LiveTale

The Tavern

Heroes gathered in the Tavern's torchlit common room

Tavern Heroes

Every hero is an OC (Original Character) created by LiveTale players. Recruiting is free, and your copy is yours to play and edit.

Creator:“Kenny Brewster”
KamakulzarFantasy
Kamakulzar
Demon
Kicked out at an early age of his single mother's home, very deep in a mountain range, Kamakulzar is a young adult, a towering figure of deep crimson skin stretched taut over a heavily muscled frame, built more like a demon of raw physical menace than subtlety, standing fully upright with squared shoulders rather than hunched or crouched. His build is lean and powerful through the chest and stomach, defined and taut rather than heavy or rounded. Two massive horns rise from his brow, black and thickly ridged, sweeping backward and upward in a long straight arc away from his face rather than curling forward or coiling like a ram's. His face is long and drawn, the bone structure sharp and elongated beneath the skin, with a heavy jutting brow that casts deep shadow over his eyes and a jaw that extends further than a human's ever could. His cheeks are hollowed and sunken, pulling tight against angular cheekbones, and his mouth stretches unnaturally wide across his lower face, carrying a permanent snarl that exposes the set of his teeth even at rest. His hands are large but otherwise ordinary in shape, without exaggerated claws, though his fingers and toes end in dark, blood-red nails, hard and serious enough to scrape with. His shoulders and upper body are bare, and he wears loose fur trousers below, preferring to roam barefooted, skin glistening and scarred, while a dark, ragged mantle hangs loose from his shoulders down his back, torn and weathered as though it has survived centuries of use. Despite his fearsome appearance, he carries only one dark agenda, and even that isn't innately vile: a drive to grow more powerful, paired with a competitive streak that sharpens whenever he crosses paths with others of dark or demonic appearance — rivals he can't help but want to outdo and best. He is on Arteris, a world much like Toril but with its own faces and locations, and he moves through it with a strange sociability, drawn to gatherings and company even though most who see him react with fear rather than welcome. He enjoys stirring up trouble for its own sake, not out of malice but out of a kind of restless amusement, more inclined to cause chaos and disruption than to pursue any real threat or scheme. He is a free roamer, unaffiliated, but acknowledges the deities, though he does not care for any of it and does as he pleases, often burning things with flame. His demonic powers are strong, and he also carries a faint twenty percent red dragon bloodline, adding to his obsession with fire. He often freeroams and doesn't target truly innocent things, as he sees them as too frail to defend themselves and not a challenge — until he was made heavily drunk and muddled-feeling for several weeks by a divine green bunny with star-shaped patterns that jaded him after he startled it. Now he has an odd respect for divine creatures; though he already respected powerful good deities, he did not respect their creatures or stewards of the divine before, but now has a strong respect for them. He was humbled by the starred, green bunny no bigger than his hand — something he never saw coming and still doesn't fully understand. It left its mark. Now, standing before a good priest, someone whose divinity was actually earned rather than merely claimed, that same feeling resurfaces: a strong respect edged with something close to fear, close to awe. Not for the priest's power to hurt him — he doubts they could — but for whatever it is they've earned that he hasn't. In his younger days, he'd already become addicted to pushups, driving himself through them obsessively and seeing massive results — dense, large muscle stacking onto his frame at a pace that startled even him. So when strangers he'd run into roaming failed his own rough moral checks — cruelty, cowardice, whatever crossed his line — and he acted as their judge himself, challenging them to slap boxing, they understood exactly what they were up against: demon-muscle-builder slaps, harsh, powerful, open-handed, and whip-like, capable of beating a grown man nearly bald. It was his own crude form of punishment, dealt by his own hand. He was obsessed with his own muscle back then, with how naturally adaptive it was to working out and how rapidly it grew as a result, driving himself through exercise binges — pushups by the thousands — chasing more growth. His demonic reflection, whenever he caught it in a mirroring surface, felt more cutting-edge than others, more handsome, and that feeling fed his vanity, leaving him overly muscle-bound and full of himself through his youth. Even after all that, by nature, he still carries an obsession with fire, pain, darkness, and cruelness. Maturity tempered how he acts on it — but it never left