmentations), father gets him this job without letting Val have a say in the matter, but there aren't many job opportunities for him to begin with. The only reason he tolerates his father as a coworker is that his father mostly behaves. Entering the workforce was something he understood to be a necessity if he ever hoped to live on his own/leave the colonies, but quickly learns that there are more lucrative ways to earn cash.Starts stealing components/skimming supplies to resell on the blackmarket, even the smallest Synaptech components go for a good price. First real interactions with the criminal underworld.


2052

The Accident (Age 21 - 22)

Dad catches him stealing from the company and confronts him about it. They get into an argument that comes to blows and they are both caught up/in/under some machinery/heavy equipment that maims Val and kills his father. Val looses his right hand and both legs (bellow the knee). Synaptech steps in and offers to "cover the cost" of fitting him with cybernetic prosthetics as an alternative to a long expensive recovery and lifetime disability, as well as dropping charges against Valentin for stealing company property. Valentin and his family are ultimately left with no choice but to take this deal, as the alternative would ruin them.


2053 - 2056

Age 22 - 25

Continues (forced) to work at the factory/warehouse under his new Synaptech contract (pay docked to offset the cost of his prosthetics, with interest), but his life is spiraling out of his control in every other way - trauma from the accident (physical, mental and emotional), mom gets sick, there's not enough money for the family to survive, but Val and his sister loosely plan to pool their resources to get out.


2053 - 2056

Age 25 - 30

the 2nd Civil War is in full swing, Synaptech prioritizes arms/weapons and there's influx of upper middle class/wealthy to the moon who are trying to escape the war, which puts a strain on resources in general, which means smuggling supplies becomes a lucrative necessity. Spends the next five years profiting from smuggling, moving contraband for the rich and providing information for Synaptech weapons/arms shipments. Money is used to fuel a new lifestyle (drugs, tattoos, augmentations), removes the Synaptech kit from his prosthetics and pay for mom's treatments/medicine. Despite all this, Val has too many violent run ins with authority and competing gangs which gets him in more trouble than he can handle.

  • 2057 - Mercedes leaves.

  • 2059 - Mom dies.


2061 - 2064

Age 30 - 33

Post war, Synaptech and the other corporations try to crack down on the lawlessness, which results in a lot of rioting from the working class. Val, having nothing left to keep him here, takes this opportunity to leave for earth.


2064 - 2066

Age 33 - 35

Adjusting to life on earth/in NYC, acclimating to gravity, connecting with extended family and getting into mercenary/fixer work.


2068

Age 37 - 38

  • Meets Geoff at a protest.

  • Three month situationship wtih Phori.


2069

Age 38

  • Campaign Start

  • Suzume contacts Val in regards to a whistleblower at Synaptech who was murdered.

  • Reconnect with Mercedes.

Further Development

Homebrew campaign setting in an alternate New York City, these are the the DM's notes for the world. I've also written additional character development and backstory stuff bellow (or here) if you REALLY want all the gritty details (might be updated periodically with more thoughts).

System: D&D 5e

AbilityScore
STR10
DEX16
CON14
INT10
WIS8
CHA18

Emil Sterling

Warlock • The Undying • Pact of the Blade

AgeHeightGenderRace/SpeciesBackground
376'2" (188cm)male (he/him)Dhampir/DrowNoble

Tall, thin with pale grayish purple skin, white hair and colorless eyes. He wears a long billowing coat which obscures his form and distracts opponents. Can pass as Elven/Drow. Carries and ornate rapier and a whip.


  • Megalomaniac and pathological liar.

  • He see's his vampirism as a boon, power he holds over others. Enjoys the taste of blood and indulges his hunger regularly, often preying upon the weak.

  • Emil puts his own desires before the needs of others, lying and manipulating people into doing or giving him what he wants.

  • Has been “humbled” by the experience being on the road and fending for himself, but has not learned any moral lessons from this.

  • Tells people he is a traveling preformer/bard. This is a lie.

  • Emil follows some laws, mostly the ones about murder in broad daylight since its harder to get away with.

  • Loves to indulge in materialistic and physical pleasure, so much so that it often distracts him from his delusions of grandeur.

  • Doesn’t share information or resources with others but he can be bribed (preferable) or physically threatened into cooperating. Feeding his ego is worth a shot if you need something from him.

  • The only person Emil has any "affection" for is his goblin companion S'crum, who he treats like a pet and his personal minion at best.


Personality

Emil’s (unrealistic) goal is to amount enough wealth or power to usurp the Teirneys, maybe also become god (replace his warlock patron) in the process. He will always try to manipulate people into giving him or doing what he wants, whether its for selfish reasons or just for fun - its about control and power over others. Always start with flirting, compliments or misdirection before resorting to bribing or threatening death. Knows better than to pick fights he can't win, when to fight and when to run. When he has to fight, he fights dirty. Will sleep with anyone because its a means to an end (feed his bloodlust or just simply get off)

Connections

  • S'Crum the Goblin - (played by a friend) S'Crum looks up to and trusts Emil and thinks Emil is his friend. Emil find's S'crum's affinity for hiding and stealing useful and is a reason to keep the goblin around and out of trouble, but tolerates him at best.

  • Benedict Tierney - patriarch of the vampire family, and Emil's father, who he hates. Benedict saw Emil as mainly a tool he could use since he is only half vampire, and is determined to hunt Emil down if he cannot be controlled.

  • The Undying - (warlock patron) bound to the ornate blade Emil stole from the Tierneys. Emil suspects that this entity is the source of the Tierney's vampiric power and intends to use it against them to enact his revenge.

Background & Backstory

Early Life

Born to a elven women then collected at birth and brought to the Tierney manor. As the bastard son of Benedict Tierney and a Dhampir, Emil would live under observation, sequested to the manor house and treated as second class among the vampire members of the family. The older he got, the harder he became to control.


Gets his ass kicked out of the family

As an adult, he continued to feed his indulgences as the expense of the Tierneys - liked to go into town, spend the family’s wealth on gambling, alcohol, prostitutes, drink blood and murder whenever he felt like it. Upon confronting Emil about his garbage lifestyle, Emil decided he didn't need them anyways, stole some family heirlooms, and fucked off on his own. The family sent hunters after to Emil to bring him (or at least the stolen heirlooms) back, dead or alive. Emil eludes the Tierneys hunters with the help of his pact with the Undying


Learning how to survive on his own and learning no moral lessons from it

Emil burned through the stolen money he took in a matter of days and quickly realized that it sucks to be poor and hungry all the time. Wandered from town to town, stealing and manipulating people as he could. Learned the hard way that he can’t just assault people and drink their blood willy nilly without consequences (and lack of a vampire family to cover your ass). Eventually figured out it’s better to keep his crimes and what he is on the down low and come up with a more convincing cover... like a travelling preformer.


S'Crum

Meets a goblin named S'crum on the road, who was following Emil for days before Emil noticed.

• About •

A central place for my original characters, story and world building thoughts for the explicit purpose of actually organizing my thoughts and putting them in a format that I can share online. I add things to this site whenever I feel like it and generally months leading up to the annual Art Fight event.Everything is subjected to change if/when I work on stuff which is an on going endeavor. For the moment, my focus is on creating a wiki but may include writing/prose, world building information and other content in the future.

Last updated: 5/23/2026

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