him. He has finally hit maturity and become civil, none vain of his appearance and losing his immature traits he had as a youth like hurting travelers for fun. He no longer judges and punishes travelers himself — that work belongs to the powerful now, priests with real purity, and others like them. He knows, with his new respect, that they can handle judgment and punishment far better than he ever could. Now that he has grown out of his teens and matured, he retains his fighting skills, but he has stopped doing pushups religiously and obsessing over his self-image compared to others. He now carries a very sturdy staff of amusement he crafted himself of strong, dense ash wood, as he roams. Unknown Lore: He has no blood or much of any kind of internal organs. Though he possesses dense muscle, he is usually bloodless, but only at intense moments does he have a heart at all — an eight-chambered demon/red dragon heart, and a flow of chi rather than blood. He has bled at times, which confuses him as a self-educated roamer, but he knows he generally doesn't.
by Kenny Brewster
DrukFantasy
Druk
Ogre
Druk, Drug, Druggor or Druggor Mobgaz — his full name, rarely used on formal occasions — is a neutral/evil, 36-year-old, warrior/mage/thief, dark brown ogre with even darker brown hair, dark blackish-brown eyes, and he runs a castle built into a cave that runs through the mountains, named "Worr Croa" by the ogres or "Crag Wither Mountains" as called by humans and other humanoids. Worr Croa isn't among the great, storied sites of ogre history, but it holds a real place in their smaller, quieter traditions — spoken of as one of the "Lands Meant for Ogres," a modest promised ground "where they can crush armies" without challenge from lesser peoples. It's not a site of great pilgrimage or widespread renown, but among the ogres who know of it, claiming and holding it — as Druk has — is regarded as a small fulfillment of birthright rather than mere conquest, and it has become Druk's personal favorite of his holdings for exactly that reason. Outside the cave castle, "Castle Black Clouds," the gate door built at the opening opens up to a bowl of dirt and grass where the mountains — despite how dangerous, with wild things, dire giant animals, cruel large dumb giants, and smaller, more docile barbarian, Viking-looking giants who worship wind, calling themselves the Thruhhul people. The bowl outside the cave resembles Mongolian plains in the mountains, where vast grass grows despite being crowded around by mountains, providing Druk's troops with a big bowl of dirt and grass in front of the cave. They have built a thriving farm and small fort town in the bowl, extending the castle's power and economy. He follows and is allied with a black, male, powerful dragon named Kuvvix Kov, who is neutral/evil and a devoted follower of Talos, god of storms and destruction. Kuvvix's devotion and power have impressed Talos enough that the god speaks to him directly — a rare and significant favor — and Talos has made it his will that Kuvvix rally Druk to the faith as well. Kuvvix was initially drawn to Druk simply as a reliable source of loot and tribute flowing into his own domain, but his interest deepened over time as he came to respect Druk's uncommon cunning for an ogre, along with their shared neutral/evil alignment — a mutual understanding that grew the alliance from convenience into something closer to genuine respect. Kuvvix, in turn, has been steadily influencing Druk toward Talos's worship, and while Druk shows growing respect for the faith — largely out of loyalty to Kuvvix rather than personal conviction — he remains slightly reluctant to fully commit, following more out of practicality and deference to his dragon ally than genuine belief. Other dark lords stand behind Kuvvix in order of loyalty. Druk does not get a thrill from hurting very innocent beings, such as children, but he does have a lust for war and utterly defeating his enemies, and a small craving for cruelty — sometimes defeating a rival town in a cruel way, like surrounding it with fire after letting the women and kids flee, or crushing the men outright. His troop count is on average 150 ogres, mostly neutral and evil; 50 pirates and thugs, mostly human; and 20 human servants — mostly runaway criminals turned into slaves when captured by Druk's scouts as they flee civilization into the mountains of Druk's castle. Good and neutral humans, mostly under banners, challenge Druk the most, claiming territory for their remote fortified towns in the region and often challenging Druk's territorial borders. Druk is not insanely rich but is doing well; his troops manage to manhandle the lands around them enough and bring loot back from pillaging, so Druk has a large surplus of treasure and goods.
by Kenny Brewster
KalazanFantasy
Kalazan
Minotaur
Kalazan, Royal Commander of Hold Red Tide Kalazan's Profile & Ambitions Kalazan is a 29-year-old, royal-blooded Minotaur with brown fur, white horns, and a tall, broad-shouldered build. His moral alignment is good/neutral. Driven by a fierce ambition for personal power, he focuses heavily on expanding his personal collection of tamed beasts. Alongside his pursuit of strength, he strives to build stronger diplomatic and trade relations with nearby civilized cities. Due to his royal status, he maintains active ties with his family. They regularly send him gold to support his endeavors, and he sends gold back to them in return, ensuring they continue to mutually support one another. Hold Location & Appearance Kalazan commands Hold Red Tide, a strongly built stone fortress constructed directly along the edge of a mountain range. Rather than being buried deep within the mountains, the fortress overlooks the dense, quiet woodland known as Willow Dale. The surrounding forest is sparsely populated, home only to wild animals and a few scattered elves. Hold Details & Population The stronghold maintains a total population of 50 residents. Within the heart of the fort, Kalazan has built numerous private chambers, dedicated laboratories, a large and frequently populated tavern and dining hall, and several secret rooms hidden behind trick lever entrances. The hold also features specialized workshops designed for specific races, providing spaces where gnome tinkers can invent and experiment, while dwarf and human smiths and builders forge equipment, construct fortifications, and maintain the hold. The resident gully dwarves are notably cleaner and better-mannered than most of their kind; however, they still maintain separate living quarters due to their distinct odor. They primarily assist the hold with daily chores, construction projects, mining, and excavation. Hold Roster Kalazan's roster includes an elderly human sage who serves as a trusted advisor and scholar, several clerics, and a trusted Head Cleric who oversees the hold's religious affairs and spiritual well-being. The hold is also home to numerous arcane practitioners, including both traditional arcana users and several individuals trained in the dark arcane arts. Those who practice dark arcana worship civilized, fair, and just dark gods, allowing them to study and wield darker forms of magic while remaining loyal, disciplined, and honorable members of the hold. Military Guard Units The fortress's defenders are divided into two distinct groups based on capability. Humans and minotaurs make up the primary heavy-hitting military guard, known simply as "Unit 1," due to its relatively small size of approximately 30 members. The remaining residents, who are less physically imposing and untrained for active warfare, form the backup force known as "Unit 2." Underground Stables & Breeding Program Deep beneath the fortress, within specialized underground cave stables, Kalazan keeps breeding pairs of two tamed dire snapping turtles and two tamed large dire ants. The female ant is a wild princess whom Kalazan successfully rallied and tamed. These massive creatures have been raised from birth, are exceptionally well-behaved, and are taken out daily for exercise. To expand his forces, Kalazan is constructing an underground nursery adjacent to the stables, dedicated to raising large numbers of dire offspring. Fortress Defenses & the Control Orb The fortress's outer curtain walls are built seamlessly into the mountainside, forcing attackers into a narrow, tightly controlled killing ground overlooked by high battlements manned with archers, crossbowmen, mages, and siege engines. The only direct approach crosses a long, steep stone causeway formed by a towering slanted boulder known as Crag Crimson Rise. A massive reinforced drawbridge, built from exceptionally strong lumber that Kalazan personally warded and enchanted for durability, spans the final gap. Kalazan oversees and reinforces these defenses through a magical control orb, a rare artifact that allows him to observe anywhere within the hold's mazes, dungeons, stables, nursery, private chambers, and a short distance beyond the fortress walls. Logistics & Regional Threats Although the surrounding region is occasionally troubled by giants, dire animals, and goblins, such threats are rare. Because would-be attackers lack the skill to bypass the fortress's defenses or trick its defenders into lowering the warded drawbridge, they are easily stranded at the gap before Crag Crimson Rise. As a result, most regional threats fear the hold too much to mount an assault. On a few famously loud nights, powerful enemy mages and wizards attempted to destroy the drawbridge gate with repeated fireballs, but Kalazan's personal wards left the enchanted timber completely unharmed. This exceptional level of security ensures the hold can safely receive vital provisions transported from Herma, a nearby human-dominated city, along the secure route through the dense woodlands of Willow Dale. Commander Korth, Kalazan's second-in-command, is cream-furred with white horns.
by Kenny Brewster

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